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!
In reply to Terios2000:
In reply to Kruggov:
Hi! The campaign is great. Thank you for this. But I want to ask you about mission 1 ep.4. I played versions 4.04 - 4.01 and civilians cannot be loaded in dropship. They just stand and don't act with beacon. One time 40 of them were loaded and that's all. May be you can advise what to do? Thanks in advance.
Would you please tell me why Zeratul is Level one with only a blink ability in 4.3? Actually,Zeratul has reached top level and learned all the abilities in 2.6?I doubt that if you set Zeratul back to Level one on purpose?
I reset my data to play through it in full now the "complete" edition is out, sorry if these are a little disjointed but I typed them up kind of quickly.
Bugs
Missions 5a and 6a have a duplicate version of the intro map startup triggers that don't work and makes both maps not load any triggers, you can fix it by just deleting the first (broken) one and leaving the one labelled something like introduction 2, though.
Void rays are also just arbiters with the voidray model in missions 5a and 6a if you have them, and cost no resources to build (only supply) in mission 6a.
You also sometimes keep getting the option to upgrade random skills that're already maxed, like the big single target strike and the chrono aura, I have no idea what happens if you actually choose to upgrade them in that scenario but i assume it's nothing. I'm pretty sure you're not supposed to be able to upgrade every single zeratul skill by the end of the protoss campaign if you collect every artefact and unlock every combat tier, unlike in the zerg and terran campaigns, but if you are then I must've accidentally chosen the useless already-maxed skill upgrades a few times.
Suggestion
I feel like Khadyrin monoliths should be invincible on Protoss mission 02 if you choose to activate them, because they're effectively useless in their current state. Terran attack waves aren't auto attacking towards your base along set paths, their AI is set to go out and target your buildings (probably because otherwise they wouldn't hit your expansions, but i'd argue they're in the path attack waves go in anyway so it wouldn't matter too much) and this just leads to the first air-based wave that comes after assuming control of the monoliths just going out and individually targeting each monolith, who can't detect the cloaked wraiths and just end up being all killed without doing much other than picking off a science vessel or two. Even against the ground waves, they almost always come with a science vessel that lets them see up onto the highground and just kill the monoliths with tanks. This is also kind of an issue with the dark shrines on this map, since all of them except the one in your base are just going to have an attack wave bee-line towards them at the first chance they get.
This is a second, very very minor thing but I feel like Mohandar might fit better with having the Golden Dark Templar skin from the latest warchest, since it'd keep with his portrait look of being sort of gilded while also letting him remain distinctly dark templar rather than the aiur aesthetic of the avenger
please change the terran final mission 6 without time limit in the next version ~
In reply to civcivcivcivciv:
In reply to menionlea:
In reply to civcivcivcivciv:
In reply to menionlea:
In reply to civcivcivcivciv:
In reply to menionlea:
In reply to civcivcivcivciv:
the mission 6 terran scenario
mission objection is destroy 4 towers
is there any mission guide ?
i build 14 battle cruiser and wanted to kill all of the zerg but it was failed bcuz time limit
then if i want to clear this mission should i destroy only terran base ? the 4 towers?
during defence zerg attack ?
In reply to civcivcivcivciv:
In reply to menionlea:
The menu music keeps playing when I click Begin New Campaign over the cutscene music.
Huge, huge, huge amount of expositing time before the player actually enters a playable map, have you considered making the openings separated in some fashion?
In reply to JayborinoPlays:
Hi OmegaWeapon,
I played the new first epilogue mission. This time around, the civilians can begin loading the transport only after I killed the Laser Drill, following which there began regular nuke launches against my units (previously on random places) In fact, many civilians would not begin to come out, until the Laser Drill was killed, nukes begin falling, and then I can move units to the semi-cleared areas to get the civilians.
Also, the Laser Drill was neutral throughout, so I A-click my army on it to destroy it, but it did not register as having being destroyed even after I destroyed it, thus no achievement, but at least the laser stopped firing.
There was an error in loading the second epilogue mission after completing the first one. After the first epilogue mission ended, it loaded the second Schezer mission "Into Darkness" instead. I returned to the main menu and loaded the second Epilogue mission, and it loaded properly, once. However, after I tried restarting the mission, everytime I tried to do the second epilogue mission, the game closed with an error message and I cannot play it, even from the editor. You might need to redo that file
is there any guide mission hard level defend of aiur ? this is quite hard cuz i need to defence every protoss basement
the protoss base in the northwest , i don't know well how can i defence it