Starcraft: Enslavers Redux
Starcraft: Enslavers Redux
Description
Enslavers Redux is a multi-episode campaign remake/reboot based off of the original Enslavers and Dark Vengeance custom campaigns for Starcraft 1 and using the actual lore of Starcraft to help bridge the gap between episodes. It features the following:
- 30 Missions across 3 campaigns (6 per ep canon, 9 total per ep, +3 epilogue missions) with unique A and B canon arcs depending on the choices you make.
- An entirely brand new plot and custom text dialog brings the full untold Enslavers story to new life based off of the original Enslavers story and the Dark Templar Trilogy with links to both Starcraft and Starcraft II.
- Play as new customized heroes such as Commander of the Dominion Alpha Squadron, Gui Montag, General Warfield, Selendis, Mohandar, Ethan Stewart, as well as original favorites re-customized such as Tom Kazansky, Magellan, Warbringer, Mojo, Zeratul, Eredas, Zagara and Kerrigan with new dialog, new abilities, and new stories as they help drive the Enslavers plot.
- Powered by the Starcraft Mass Recall mod
Developer's Note
When someone usually asks you what they think of when they hear the title Starcraft Enslavers, memories of brutal difficulty and monotonous gameplay with little plot usually come to mind. Both Enslavers and Dark Vengeance were very quick, watered down campaigns aimed at showing the player how one can build a custom campaign in the map editor. However they also introduced an important element to the Starcraft timeline...understanding what was going on behind the scenes of the main episodes of Starcraft and Brood War. This is a very interesting topic to explore given that fact that we have a mercenary army capable of controlling Zerg along with an ancient Protoss bent of vengeance. Both of these have ties into the overall Starcraft story arc of what Duran was originally trying to do to upset the balance of the sector while finding a way to merge the Zerg and Protoss DNA to create the hybrids.
Thus, this complete custom campaign is a new reboot based off the original campaigns in order to do what the original could do not. Tell an engaging and compelling story of what occurred between and during the main episodes of Starcraft while understanding a bit more about what Ulrezaj was up and what role he played in Duran's plan. However, creating this campaign solo is a large undertaking and as such....there WILL be bugs! Anything in these maps can be improved overtime. I encourage anyone who plays through these maps to please list your comments on anything you notice that seems bugged or anything you'd like to mention that is positive or constructive criticism that would help improve this campaign.
If you would like to play a chronological playthrough from the beginning of Starcraft through the end of Starcraft 2, this is the historical order:
- SC EP1 - Rebel Yell
- SC EP2 - The Overmind
- ER EP1 - Shadow of Deception
- SC EP3 - The Fall
- BW EP4 - The Stand
- BW EP5 - The Iron Fist
- ER EP2 - Dark Vengeance (starts mid-Iron Fist and ends just after Iron First ends)
- BW EP6 - Queen of Blades
- ER EP3 - Twilight Falls
- ER EP4 - Enslavers Redux Epilogue
- SC2 EP1 - Wings of Liberty
- SC2 EP2 - Heart of the Swarm
- SC2 EP3 - Legacy of the Void
- SC2 EP4 - Starcraft II Epilogue
- SC3...?
Story Introduction
Episode I: Shadow of Deception - Set between StarCraft I Episodes 2 and 3, Deception begins with Arcturus Mengsk and the newly formed Dominion as they launch a new initiative to silence all outlaws who would act against Dominion law, starting with notorious mercenary Alan Schezar. However, a lone Commander of the Dominion Alpha Squadron soon realizes Schezar's intentions are far greater and darker than anyone could have imagined...
Episode II: Dark Vengeance - Set between the end of Starcraft Episode 4 and the middle of Episode 5, Dark Vengeance begins with Zeratul and the Protoss, finding new protection on Shakuras after having it been cleansed of Zerg, deciding now to return to Aiur to find any remaining Protoss survivors. What begins as a rescue mission soon escalates into dark plot to subjugate both Protoss and Zerg to bring about a vengeance aeons in the making...
Episode III: Twilight Falls - Set between the end of Starcraft Brood War and Starcraft II Wings of Liberty, Twilight Falls begins with Kerrigan, having crushed all opposition to her, returning back down to Char while designing a new Zerg hierarchy after purging all remaining Cerebrates. However soon after, sensing a strong psionic presence across the void, Kerrigan begins a journey that will bring her to both the most terrifying foe she has ever encountered and a prophecy of the true darkness still yet to come...
Enslavers Redux Epilogue - Set just before Wings of Liberty, the Enslavers Redux epilogue will feature the final conclusions of the three primary heroes of each episode. The battle hardened ex-Dominion Squadron Commander looking to start a new life but instead finding a horrifying Dominion project that he must stop. Kerrigan, the Queen of Blades, still reeling from her experience of learning about the hybrids to take the fight directly to her ex-consort, Samir Duran. And finally the illusive Dark Templar Zeratul, recently rejuvenated from his long self-exile after murdering the matriarch Razagal, traveling to an unknown world and must prepare for a battle which will set in motion the events of the fate of the entire galaxy...
How to Play
1) Download the latest SCMR package and mods. This custom campaign is powered by the SCMR mod. Do not use older mod versions. Please use the following to download this first, or use the SCMR page for the latest release. Place this unzipped folder in your Starcraft II folder of your Starcraft II installation (Typically located in Applications (or Program Files if Windows)\Starcraft II\)
SCMR 7.2 - Maps, Core SCMR Mods
SCMR Assets Mod - All models, images, etc
SCMR English Localization Mod - Various text entries (note - most dialogs are still contains within missions, not this mod)
- Extract SCMR. Should look like this when extracted:
- Within this extracted SCMR folder, move the folder called "Starcraft Mass Recall" to the "Maps" folder of your Starcraft 2 Installation folder (Typically located in your primary C: drive -> Applications (mac) /Program Files (win) -> Starcraft II. Or basically, where Starcraft2.exe is located - Note: Create the "Maps" folder here if it doesn't exist!)
- And then within this, it should look like the following now under /Maps/Starcraft Mass Recall:
- Go back to that extracted SCMR folder and now move the "Mods" folder to the same place as the "Maps" folder. Should look like the following now:
- Download the Assets and Localization mod files (SCMRassets and SCMRlocal) and extract both to the "Mods" folder in your Starcraft 2 install directory. Your Mods folder should now have FOUR mod files and look like the following:
2) Download the Enslavers Redux campaign compressed file folder and unzip. Within you should see a folder called "Enslavers Redux" which contains all the maps you'll need and the campaign launcher. (If not create a folder called Enslavers Redux and place launcher map and Episodes I,II, and III folders within here)
Enslavers Redux - Latest Version
- Go into your Starcraft 2 folder -> SCMR Mass Recall -> Extras:
- Within Extras, place your zip file, then uncompress it there. You should have a folder that says 8. Enslavers Redux. It should look like this now:
- You've got Enslavers Redux installed! Now from the SCMR Campaign Launcher go to Extras and click on the Enslavers Redux menu panel. You can launch any mission from here or open the Enslavers Redux Campaign Launcher in the SCII map editor and click "Test Map" at the top right and launch missions from there
5) You can play locally offline from here or you can play on Battle.net. To do this, save your map at any time in Enslavers Redux. Then click Show In folder button. This will minimize the game and open the save file's folder. Copy this save file to your Battle.net account (Typically located here: \Documents\StarCraft II\Accounts\ACCOUNT
Saves\Multiplayer\) Then close out of the game and SCII editor, run SCII in Battle.net, go to Campaign, Load Save file, Multiplayer, and your save file should be located here. Please note, you should only play continuously either in or out of Battle.net throughout the campaign due to saved data that the game depends on which is different between games loaded from Battlenet or offline.
6) Please note, there is no voice acting for this campaign as none existed in the original either. You must enabled in-game subtitles to see the transmissions of in-game unit text. This can be done by going to Menu -> Options -> Gameplay -> Display Subtitles. This is an English Localization. For those using other language versions, I have moved MOST English text dialog over to use other language files, but in case you still see any "Param" errors, please do the following if you are not using EN_US language data from within the game itself: Press F10 -> Options -> Language -> chose "English (US)". Please note, some copies of SCII do not have this option.
7) Ensure both "Subtitles During Cutscenes" if CHECKED and "Enable Simple Command Card" is UNCHECKED. This will improve your playback experience for Enslavers Redux.
Changelog
Credits
Powered by the SCMR Mod
Click here to view full SCMR credits
Campaigns creation by:
- OmegaWeaponX85
Map design inspiration based on:
The original Enslavers/Dark Vengeance SC2 remake by Opugg / Opupu
Starcraft: Mass Recall by the SCMR team
Starcraft II: Wings of Liberty, Heart of the Swarm, Legacy of the Void by Blizzard Entertainment
Story inspiration based on:
The Enslavers and Dark Vengeance custom campaigns for Starcraft I by Blizzard Entertainment
The Dark Templar Saga by Christie Golden
Custom Enslavers Redux models by:
Kanitala
Alleyviper85
GhostNova
- Hammer107
- Thrikodias
Special thanks to:
Telenil
Jayborino
Disclaimer: Enslavers Redux is a completely custom campaign based on the original Enslavers and Dark Templar stories. It is in no direct affiliation with the authors of those stories.
More custom campaigns like this can be found at the Custom Campaign Initiative
If anyone has a great screen shot they want to share of either a cutscene or an action battle please post it here and I'll add it to the photo section and/or mission summary!
@InsaneMst: Go
That's odd. I'll re-upload 2.02 w/those maps that say they are corrupted. That's why we have backups :)
Part of the goal of the remake was to bridge plot points of SC1 with SC2. We know the Overmind knew about the Xel'Naga Amon (or at least his influence on him) and the threats there from plot in SC2 and his "vision" of the end of the galaxy by the Hybrid invasion. Part of his reason for finding Kerrigan was to create an agent to combat those threats. She had minor Amon influence, but still, like the Overmind, had an overriding directive to destroy everything, including the Protoss, which is evident it he conflicted thoughts it has, I'm guessing to make it easier for Amon to return which is recycled plot from WCIII a la Burning Legion/Undead...but what can you do. Most of the plot is gathered from canon lore (at least A canon) except a few pieces where we just added or fudged the lore a little to make things flow easier.
Awesome, going to have to start playing/recording these campaigns.
Hallo, I played the first campaign of this Enslavers Redux (and I'm actually playing the second) and I must say I enjoyed it very very much!
The first two missions are just incredible for the amazing details and all, and the third one is amusing.
I have to say that, in the Aiur missions, I would change a bit what the Overmind says, or, at least, the way it talks. It seems wierd to have the Overmind being worried about Schezar and saying all that things related to Starcraft 2... I think that would be more fitting to have the Overmind not talk at all (increase suspense of such a greater enemy).
The same we could say about the Dark Templar Ulrezaj when he explains everything to The Commander, saying that we cannot comprehend and such... maybe he should talk for a little shorter time.
Last thing, I think that, since we are Alpha Squadron and not Dominion's Elite Sons of Khoral, the player color should be white (and keep it if you kill the Cerebrate).
I also encounter some bugs:
Other than that, very beautiful work, I played also Mass Recall and I must say that you all are reaching blizzards in map details :)
Keep up the good work and forgive me if I've made some spelling mistake, I'm not english native.
@OmegaWeaponX85: Go
Thanks it work.
@RavnikaMagic: Go
Did you try this? - Press F10 -> Options -> Language -> chose "English (US)".
Hi, i play the Terran 05a, when fenix tell tou the opcional mission in the text appears param/...etc and the same as the opcional mission, so i dont know the mission.
@OmegaWeaponX85: Go
Finally I have time to finish the campaign. I have to say Protoss05a & 6a are really difficult to me. 2nd part of Protoss05a got me good, the high templars didn't start with full energy, the Brutalisk went straight for Eradas and could hit through his shields, but the real problem is there are so many Zergs on the way. In Protoss06a the EMP blasted away all of my units energy :( (SC1 Protoss sucks without energy you know). Getting through that mission was a real deal for me.
Some bugs on those 2 missions:
. Protoss05a : The shield regen ability had no hotkey. I used "power overwhelming" to kill the Brutalisk right away, and then I got straight to 3rd part, but the bonus objective turned red and there no upgrade to be found anymore.
. Protoss06a : The shield regen ability had S as hotkey, therefor unuseable. And Zeratul somehow lost his critical passive.
I'm sorry for sounding white harsh on my last post, I was kind of mad after being recked by the Brutalisk without saving the game :D.
@JayborinoPlays: Go
Hey Jay your channel is the reason that got me here in the first place, thank you. I also want more time to play SC2 too, we have the same big dream :D
@Scoryon: Go
To be fair to Omega and his campaign, I've been the tester on these maps and hardly had time to be remotely thorough, specifically for the Protoss missions - so it's on me that bigger things weren't found. It's good to see others playing and enjoying, while also providing feedback on the bugs they find to pick up my slack! I dream of a world where we all can have enough time after work for as much Starcraft as possible :)
Everytime I try to load The Final Blow (protoss branch), Starcraft II crash and I got an error report pop-up. :(
@Scoryon: Go
Thanks Scoryon, bug reports like this are helpful. I'll run through them and fix as necessary in the near future. Some initial thoughts:
This campaign should still be considered in beta until at least Twilight Falls is released and we do a full run-through of the maps again, maybe even with some LOTV assets included. I'm the only developer on these maps, and I have very limited free time to work on them let alone test them completely in different situations that could occur, so we're relying on the community to point out bug fixes to help make the maps better.
@OmegaWeaponX85: Go
Now I think the DA immune to mind control is a pretty bad idea because it's gonna take away some fun in the last missions :D. About the supply stuff, leaving it this way make the campaign more challenging, but you can do whatever you want though.
The last week I have been replaying the campaign and testing out the A canon in ep2. Here comes a big report:
. Terran04b: "Warbringer has been destroyed" is displayed when Tom was killed.
. Terran05b: At score screen when I pressed Quit it jumped to SCMR launcher.
. Terran06a: At the ending cutscence some random marines appeared and managed to kill Mojo. After that I lost, and also shortly before that "Warbringer has been destroyed" was shown. This never happened to me before.
. Protoss02: Eredas's walking animation bugged and and may be because of that the BSs hated him and give him a lot of Yamato shot to his face lol. You should add Fleet Beacon to this mission just to upgrade Scouts and Cousairs, they are so useless in this map.
. Protoss03:
-This map is just too hard for me. Aside form being sieged in 3 directions, resources is my main problem. I ran out of mineral before I can have a decent force to attack the expansions, and only 1 expansion that is actually safe.
- I don't understand the purpose of the dropship sent to harvest the crystal. They just send another one if I kill it, and if I let it live, it just fly to a corner of the map and chill there.
. Protoss04a:
- The Zerg use spawn broodlings on my units :(.
- There is a stuck Torrasque appeared when I defeat the yellow Zerg base.
- I couldn't mind control Hunter Killers and Torrasques, they were count as hero units.
. Protoss04b: Still super laggy
. Protoss05a: I picked up 2 of the upgrades and nothing happened. The objective show 0 remaining but not marked as completed. Btw the conception of this map is so cool, but I didn't managed to beat the second part of this map yet therefore I also didn't played Protoss06a.
. Protoss06b:
- I could managed to save Schezar by using the grip ability, and he just turned out to be a neutral unit to everyone.
- The Commander's portrait was sometime displayed as a Dark Archon.
- I couldn't destroy the warpgate untill Ulrezaj returned. And is there any point to destroy the 3 Dark Shrine?
- Some texts was half missing on the first page of the epilogue, I coudn't scroll down to see them.
This campaign by far is one of the best in sc2mapster in my opinion, but it is also the buggiest one. The bugs caused great impact on my enjoyment on this campaign. Some are so obvious to see so I wonder how you test these map before releasing them.
@Scoryon: Go
Your not wrong on the fact that Chronorift is showing. I think I forgot to disable that ability by default if you did A or B canon...I'll fix Protoss01 and 06a/b in 2.02. I'll leave Yamato the way it is for now for safety reasons. I'll need to test out a more aggressive Yamato (and more smart/aggressive enemy AI for other things to that end) later after the campaign is all done in post updates as time allows.
I don't think Brood War had DA's immune to mind control other DA's and I think SCMR leaves it that way, so we'll leave it that way here. I honestly don't know how the supply stuff works if you try to mind control a worker...I know SCMR in certain maps may have had to do other triggers for that so I'll investigate that later.
@OmegaWeaponX85: Go - I didn't kill the Cerabrate back in Terran03, and in Protoss01 & Protoss06b the Commander had Chronorift.
- I'm fine with Yamato Gun targets everything, in fact it's more interesting to be that way, just don't blow up the heroes though.
- Yes I was talking about Protoss06b. He did use the scans but it was not enough and his science vessels weren't doing a great job at all.
- Hmm if Zeratul's gonna have more shield upgrade in the A maps, then it makes sense for his shield regen to be that way, and now you just buff his grip ( 6s is huge man, I like it) I feel pretty comfortable using him.
- Can you make Dark Archons immune to mind control? It's logical and preventing the AI just have all of your DAs in one go.
- The supply of the mind controlled races should be separated but only capped at 100, and mind controlling a worker needs 2 DAs. I like to have other races but I don't want them interfering with my supply and this also make other players not overusing it.
@darivlad: Go
Thanks again. I'll patch up in 2.01 again. Sounds like this needs to go out fairly soon....
...Changes merged into 2.01 into mapster
Just a few minor bugs in episode 2, mission 3:
-Selendis was still telling me about the terrans that are trying to mine the crystal, even after I brought Zeratul and a probe to it (during the end cinematic, after Stukov's line)
-During the end cinematic the words "the terrans" were written ''theterrans'' with no space between the words. (or something like that)
I'll make sure to announce you if I find bugs and btw the gameplay of the missions is fantastic. Congrats to the map maker! Cheers!
@Scoryon: Go
@darivlad: Go
OK also will be fixed there too
Bugs and issues report:
- The Commander had upgrades from B maps although I just beat the A maps.
- Zeratul's second skill is a single target static field, is it supposed to be that way?
- Protoss04b :
. I could control a Hero - Ulrezaj (Archon) unit that stuck on a cliff, and later after capturing Schezar I actually have him in my forces.
. There was a patrolling science vessel that when I mind-controlled it, no matter what I told it to do it kept went back patrolling.
. After reinforcements warped in, it started to lag like hell, unplayable (the same thing happened in the first part of Terran03 but this time it stayed like that forever).
- Protoss05b : Zeratul's Domination skill cost enegy.
That's all the bugs I've found so far, haven't played the A maps yet but I will on the next update for them to be more bug cleaned. These below are just my personal opinions, if they do make sense, I would like have them in the game.
_ Back in Terran06a my Commander got 3 Yamato shots to the face, please change that.
_ Make The Commander use more detection, it's really irritating to see his forces got cleaned out by a lurker or DTs.
_ I think the shield upgrade for Zeratul is insignificant. Make it triple the healing amount, or + more sheild, or make it an aura or something, he can still die easily if I don't have my eyes on him.
_ The crushing grip ability is used on many heroes in other campaigns already, and plus it doesn't good enough for his final skill. You just need to change it a bit by increasing the aoe or duration.
Keep up the good works :D
@OmegaWeaponX85: Go Mind control doesn't work on mission 2 aswell
@RavnikaMagic: Go
Good catch. I've added the mind controller trigger back again to this map, so it should work on next 2.01 release.