StarCraft: Reclamation Campaign
I
STARCRAFT RECLAMATION
An original campaign for StarCraft: Brood War.
You are a Commander in the allied forces of the Koprulu sector, an Umojan / Dominion alliance which has recruited your forces from all over the sector to serve in this new humanity.
Only the bravest and the best. You will be taking the cutting edge of human technology into combat. We only hope you survive.
This is intended to be an epic galactic campaign sprawling over at least 30 missions for all three races. At the moment it's roughly set after the events of Brood War - but I'll update as I continue the storyline.
Reclamation Campaign (alpha)
Recommended Settings:
Sound settings: I currently have my music on the 0.1 dot (1/3 bumps from 0), and my digital sounds is around about the 1.0 dot. This should allow you to hear both the standard and custom sounds and music. If you find a different setting works better for you, feel free to use it, or make any recommendations for enjoyability. ^.^
The campaign currently doesn't require any mod launchers, it's direct to format.
The additional sound files may require StarCraft 1.19+.
Completed so far:
As this is currently an alpha with experimental triggers and features, there's bound to be a few bugs in this initial alpha as I experiment - but they'll all be fixed. ^.^
I intend to try and experiment with and include a number of gimmicks and various thought projects in this campaign, some of which I might list below for obvious reasons at this stage.
TERRAN CAMPAIGN
The Terran Campaign is a bit of a prologue campaign. Takes place on the world "Nova 14".
TERRAN 01 - "NOVA XIV"
There is a large bug in this level which is primarily a "wait" problem - I will patch this in a following edition to run properly without delay. Otherwise the level should be fine.
Features a Shield Generator, which suffers from the afore-mentioned bug.
TERRAN 02 - "MISSION IMPERATIVE"
Slightly bugged but should be fine.
Features a modified version of the Shield Generator.
TERRAN 03 - "THE BROKEN HEART"
(This has been updated to solve massive accidental brokenness which may or may not have been included in the previous upload. Should be fixed now. ^.^)
This implements the first of a very early AI experiment I wanted to make via triggers. It's extremely early stages, so at the moment, all it really does is throw a couple of scouts at you until it bugs out.
But this should also continue to see improvement and should be easy to modify in the future. ^.^
TERRAN 04 - "SHADOW WARRIORS"
This implements a gimmick, but also comes with a bit of a visual joke, which I will try to fix when I start learning how to use the more advanced data editors (it would not accept my obvious solution in using allied players). Hopefully it's not too formidable in the mean-time.
It also implements my first "Wait" solution, which I shall definitely include in updates for the entire campaign thus far. ^.^
TERRAN 05 - "UNFAMILIAR TERRITORY"
COMPLETED.
- Custom Music
- A bit of customised terrain. (I may be able to improve it in the future, but feel free to comment for my education - I value it highly.)
- AI Attack Waves (No Base AI, etc, currently, may be changed.)
- A lot of featured custom gameplay gimmicks. (3/4 implemented. SW Beacon will do nothing.)
- May be incredibly tightly paced - feedback is welcome.
- Obviously perfect.
- (There are some unfortunate error messages which I don't have the faintest idea how to eliminate.)
It may have a few more things to round it off. But mostly just to publish the featured gameplay in a complete alpha.
I've managed to solve a lot of problems, and learned a bunch in the process. This map took me two days to create (the alpha), which is a first for me, and I'm very proud. ^.^
(Still updating, though.)
0.5 Alpha.
TERRAN 06 - "TURNING POINT"
COMPLETED.
- Features more custom work with additional music and sound choices.
- Tried to figure out a few more fixes for overall designing.
- One tiny visual feature is missing, but I'll be sure to look into it. (Excuse the Freeze mechanic for being slightly confusing atm.)
- Should be virtually bug-free, but feel free to report anything, pls & ty.
- May have a few more updates, but this should be a playable 0.5 alpha. I'm having a lot of fun. C:
(Setting a new record, I did the entire 0.5 alpha for this map in a day, with my newfound map design experience, just to beat myself. ^.^)
0.5 Alpha.
TERRAN 07 - "THE IRON THRONE"
COMPLETED.
- More experimenting with custom sounds and music. Hope you enjoy.
- This is largely a more classic RTS based mission, but with location control objectives, so I'll probably try to enable more of the in-built AI.
- I was planning to experiment more with custom triggered AI (for specific reasons), but at the moment, it's just very simple wave-based mechanics, and whatever it is the computer does when I tell it to do things.
At the moment, it's a working 0.3 Alpha, and it might range from Easy to Impossible depending on your skill level and ability to meet the quirks. (It was completely ridiculous for a second, but if I can beat it, there's your variability.)
The story isn't necessarily complete (alpha, baby) but the map should be playable. (Also because it's alpha, so this is a beautiful relationship.)
Took 3 days to make this alpha (right after my others). So I'm making good time.
0.3 Alpha
TERRAN 08 - Upcoming.
Incomplete.
NOTES
Feel free to leave any comments about bugs you might have experienced that I haven't listed here. (And of course, any comments in general which are always welcome, unless they're bad, in which case I condemn them thoroughly.)
I started this campaign largely for the practise, the improvement, the experimentation, and of course, because I love StarCraft and the stories of that universe and always wanted to finish making a campaign. So, I hope to make something good!
So I hope you enjoy as I work through what should be the first of my finished epic campaigns!
~SuperMudz
Since long wait timers also tend to reset themselves when the game is loaded, and seeing as you're experimenting with AI, I would suggest getting to know AI modding. It is really simple to do and can get you results such as always-accurate timers and engaging aggressive AI, not to mention removing about the half of pre-placed brigades you have around the maps and replacing them with AI training and placing those units on his own during gameplay.
EDIT: Further looking at the maps, it seems like you could also use better custom ramps, which can be done either through looking at specially created ramp maps to which I can provide link (don't require additional work, but may still be a bit inadequate in terms of appearance) or tileset modding (needs additional work in photoshop, but results in ramps looking as good as you would like them to).
In reply to UEDHighCommand:
Wow, that all sounds really great - yeah man, if you have the time, I'd love to look at the link.
Partially I was playing with triggers hopefully because it'd add a bit of random factor trying to make it work as opposed to AI Script (those silly things, y'know - also because I'm ornery), but also because I haven't tried AI Scripts yet - but yeah, I'm keen to try out the tools. ^.^
(Chances are I'd end up using both? Guess I'd find out.)
Thanks for posting, that's totally helpful, thanks, dude. ^.^
In reply to Forge_User_80208254:
BW's AI does have already included tools to support randomness (for one, all attack targets are randomized unless the attack_to command is specifically used).
Im not sure of mapster's restrictions on the matter, would it work to DM you tutorial stuff or it's better to use some other means of more direct communication?
In reply to UEDHighCommand:
Sure man, DM, post, whatever you find most convenient - as long as it's here, I should see it. ^.^
I just mean, I have a weird random thing where the scouts will stop periodically and gather together, and things like that. I like the idea that necessity breeds invention (just since I'm learning). But the thing is, I actually switch their players for convenience, so I see no reason I couldn't add those things to an AI controlled map anyway (assuming I wanted to), so that should totally work fine, right? In any case, it is totally what I need to learn (triggers are murderous beasts, and I must fight them every time). ^.^
But yeah, that sounds boss - very useful. C:
I've seen some absolutely crazy good SC1 maps, and I'd love to see how it's done.
In reply to Forge_User_80208254:
In reply to Forge_User_80208254:
I mean, obviously I'd assume an AI would behave like an AI, and maybe do things like have their units wait to gather together before attacking and such and thus be mucho good - but just so you know what I meant. ^.^
How do you play this? The files won't open in the editor?
Edit: nm just realised its for the original sc xD
:P