SC1 Episode 4 - The Stand
=== This page is for the older version of episode 4: The Stand, which does not require Heart of the Swarm. An updated version of this campaign is now part of the Heart of the Swarm edition of Starcraft Mass Recall. ===
Starcraft Brood War: Episode IV - The Stand
The complete Protoss 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 |
Check the official SC1 campaigns on SC2 thread on Teamliquid, and watch our video trailer!
Here are the links for the updated versions of the maps, by language:
English version
Russian version
French version
German version
Italian version
Chinese version
Download on this website
Korean version
Download on storycraft's website
How to play
Before you play, you need to download the maps AND version 4.1 of the sc1mod. Put this file in the "Mods" folder of your main Starcraft II folder. If you launch the map 1 and lose the game almost immediately, the mod file is not at its proper place.
Thanks to Superfield for his mod work and TheTorrasque for some of the maps.
To launch a map, drop it on your Starcraft II.exe shortcut, or open it with editor and choose Test Document (ctrl F9).
I tried playing map 6 the other day and there were no attack waves whatsoever, maybe its because its on HOTS now? how this is fixed in the next update, also some higher difficulty would be nice it felt easier than the first Terran campaign. (back when it was working).
Excellent campaign! Winning the last scenario with carriers is the sole option, I confirm! This is really a very well designed campaign! Congrats!
Why there is not difficulty options like in previous protoss campaing?
Just finished this amazing campaign. After mission 6 I stopped for about 3 months, and today finished remaining missions.
A small but a little bit annoying bug. In HOTS after finishing the last level there is a victory screen without mouse (I believe mouse is locked during the credits and is not unlocked afterwards), so the only way to quit after this is Ctrl-Alt-Del, Alf-F4 or stuff like that. Also, bug or not, but on the last 2 missions enemy attacks only your main bases. It is possible to expand and leave the expansion with no defense, and enemy still won't attack it. I don't recall it happening in any other missions, only in the last 2. But it simplifies the game too much.
A small advice to players for the last 2 missions. They may be pretty tough if you go heavy ground army. However, a big pack of carriers (15-20 of them) is enough to clean up all the enemy bases in both missions without even ground support. So a good strategy in these missions is to make a few zealots/dragoons and many cannons to hold early and spend all the rest resources on carriers and air upgrades. Once you have 15 fully upgraded carriers fully filled with interceptors, missions become a piece of cake. You can just go and destroy enemy bases one buy one: there are so many interceptors that not even big packs of scourges or hydralisks are able to reach carriers. Beware though: carriers are very slow and can't transfer between your and enemy's bases, so when you move out, you have to leave something to defend your bases. In my opinion, 5 carriers on base are enough to defend against anything enemy is going to throw at you.
@Miles07: Go
Ah yes, that would be because the dps of the missile turret was fixed in the latest version. I will tweak the positions of the turrets in the next update, thanks.
Quirks: Scenarios 2 and 3 allow you to build Arbiter Tribunals, but no Arbiters. No need for the Tribunals.
Also, Scenario 4 has some issues during the introductory (playable) scene. The Shuttles don't unload all of their troops before being shot down by those Missile Turrets, so you're usually only left with 3 Dragoons and 2 Reavers. You BARELY get Kerrigan and that Probe to survive.
This might be just asking for too much, but has there been any consideration of the idea of Tribe separation in this campaign, the way it has been reported would be done in LotV?
Think about it a bit: Here we have the Khalai of Aiur escaping to Shakuras, where they meet the Nerazim (Dark Templar). Perhaps there could be an option of allowing the player to choose which "tribe" to choose to build his/her units?
I think in particular of Scenario 7, when a numbers of the Khalai rebel against the Nerazim. At this point, wouldn't it be possible to have the player build Nerazim units, or at least units that have a Dark Templar color scheme? Maybe that'd be an interesting way of further connecting to the backstory of the series, or it could even help out with prepping us for LotV. I know it'd be a lot to ask for, but at least it's an idea of how to further spruce up the project.
Scenario 01: The cutscene mode starting at the replenishment base (one with the Shield Batteries) can be cancelled by pressing ESC, which pauses the game indefinitely.
Scenario 04: In some cases, a cloaked Wraith might be aggroed during the initial assault. It's pretty annoying, though it can be dealt with Kerrigan's Psistorm. Cloaking research could be delayed for some time?
Scenario 05: If Archon is summoned, it will not be removed after destroying the generator in hard difficulty.
Mod file: Reaver has a problem. The original scarab will pursue and explode even if the target is dead before it reaches. In this mod, however, it will stop if the target dies, which makes Reaver practically useless.
BTW, is there any guides to contribute to the translation project?
@Telenil: Go Yes, I forgot about it. And what about transport? In BW it controlled all units within, I remember it 100%.
Thanks for the comments!
@AdunEntarovich: Go
Weapons/shields/armor didn't transfer in Brood War, the rest did. Could you specify which upgrades you are talking about?
@zxc99765512dee: Go
No ETA yet, most maps are playable but the cutscenes and advanced terraining are taking longer than expected. It will probably happen this month, though.
Actually, 6th mission didn't seem hard to me at all. The key there is archons (good against both ground and air and have nice splash damage) and the fact that you don't actually have to destroy enemy bases, you just need to bring a worker to the circle (if you don't want to try to assault Overmind which is, in my opinion, much harder).
So I did it this way: first I built some zealots, dragoons and hydralisks to hold early attacks. Then, after I took expansion to the right of the main base, I started building archons almost exclusively and did all forge upgrades. The only difficulty was defending both Protoss base and Zerg natural expansion at the same time, but it's not that hard if you take out Zerg base to the left fast and place there a few zerglings to see the attack before it reaches your base.
Eventually, when I had like 20 archons, 10 mutalisks and a few hydralisks/zealots/dragoons, I just threw my entire army, all overlords and workers at the circle location. Workers simply followed archons who cleared the path to the circle. I didn't even destroy a third of the Zerg base, I just went directly to the circle. It was so easy that, really, I think it's possible to do it with like 10 archons and 10 zealots.
So far everything is excellent. Unfortunately I missed BroodWar campaign before and never had a chance to play it. But now, after over 12 years, this remake looks as great as if it was released just yesterday by Blizzard officially. Great job guys! ;-)
Small walkthrough for those, who can`t beat 6th mission:
7th mission is easy cake if you can use mind control. Don`t forget about SHIFT key and you will beat it. Save your fleet(arbiters, carriers, scouts), 20+ of them can easily kill Artanis(real one is in the middle).
Great job, guys. Unfortunately, I can run only first two missions of English mod(in all another I get "unable to open map"). So I play Russian. 6th, 7th and 8th are pretty hard, but not impossible(like Brutal in 3rd campaign), just like I wanted. But there is a big bug with mind control. When you mind control unit in Brood War, all his upgrades are automatically researched. But in this mod not. That`s real bad and stupid. When I control somebody, he loses all his upgrades, so I must research them myself. WTF?
Is there an ETA for episode 6?
Version 1.4 is out, along with version 4.5 of the mod!
Wow I havent had any random problems with the maps before, what could be causing this. I have the newest maps and mod and patch. I tried redownloading the maps and mod. This sucks that it's just me, well it sucks for me at least. I guess I will just skip to the next campaign for now (I only tested if the older campaighns still work, If iron fist doesn't work then it has to be the mod file).
Outstanding map.
I was worried when vespene geysers weren't clickable (I thought they were depleted), but that turned out to not be the case. I just needed to build on them, then recheck.
Also, the AI mentioned in the post below me isn't a problem for me. Everything seems to be working properly and actively making my life difficult.
@CraftMasterTheBlackHayate: Go
Strange, the attack waves work normally on my computer, I have no idea why it wouldn't work on yours. Does anyone has this issue as well?
As far as mission 6 goes, Blizzard probably changed something to the gameplay, but there are alternatives methods to get the same result. I'll make an other update when I have enough bugs to correct.
I played the last two missions after the 1.5 patch, and the AI doesen't seem to work at all, I played it on hard and all it does is try to rebuild what I destroy, they never attacked my base once (except for the scripted "send all units to attack the xelnaga temple" on mission 8 ). I never played them before the 1.5 patch though, I'm checking the other ones now to see if they have this issue.
Eddit: Went back and replayed mission 6, it's just like I described above, wasn't like that the first time I played it. The AI's in the earlier campaigns seem to be fine though. I redownloaded all of the maps, still happening.
Also the resources are shared on mission 6, it just doesen't display correctly. (any money mined by zerg will not add to the number at the top right, but you can still spend it).
on mission 6 zerg player don't share resources with protoss player :/