SC1 Episode 5 - The Iron Fist
*************************************************************
Starcraft: Mass Recall has moved!
for the latest versions, click here to visit the new project page
*************************************************************
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.
@oooASDFooo: Go
No date yet. It will come out at some point, but it won't come out before the fall - and perhaps later than that.
Приветствую! Ну вы ребята даете! французская версия раньше русской вышла! А на родной языке когда ждать? спасибо!
sorry if it is already postet but is there already a date known when episode VI comes out? thank you for info
Tripshroom:
Heh. I know exactly what you mean. But yeah, as I said in the PM, the texture is great, well done, and thanks. Glad you liked Overmind.
HowlingMad89:
Yes. Sooner or later.
bazzi007:
Nope, that's not normal. And yes, those mods should be enough... did you try BW mod 4.1, in case it works any better? Don't know what else to tell you, sorry. Well, you could try opening the mod in the editor and saving it as a new file, and try to use that (make sure it has the same file name when you try to play)
first of all I wanna thank you makers for making this! Is it normal for the BW campaign units to be changed to sc 2..? For example for terran campaign 1 (last stand) i can make it into orbital command and duran is tash. I wouldn't think so cuz in lvl 2 the ghosts that are suppose to have lockdown only have snipe/emp;; original campaign (episode 1-3) works fine, but the new BW seems to have those problems. I think the problem maybe in the mods; I just have 3.3 and 4.2 BW mods, is that enough?
Great work Guys are you going to do Episode 6 ? it would not be complete with out it. Still i enjoyed it alot.
Hmmm, yeah I didn't think about that. Wish I could see these white rocks. I always messed with maps for my personal experience anyway: I'm sure you know what I mean, it's just fun. But I just simply changed the 'CModel TextureAppliedGroups' for the geyser and rocks to Ulnar and for lower setting it makes up for bright green rocks.
http://www.sc2mapster.com/media/images/41/92/CModelTextureAppliesGroups.jpg
I am starting college myself so I know what you mean about busy. Also you worked on Ep. II Overmind, props on that, I played that one twice. Great stuff.
TheTorrasque:
Meh. Yeah, but changing the depot size at this point would take some time, and the maps aren't that large - the last thing I want is less space.
Tripshroom:
No, the green rocks are actually wrong. I ended up using a custom color and some HDR multiplying on them, so on higher graphic settings they appear as white and fit the environment quite nicely - but apparently if you play on low/medium settings all that extra HDR is ignored and the rocks appear green. So yeah, a better solution for all settings is needed.
I'm sort of in the middle of doing an update, and busy with all kinds of other stuff right now. But maybe we'll talk later.
I'm really good with Map Data/doodads/models/textures... can I do a bit .
Just like the green rocks in mission 1 for example can all be changed in the Data edit for specific texture/color.., and little things like that for a good touch up.
Not saying anything is wrong!!! Loving this and going to be playing it all the way through. Thx for all the work, just another fan wanting to put in some free time. :D
@evgen777666: Go Да, скоро будет. Я просто делаю эти карты под мой мод, а это не так просто.
Imo making the supply depot 3x2 instead of 2x2 will be better, this gives more advantages to Terrans. Being small, they can build bigger bases by having less space
<<reply 703672="">>
Yes, we will update the maps with any appropriate HotS or LotV models or sounds once the expansions are out.
Out of curiosity, will any of you guys be coming back to update the mod or map files later if a significant number of more appropriate assets are introduced? eg An official portrait for Gen. Duke, Cerebrates, or Aldaris is released as part of the HotS campaign, will you replace them? Say when ice maps end up shipped in with HotS, will any of the BW maps be updated to accompany it? If tools are released to help make talking portraits easier, will we be getting updated briefings? Just examples, btw. I don't really mess with the editor all too much, but I'm assuming all you would have to do is change some textures around or modify a minor bit of coding.
Здраствуйте!спасибо за ваши старания! скажите а русский перевод будет? спасибо!
jones...... man pleas make thos cool in game cinamas for the protoss fight . there soo cool going thro part 1 and 2 and then well 3 ehhaa not so good and 4 ehaa not so good thro 5 hell ya. please fix up 3 and 4
O.o yeah the SIGHT range not the ATTACK range,i am so ROTFL sometime :P PS:Spider mine with detection could be ok?
DingoDyno:
Unfortunately I don't know what the deal is with the spider mines, I haven't looked into the details on how they work. They're Blizzard's & Maverck's work from way back. I was aware of the little trick you could do in the original "Ground Zero", aside from that I'm not sure it's necessarily a bad thing for the campaign(s) that the mines don't work so good against cloaked units. Makes enemy ghosts slightly more effective. About the saves, last time I played saving/loading worked fine, so not sure what's going on there.
As for the other stuff, what can I say? I guess I just gave myself a lot of time to do this, and had a willingness to use certain *cough* assets. I've done roughly two and a half of these now, and you always want to do a little bit better. This particular campaign offered a lot of opportunities for cool cutscenes and whatnot... it's kind of like Telenil said, it's the UED and Starship Troopers and everything so people are going to relate. Of course, this remake would be nowhere without the people I mention above - besides, we're just copying someone else's work from 1998 after all. But yeah, I'm really happy people are enjoying this.
TheTorrasque:
Well, it's the same deal there as in mission 3: all the AI activity stops for that particular Zerg. The last mission can be pretty brutal - as long as you're patient and can hold on to a third base at some point you should be fine.
Yeah that guy's no DuGalle. Might do as Stukov... there doesn't seem to be a good portrait available for the guy.
benoit:
Yep, plan is to do that at some point. Also, thanks.
DEFILER:
Flare reduces the unit's SIGHT range (vision) to 1, not attack range. Whether or not the blinded unit has/is supposed to have vision of units attacking it, I actually don't know (I'm guessing no).
Impossible to say how that shrine thing would look all flattened.
What do u think about using this model (but "flated") for the Shield Battery? http://www.sc2mapster.com/assets/dark-protoss/images/33-high-shrine/ I'll try the mission 2 of ep.5 on sc1 to see if optical flare work as tell telenil. For "The Fall" it's not os bad,portrait and maps are cool,but some waves and icons must be fixed,there is also no cutscenes here D: For the "Queen of Blades" i don't think that he will come after HotS,because we will have first a BETA of HotS and 2 weeks later the release. We will have an "anticipation of the HotS BETA" at 8-10 june at the "MLG Spring Championship" on "Anaheim Convention Center",so i suspect that the BETA will start on mid-late june,the BETA will take 3-4 months (i hope) and at last they will need 2 weeks to launch the game,so on the best situation we will have HotS on October-November of 2012,are you really sure to need 5-6 months to finish "The Queen of Blades"?I hope u won't need it,but if u will needed no problem,the important thing is to finish that awesome remake. PS:When u will finish the remake u will continue to fix/upgrade this one?U will do a remake of Enslavers 1 and 2?And Deception/Mercenaries II/Resurrection VI? Good luck XD (If u will want to do it)
<<reply 698953="">>
A blinded unit can still attack if the target is revealed, which can happen if 1) an other unit provides vision or 2) the unit is attacked. In Brood War, a unit that is attacked has the position of the attacking unit revealed, this is probably why your ghost got shot.
Note: in the original map 2, pilots also benefited from armor upgrades.
@telenil thats why i said great job with the campaign of protoss if it wasnt for u idk if we would have ever gotten them at all :p but i love how jones not alone addes alot of cutscenes and doddads to the maps but also brings in other music from other places to take the place of the intro and epilogue as well as his sweet camera angles which is why i have to give it to him :D