SC1 Episode 5 - The Iron Fist
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Starcraft: Mass Recall has moved!
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Starcraft Brood War: Episode V - The Iron Fist
the complete Terran 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 |
- Requires SC1BWMod to play, version 4.7 recommended
also check out the project thread at TeamLiquid
Forever and a day in the making, here's my take on the legendary UED campaign from Starcraft: Brood War. Nostalgic, faithful to the original, surprisingly fresh at the same time and most of all fun to play are the things I was going for when creating it.
Thanks to a bunch of people including but not necessarily limited to Telenil, christdaugherty, Superfield, Jimm3110, Ultraling, Maverck, GnaReffotsirk for their feedback and/or other (direct or indirect) contributions to this little project. Also thanks to my brother for all the playtesting I made him do, and thanks to all you people for the feedback/support and/or just general interest in the project. Much fun was had making the campaign (among other things), I hope you'll have at least as much fun playing.
Features
- all 8+1 original missions
- original SC1 units and structures with original stats, including custom models
- original SC1 Terran soundtrack
- all the dialogue, voice acting & other miscellaneous text from the original campaign, and more
- classic UED unit decals
- two difficulty levels (maps tested exclusively on Stukov (harder) difficulty, so you can consider it the "default" difficulty)
"Artistic License"
(some notable differences from the original campaign)
- two difficulty levels - with a somewhat more aggressive AI than in the original, in order to provide some challenge to the average player
- all kinds of cinematic/cosmetic flavor
- Duran has the snipe ability because why not
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.
PLEASE NOTE that for the latest versions and the Campaign Launcher, you will also need the latest (or at least close to latest) version of Starcraft 2. For older versions, check the "Files" section.
English version
- Map pack - v1.01
- Mod file - v4.7b
- Campaign Launcher - v1.1
French version
- Map pack - v1.01
- Mod file - v4.6
- Campaign Launcher - v1.1
German version
- Map pack - v1.01
- Mod file - v4.7b
- Campaign Launcher - v1.1
Russian version
- Map pack - v1.0
- Mod file - v4.6a
- 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
- Mod by Maverck
- additional mod tweaking by christdaugherty, Superfield, Jones, Telenil, Jimm3110
custom models by
- GnaReffotsirk (Carrier, Shuttle, Queen, Guardian)
- Snowflake Entertainment/Project Revolution (Reaver, Corsair, Defiler, Valkyrie), reworked by GnaReffotsirk (with help from NiNToxicated, DeveRR0, Phygis)
- buhhy (Dragoon)
- SoulFilcher (Ion Cannon)
- Thrikodias (Observatory, Psi Emitter)
- GhostNova91 (Duran portrait)
- UED & Nova Squadron decals by TooMuchTuch
- French translation by Choum28
- Russian translation by Jimm3110 (original translation & dubbing: Fargus Multimedia, 7Wolf)
- Italian translation/modification by Zarxiel93, TheTorrasque, JustSkorpyon
- Korean translation by storycraft
- and of course thanks to Hati for his SC2 Localizer, so everyone can play the maps!
there's some music because I couldn't help myself:
- Starcraft soundtrack by Derek Duke, Glenn Stafford, Tracy W. Bush
- "Metallic Monks", "Vats of Goo" by Mark Morgan (Fallout)
- untitled track (mission 5 outro) by Robin Beanland (Conker: Live & Reloaded)
- "Ride of the Valkyries" by Richard Wagner (The Ring of the Nibelung)
- "Rumble" by Link Wray & His Ray Men (Wings of Liberty jukebox version by Mike Campbell and the Dirty Knobs)
- "March to Doom" by Frank Klepacki (Command & Conquer)
- "Jem's Song" by Big Tuna (Starcraft & Starcraft 2)
- 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.
Hello,
I just played the original game and immediately afterwards your portage of the campaign to Starcraft II. There are many differences I really appreciate.
I think Mission 1 is well different; I loved the conversion and especially the splendid snowy map. Mission 2 is completely changed. Pay attention to the intro messages, write "General" instead of "Gerard". However the use of Medics to block tanks was impossible for me so I immediately jumped to mission 3.
BTW a message for all players like me who need sometimes some support even at easy difficulty level, type "whorunbartertown" and you get immediately 5.000 minerals and vespene gas. I prefer not cheating so if I have to cheat I prefer to use this trick only one time during the scenario since the control of ressources is what makes Starcraft a challenge!
For all ported campaigns here, YES I would also like to have an easiest difficulty level, this would prevent me from cheating...
I hope an update of all those campaigns would occur at least in 2014, Any idea of the moment ? I thought it was planned in December 2013.
I liked the cinematics and the fact a player does not have to play all the missions to finish the game unlike in Starcraft 1, here a player who is blocked can still move on, this is a great added-value.
For the look this campaign is far better than the original, really congrats! I love the possibility to use medics and Valkyries...
Forgot to say I play on, the "easy" difficulty settings.
The scenario 5b "Emperor's fall (Birds of war)" is unplayable (scenario where you have to fight against battlecruisers), I have already cheated 7 times in order to get minerals, hordes of tanks in siege mode + Battlecruisers are arriving, I played 4 hours and I just depleted two zones with minerals, I am just holding the "streets" leading to my 2 camps. Attacking is impossible I need about 100 units just to ensure a safe defence. This is a nightmare. I had the same problem to a lesser extent on scenario 4 "Assault on Korhal". The difficulty settings really need to be adapted, an easiest mode should be created for occasional players where cheat is not necessary. The only scenario of your campaign where I did not need to cheat was the 1st one: "First Strike".
I played 4 hours with "Emperor's Fall (Birds of war)" and I saved my game. The next day when I wanted to resume I got an error message:
@DanyBoy1234: Go
Yeah we're cleaning up a ton of small things like that. Thanks for the report.
@LeeJP95: Go
Heey. The ZvP/PvZ attacks are weak because I wanted to make sure either side doesn't end up doing the player's job for him/her by killing the other. That's a valid point though, the map is kind of missing that free-for-all aspect. This is something that could be improved, for sure.
@mexer123: Go
Pshh, they're not that hard. Even if they are, they're only that way to make you stronger.
But yeah, we're adding an easier difficulty.
Huh. You can actually use the reply function on multiple comments. I've been doing it wrong for years.
Such missions are fucking hard even on easiest, easier difficulty choice would be very good.
Hey there. Would first like to say that you've really done an outstanding job of this; the added cinematics were great, and I'd say you were spot on with recreating the maps. Something I noticed in regard to Mission 6, though; throughout the mission I was being hammered by Protoss and Zerg, much more than I expected, which I thought was a bit weird considering I seemed to remember the Zerg and Protoss pretty much focused on each other in the original Brood War level. So upon revealing the map and doing a bit of observation and comparison, it looks like the Protoss and the Zerg, instead of sending most of their forces to fight each other, mostly ignore each other (except for the occasional small group of units) to send the bulk of their troops my way. It's not anything major, but I do remember having a great deal of fun watching the Zerg and Protoss duke it out and waiting for the right moment to attack. A result of the new AI, I'm guessing?
I don't know if it has been reported yet, but Duran damage reduction isn't working properly.
Hey, thanks for the feedback. We're kind of inactive here lately, but all the comments get read, eventually, even if you don't receive a reply. Let me try and address some of this.
Frightwolf:
1. Yeah, well, that's just, like, your opinion, man. I would argue that the music sets the mood. The thing about the music there - I simply looked for something already included in the game, and "Rumble" was the obvious choice there.
Look, I like the "dark & gritty" overall atmosphere of the original SC & BW as much as everyone else, but I also don't think everything needs to be so dark and gloomy all the time. Starcraft has plenty of humor as well - which is great because it's done right. That is not to say I'm right, it's just how I see it. The intro music is already more serious and intense, though I fear it's bugged at the moment...
2. ...like the victory audio. It's there, but apparently after one of the recent patches it doesn't play for some reason (maybe something to do with Blizzard removing redundant sound channels, whatever). It's already been fixed.
3. & 4. Mouse cursor issues occur for some people, occasionally. I don't know what's going on there, but perhaps we'll find out.
5. Fixed.
May90:
1. Noted. Even without doing that, you don't need to use all the nukes.
2. It's visible during the intro. :) There's generally not that much "dead space" towards the edges of the maps, scouting just in case is a good idea.
6th map: I don't know, massing Wraiths and going kamikaze on the CC seems legit to me. It just shows that there are different ways of beating the map, as there should be.
Beating it the "legitimate" way you described is definitely possible. I don't know, there's no magic trick to it. If you can get to a point where you have 34 Wraiths, I would think you can just as easily build more cost-efficient units and split them enough to cover two bases. Also having a more mobile group of units ready to respond to attacks at both bases works. You'll probably need to rebuild some defenses from time to time, but you're allowed to lose stuff as long as you can hold on to an expansion or two. Just need to find a good time to expand (as early as possible).
Well, glad you enjoyed the final map - in my opinion, compared to 8th the 6th is a cakewalk. Thanks for the debriefings, always interesting to read how the maps are being played.
Not much I can say about those bugs - hopefully we'll be able to "clean up" the whole thing a little, so crashes such as this happen less.
Now, about bugs. The campaign is incredibly polished. I recall only 2 bugs I encountered.
1) After Stukov dies in mission 7, there is no mouse in the game. Mouse reappears after reloading the after-death save. Reported by Frightwolf2005 as well.
2) On the last mission, if you save a game, then quit Starcraft, you won't be able to load the save due to the "unexpected DirectX error". The only way to load that save I found is to start the last mission through the campaign launcher and then load the save. No idea what it is.
Just finished the 6th mission. Seriously, WTF? How is it even possible to beat it the 'legitimate' way?
Both Zerg and Protoss keep attacking constantly, sometimes 2 of them simultaneously. Ultralisks, guardians, lurkers, tons of dragoons and hydralisks... It's possible to hold the main base, but how to secure the expansions? Main base is covered by siege tanks on high ground, but it seems impossible to defend 2 bases at once, no matter what unit composition I tried.
So I did it this way. Staying on 1 base, I placed 8 tanks on the high ground and then train wraiths only. Before every enemy attack I saved the game and tried not to lose a single unit. Once the number of wraiths reached 34 (and it is almost impossible to train more as by this time the gas geiser is depleted and all collected gas is spent on repairing the wraiths harmed during enemy attacks) with 3/2 upgrades, I moved them directly to the Raynor's command center and focused fire on it destroying it quickly.
I have no idea how it is possible to finish this mission 'legitimately', by expanding, killing enemy bases and so on.
P.S. Mission 8 difficulty is spot-on! I think this is the 3rd most difficult mission I've ever seen in RTS games (the others being 1st Undead mission in Warcraft 3 TFT and 5th mission in SC 1 remake Episode 3). Thanks god, celebrates are placed so that it is possible to get to them with a few suicidal battlecruisers, without need to break through the insane ground defenses. Still, defending 2 separated bases from countless Zerg waves is already a challenge, given the resources are very limited and it is easy to run out of them, if not carefully microing. 1st (red) celebrate is easily beaten early when you get a few battlecruisers, but to slay the remaining I had to pick 18 battlecruisers (literally all units I had, except for a few siege tanks) and to move them along the edge of the map, avoiding Zerg ground armies. And, while doing it, I almost lost my 2 bases. Luckily, after celebrates are slain, Zerg no longer attack...
I've played through the first 3 missions so far. Well done guys! The campaign is amazing.
2 notions though.
1) In the 2nd mission there is the first cluster of enemies that you are supposed to nuke. It is easily done without nuke: since a siege tank doesn't kill a medic by one shot, it is easy there just to get to it with medic and blind it, and then to kill it with ghosts. I think it can be fixed by a different placement of turrets and a tank. For example, the same trick doesn't work for the second cluster as you just can't get to a tank without your medic being killed.
2) It would be nice to have a natural expansion in the 3rd mission visible at start. You can place there an SCV or, say, a dropship. I spent 2 hours trying to beat this mission with only 1 base as I simply didn't discover the expansion and didn't feel any need to use scan on the bottom side of the map (nothing is coming out of there anyway). And it is simply impossible! On the 3rd try I managed to destroy 2 hive clusters and significantly cripple the 3rd one, but then I ran out of resources. Not that I complain or anything, it is good when a mission provides some challenge. But still... ;-)
Also, the 3rd mission is easily done with massed wraiths (50+) and a few protected siege tanks. Would be nice to add, maybe, some scourges to the Zerg to counter massed air a bit. Though this may interfere with the very idea of the campaign remake. So it's just a personal opinion. :-)
@Jones313
A lot of effort went into this campaign. I love the liberties you took with Mission 5 (showing the UED occupation once you destroy the command center, plus showing the ships in actual orbit), Mission 6 (Ride of the Valkyries + a great catch by adding the tank's singing of that song) and Mission 7 (scene of Duran setting the disruptor to self-destruct, the lighting, etc.). There are a few things I think may make the campaign better:
1. The briefing music in Mission 8 really doesn't match the mood. Yeah, you sent many broods in disarray, but with what happened to Stukov in 6 and Duran's betrayal, regular music or the music from mission 7's briefing would be better.
2. Unlike Rebel Yell, there is no audio for the victory cinematic. I understand that it would be very difficult to recreate it as a cinematic, but at least with Episode I, you could hear Arcturus' speech to the Dominion with the text and the changing backgrounds. Here, no audio played at all, so it was just text with some screenshots from the ending. It felt anti-climactic, especially considering the terrific work that went into the entire campaign.
3. This may be an occasional glitch, but after Stukov dies, my cursor on the screen disappeared. When I pressed F10 to bring up the menu, I could see the cursor, but in-game, it was invisible. I saved and reloaded and the cursor re-appeared during gameplay. Strange.
4. I don't know what it is, but every time I finish one of these campaigns and get to the final victory screen, there is no cursor to which I can go to the score screen of return to game. I end up going back to my desktop and closing SC2, then reloading it. I don't know if I'm doing anything wrong.
5. When the warp gate triggers the Zerg to attack in Mission 6, there is no map revealer by the gate. Is there a way to create one? It was fun watching the Protoss and Zerg go at it, but here, it's just Stukov's comments and then no map revealer.
That's all I can think of for now. Overall, great job! I loved playing through this, and Mission 5 is still as much of a pain in the ass as I remember! ;)
@Jones313: Go
I'm just playing the last mission now and while I don't mind the custom song, artistic license and all, it'd be great if it wasn't so varying in intensity. It overpowers the admiral's voice for a couple seconds then settles back, then overpowers it again, guess I'm easily distracted lol. I tried turning down music in the options menu but I'm guessing it isn't considered music because there was no change, couldn't even mute it. Oh well the ride of valkyries cutscene was cool and I can always youtube the original briefing.
Adun:
I think you misunderstood me - yes, the Zerg will still attack you when you go near them, otherwise they will just sit there. The AI will stop making units. There might be a chance the AI will send one more attack on your base after its Cerebrate is dead, but that's it. Sure, you could probably complete the map without killing Cerebrates, but killing them should make it much easier. But yeah you're right, it's optional.
And yeah, I'm generalizing here but I think people tend to hype things up too early, putting all kinds of pressure on themselves and suddenly everything feels too much like work. It's also very easy to underestimate the amount of time it takes to finish a larger project.
TyrantMachine:
Hey, thanks. About the music, ah well. It's certainly in contrast with the previous mission. If you think it's too light for the situation, you might not like a certain cutscene in Queen of Blades. I don't know, I think it fits - DuGalle isn't worried. Think of it as a little break in between surviving a hellish nightmare in a Zerg-infested frying pan and being thrown into the fire, with DuGalle reassuring you everything's going to go smoothly.
Excellent campaign. Really well done. My only complaint was the music in the last mission briefing... kind of killed the mood in my opinion. Can't wait for the last one!
@Jones313 I killed 2/3 Cerebrates, so this task is actually optional(as it was in BW), but not marked. But their 2 swarms stopped attacking me only after I completelly eliminated their bases and units. Killing cerebrates gives nothing but destroyable sunken colonies and no more Torrasque. But I don`t care of them anyway. Sunken colonies can`t attack my base or my wraiths. Torrasque dies from tanks very quickly. So, I could probably not kill any cerebrates and win. The main problem was supply limit, but I solved it by sending most of my SCVs to enemy. I mined all minerals so I didn`t need them anymore.
Great news about last episode, thank you and your team! It`s so rare to see free project, which is finally completed. Usually their teams break down and stop at 20-25%, showing, at the most, pretty shitty demo or only few pics/vids.
@Telenil: Go
WOOOOOHOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! February 1st can't come soon enough! Way to go, guys!
Some announcements:
AdunEntarovich:
Huh, I never really thought of killing the Cerebrates as optional. You completed the mission without killing any of them? Sounds like an interesting approach, for sure. :P How'd you do that, just Wraiths, a Dropship and 4 medics?
While the Zerg remain hostile (this is intentional), killing the Cerebrates does stop the AI from launching attacks on you. It basically shuts down the AI, so killing the Cerebrates is very worthwhile.
The trick in the 6th mission wasn't something I intended exactly, found out about it later. It's in the original, so... why not, I guess. I'll allow it.
@AdunEntarovich: Go
True, killing the Cerebrates would be better marked as optional.
We normally don't take Brood War "shortcuts" into account when designing the maps. Some work because the map layout is still the same, some don't because the computer uses his units more aggressively. It's fine either way, as long as the shortcut also existed in Brood War.
Really hard mission and nice ending. I sacrificied all my SCVs and expansion in order to get 66 Wraiths lol. 40 is not enough to pass through millions of scourges, hydras, spore colonies and devouers. But I have 1 small issue: mark the task "kill zerg cerebrates" as "optional".
And I like that :). Also, 6th mission can be completed by dropping tanks next to Raynor CC like in Brood War. Don`t know if it is AI bug or your will.
AI in 8th mission is very strong + killing cerebrates now makes no sense except destroying these sunken colonies, which don`t disturb me at all. I remember how easy it was in original Brood War: 1) After destroying cerebrate, all his units went dormant. 2) Almost no guards, no lurkers and no these fuckin` cheaters, poisoning mech units and bunkers for 300 dmg. The main problem in BW was Torrasque. In this mod I don`t even look at him, he can`t damage me unlike defilers and guards.