Kerrigan's Fall
This is a remake of the mission in the Terran campaign of SC1 where Mengsk abandons Kerrigan to the Zerg. The original transmissions are in it, but unfortunately I am missing all of Mengsk's lines in that scene, so instead there are random quotes like "darn, I appear to have turret syndrome" etc. That said, Kerrigan is a Ghost hero unit with a Banshee portrait. Mengsk's portrait is an SCV, Jim's is a marine. Sorry I don't have Mengsk's lines, but there's nothing I can do. Oh well, at least you'll get a kick out of the replacement lines. Tell me what you think and enjoy!
Hay Wunterwaffen
Nice map, but this is northing like the original, you are meant to be between the zerg and the toss protecting the zerg! Terran has the middle base close to the zerg, with 4 attack/entry points. Zerg only has one big base right above the terran with to ramps leading down to terran and one on the left side going around the terran, so the toss can attack zerg that way around. Protoss has two bases one at the bottom right and on the the top right. as far as I remember. And it is still way overpower, but at least I got to mass battlecruisers :)
Hi, i liked it, but yes is too easy, i really don't remember the original mission from SC1.
Too much resources and all the upgrades from the get go, i think it could be more fun if you try all by yourself in the normal cooldowns, the map is small so you can have more control of everything quickly, you can make the computers to build army during the fight in progress so when you move forward you will always have light and heavy units to fight. You can help it using regions and points to active things, when you explore the map entering in certain areas you can force the computer enemies to train or create specific units or by timers (gametime elapsed) so when you move toward the enemies base you can find more challenge.
Again i don't remember the original mission, but other fun feature could be getting Kerrigan to come along with the offense troop that is moving to the enemy base, using something like check points getting Kerrigan inside a bunker to protect her with the properties of those bunkers modified to help with the escort or something like that, changing victory conditions getting her near the enemy base, but well, that would be a totally different mission and no the remake.
nice map, good luck.
Hey wunterwaffen I have gone through and played all of your remakes and I actually noticed they are getting better. But heres some recomendations to make them a little bit more like the original.
Replay each map you remake (from the original game). I much rather have a empty map without doodads than a map with them but is in no way similar to the old map.
Secondly when you replay those maps take note of a few things. How many units they give you. what buildings they give you. how far can you tech up. We all understand you may want to do things like supplement thors for goliaths but some of those maps you have made had over 300 units already on field making it far to easy.
Get rid of operation cwal for upgrades (instant build) and put the game default speed on fastest (I'm not completely sure if it is or isn't)
Figure out triggers the awesome things about some of these maps are the triggers for example in this map your supposed to be defending a force that is actually attacking you without destroying a single building. Or the one where you play as the zerg and kill off both Duke and Fenix the magic of that map was having like 10 (I think) minutes to build your units up and destroy as much as you could. Now tihs will probably be the hardest thing to do and will take time I understand that.
Obviously I don't expect you to get all these things perfect but atleast try your best. I hope you take some of these pointers and make some changes to your maps for the better.
Well, I probably will modify it for the better. Ur right, although I actually didn't use air units at all when I tested it, I just used 12 Thors lol. Ok, I'll modify it and post the new version soon. Oh, one thing I forgot to say was that if u want to see the transmissions at the end, do NOT destroy the Zerg. They aren't much of a threat anyway. Just eliminate the Protoss. As for Mengsk's lines, I got all the dialogue from a mass download on a website, including a folder that was SUPPOSED to contain all of Mengsk's lines from both games. Yet lo and behold, when I go to import, the lines I need are completely missing. "Belay that order we're moving out", "All ships prepare to break away from Tarsonis on my mark", etc. were all missing. Sadly, there is nothing I can do about such criminal negligence on the part of those who ripped the files. I'm terribly sorry. Anyway, I'll change this and repost it, so stay tuned. Oh, and PS, about the design: I made this using another map as a template, and that map was really grueling with lumpy, often impassable terrain everywhere so there was very limited space, especially at the Protoss base/ I'll try to change it so it's not so cramped. Stay tuned.
Well, there aren't supposed to be air units for this mission I don't think. They should be removed altogether. I'm pretty sure you only have access to ground units in sc1 here.
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Oh wow, I just tried it. It's nothing like the original mission. I don't get the point of this if it isn't going to be the same in any way.
Umm, well with all the starting minerals and bases it was extremely easy. Way to easy. Plus, was the protoss supposed to attack? Because it just had its units all clumped together by their photon cannons. In addition, the 2 cannons were the only thing capable of merely hitting air units, so basically all you had to do was create any air units and gg. No difficulty whatsoever. Lol so what changes do you plan to make, and are you gonna get Mengsk's lines you think?