SC1 Episode 2 - Overmind
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Starcraft: Mass Recall has moved!
for the latest versions, click here to visit the new project page
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Starcraft: Episode II - Overmind
the complete Zerg campaign
Episode list | |
---|---|
Episode I - Rebel Yell | by Ultraling & Jones |
Episode II - Overmind | by Jones |
Episode III - The Fall | by christdaugherty |
Episode IV - The Stand | by Telenil & Jimm3110 |
Episode V - The Iron Fist | by Jones |
Episode VI - Queen of Blades | by Telenil, Jones & Jimm3110 |
also check out the project thread at TeamLiquid
The second installment of the classic Starcraft campaigns. Uses the same mod file as the previous episode, and again, credit for the mod goes to MavercK. Also thanks to Ultraling for his initial work on the Terran episode, and GnaReffotsirk and others for the amazing unit models.
Features
- all 10 original missions
- original SC1 units and structures with original stats, including custom models
- original SC1 Zerg soundtrack
- all the dialogue, voice acting & other miscellaneous text from the original campaign
"Artistic License"
(some notable differences from the original campaign)
- Lurkers! Because who doesn't love Lurkers?
- Mission 5 "The Amerigo" - yep, like it or absolutely hate it, the third person "shooter" action is back
- two difficulty levels - with a somewhat more aggressive AI than in the original, in order to provide some challenge to the average player
Downloads
Links to the latest versions, by language. You will need both the maps and the mod file to play (see "How to play" below). For older versions, check the "Files" section.
English version
- Map pack - v1.5
- Mod file - v4.7b
- Mod file (for grid hotkeys) - v4.7
- Campaign Launcher - v1.1
French version
- Map pack - v1.03
- Mod file - vC.3.3
- Campaign Launcher - v1.1
German version
- Map pack - v1.5
- Mod file - v4.7b
- Campaign Launcher - v1.1
Episode 3 - German
Russian version
- Map pack - v1.04b
- Mod file - v4.2
- Campaign Launcher - v1.1
Italian version
Korean version
How to play
- extract the mod file (SC1BWmod) to your "Mods" folder in your Starcraft 2 install directory (NOT the folder under "My Documents")
- extract the map pack to the "Maps" folder in your Starcraft 2 install directory (create the folder if it doesn't exist)
- extract the Campaign Launcher & setup to the same "Maps" folder (not the campaign folder)
Campaign Launcher installation:
- launch the Starcraft 2 editor
- open the setup map named SCMRsetup in your Maps folder and click the "test document" button on the top right (or press ctrl+F9)
- wait until the launcher loads and you're at the title screen, then save the game and exit the map (press esc or F10 to open the game menu)
- find the save file (named "Starcraft - Mass Recall" by default) in (your home/documents folder)/Starcraft II/Saves/VersusAI
- copy or move the save file to the saves folder under your account folder (your home/documents folder)/Starcraft II/Accounts/.../.../Saves/Multiplayer (for example; any of the save folders will do)
- Done! You can now log into the appropriate account and load the save from the load game-screen. You can use this save to play each episode.
more info:
- You can copy the save file to whatever accounts you want. For example, if you want to play offline, copy it to your guest account folder.
- If you're unsure of the right folders or can't find the Starcraft II documents folder, log into an account of your choice in SC2, go to the load game-screen, click on a save and click the "show in folder"-button. It will take you to the appropriate saves folder.
Troubleshooting & known issues
Credits
- Original campaign by Blizzard
- Remake by Jones
- The original mod "Starcraft 2 Brood War" by MavercK
- with additional tweaks by christdaugherty, Superfield, Jones, Telenil, Jimm
custom models/textures
- GnaReffotsirk (Carrier, Shuttle, Queen, Guardian)
- Snowflake Entertainment/Project Revolution (Reaver, Corsair, Defiler, Valkyrie), reworked by GnaReffotsirk (with help from NiNToxicated, DeveRR0, Phygis)
- GhostNova91 (Devourer, Raszagal / Female High Templar, Duran portrait, Protoss / Xel'Naga Temple, UED flag)
- buhhy (Dragoon)
- SoulFilcher (Ion Cannon, Duran hero icon)
- Thrikodias (Observatory, Psi Emitter, Xel'Naga Stasis Cell)
- Alpha & Omega Squadron decals by TooMuchTuch
- Third Person Shooter engine by martinolsson
- easy difficulty & other miscellaneous tweaks by Telenil
- French translation by Choum28
- Russian translation by Jimm3110, Virussoft (original translation & dubbing: Fargus Multimedia, 7Wolf)
- Italian translation/modification by Zarxiel93, TheTorrasque, JustSkorpyon
- German translation by FirefoxGhost
- Korean translation by storycraft
- as always, thanks to Hati for his SC2 Localizer
Music
- Starcraft soundtrack by Derek Duke, Glenn Stafford, Tracy W. Bush
- "Trainstation PT.2", "Guard Down" by Kelly Bailey (The Orange Box Original Soundtrack)
- "The Maw", "Under Cover of Night" by Martin O'Donnell & Michael Salvatori (Halo Original Soundtrack)
- "Chapel of Evil" by Russell Shaw (Fable: The Lost Chapters Original Soundtrack)
- special thanks to Telenil, christdaugherty, Superfield and Jimm3110 for their enthusiasm and work on the project.
PLEASE NOTE that this is a completely unofficial, non-profit, fan-made remake and in no way affiliated with Activision Blizzard.
TyrannisUmbra:
Okay, thanks. I'm just wondering why the problem occurs with map 2 specifically... I may have an idea, though.
Zamoonda:
Mission 3/Mutalisks: Well, that's Mutalisks for ya. =P I'm no expert but they're just generally pretty amazing in both Starcrafts if you can get a decent number of them. Perfect balance isn't my biggest concern in the campaign but we'll see.
I added some extra Terran anti-air in that mission but I guess it wasn't enough. It's only the third mission though, so it's supposed to be a bit light on difficulty. The tech limitations (2/2 upgrades) match the original mission, but... yeah. I dunno. I agree though, I generally don't like the idea of massing just one type of unit to win.
Mission 8: It's just the lighting of the map, to add a little variety (too much Char). I don't know, play in a darker room. =P
@DingoDyno69: Go Not really.2 hatch works better at the beggining. When you have more drones you can build the 3rd hatchery and when you have big drone saturation you can afford to train from 4 hatcheries.If your main strategy for the mission is to mass mutalisks you will need to expand to train them fast.
@Sandwraith05 do you advice building 3 hatchiers from the start?
ok nvm the load saves work now
I just passed the campaign couple of minutes ago.The last mission was a chalenge but still,it wasn't that hard.If anyone has troubles with the missions,ask.I will give you an answer as soon as possible.
tryed the trouble shooting advice and still no dice
Couple of tips:
1.Colonies are really usefull through the whole campaign,mostly at the beggining of a mission.Build at least 4 of each type.
2.After Mission 7,the mutalisks are really weak when they are alone.They are still usefull in more further missions,but only when coupled with ground forces.
3.Build tons of drones,and many exp-s.It's really important!When having many drones you get minerals at crazy speed!It makes the missions way more easy!
4.Lurkers,coupled with sunken colonies are the best defence against ground units.If you have problems with defending,use that strategy(on mission 8 it is really usefull to do it because you need to defend 3 locations).
5.Upgrades are very usefull,especialy at the last missions.Upgrade the units,and they'r weapon and carapace(armor).
PS:Good luck to all new players to that campaign,and as always,GL & HF!
@Zamoonda: Go
Mission 3: You are more or less supposed to use mutalisks in that mission. The siege tanks can hammer you from the high ground, and that was already the case in the original campaign (though you could always brute force your way in the original, but not in this remake).
Mission 4: Put your mutalisk (or hydralisk) force near Raynor's dropping zone. You can destroy the dropships before they unload, which eases the level by several orders of magnitude.
The one change in mutalisk mechanics is is that you select 15-20 of them at the same time, while in Brood War you were limited to 12. Which is quite a significant change, since you will do 50% more damage per strike and bounce. No big deal though, mutalisks were already the most natural choice in the original campaign for these two levels. Once you start facing the Vanguard of Aiur, you'll see the IA destroy hordes of mutalisks with minimal effort.
@TyrannisUmbra: Go
Thanks, it worked tremendously. You can beat the mission with your initial units, just like in the original :) Someone should send a message to the developers, cause they don't seem to figure it out why it isn't working for some people.
BTW, i play this game on minimum and the portraits are 2D only, so i don't know how it will affect people games that are set portraits to 3D and moving.
@Klunc: Go
http://img220.imageshack.us/img220/1256/howtofixmission2.png
^Visual reference should help.
@Telenil: Go Thanks,that helped really much!The only real problem was carriers and rievers,but i did the job!I am gonna go ahead and try to pass the last mission!
@tyrannisUmbra
Second mission still not working. Can you describe the changes step by step? Cause i'm not a map maker, i don't know my way around the editor.
Would like to say, awesome port. This is sure to sate my want for a zerg campaign in SC2.
Just wanted to lend my support: I found a fix to the blank briefing screen in Zerg mission 2.
In the ini trigger, go to the creation line for each portrait (ie, the lines that say "Portrait - create a Portrait..."), and change where it says "Wait until loaded" to "Don't wait until loaded". Probably just a problem with the portraits not loading correctly. From what I saw this doesn't seem to affect the portraits themselves in any way, as when the briefing loads the portraits still look normal. It just makes the briefing load completely instead of making the game wait on a portrait to load that for some reason isn't loading.
HTH.
Edit: hmm, the static portraits aren't appearing actually, maybe create the portraits and then change them to the appropriate ones after? At least it seems the portraits failing to load seems to be the problem.
Hey, let me quote myself from the other project page real quick:
"please people, if you have any technical difficulties check the troubleshooting page first, it's right there under "Troubleshooting". It's not much, but that's about all the answers we have for those particular questions right now. Also, read the instructions VERY carefully."
Anyway, thanks for all the feedback. It's been very helpful and we're aware of most of the problems by now (I hope... Gawd I really hope so). Just a matter of doing something about it and putting it all together now... patience!
By the way, the fact that people find the difficulty level fun and rewarding makes me happy. It's interesting to read how other people have beat the missions.
Telenil:
undestructible Chrysalis: erm... whoops. That's a little embarrassing.
dead marines: Yeah, it's just that they're "doodads" instead of real units, so some modeling would be needed to change their decals.
A couple of quick things I noticed: the Chrysalis is virtually undestructible, 5000 hp and a regeneration of 10hp/sec means that protecting it is a non-issue. Is it intended? While the chrysalis couldn't be attack in the first tow levels of the original, losing it was a risk in the third level. Also, on a non-balance topic, the dead marines in the cutscene of the first level have Raynor's Raiders decals. Perhaps it would be more logical to give them Confederate decals?
Another superb romp down memory lane!!!!! :D
Can't wait for the Protoss Campaign!!!!!!!!!
Again, there were issues with the 3rd person viewpoint mission as with the Terran version but the rest was simply amazing!!!!!!!! :)
There were a lot of Broodwar only units here but I loved it anyway!!!!! :D
I think it is great. 2 bugs I have found though. Continue Campaign button does not work. Every time I click it, it takes me to the main menu and says cannot load map. And a couple of times the briefing screen would just be blank(I know you know about this one, but just showing that it's happening to others too). Can't wait for the protoss campaign.
@Sandwraith: I mostly relied on hydralisks. I tried with mutalisks first, but as you saw they are too gas-heavy and get annihilated by carriers/scouts.
The first step was to go double hatch -> drones -> lurkers -> ground upgrade -> hive, with always 12-15 hydras as a defensive force. Then I harassed the Akilae (green) on the right, using a group of mutas to kill the reavers and/or high templars. I eventually attacked him with ultralisks/hydralisks/zerglings, and expanded there. Ultras soak reaver fire (try to get the storms on them, too) while the other units deal tons of damage. Once the Akilae are out and the expan is done, I could spam hydras-ultras from 3-4 hatchs, adding zerglings when vespene is low, and push south to the crystal. I destroyed one of the two Velari bases with a smilar strategy.
Upgrades are VERY important, the carriers will tear you apart if you aren't 3/3. I also did 4-5 spore colonies in front of the air waves, to soften them a bit and soak fire before the hydras come to the rescue. And, obviously, save your game regularly.
The level 10 is practically identical to the 9.