SC1+2 Total Conversion 10.4 Map (Requires 5.4 Mod)

Details

  • Filename
    SC1.SC2Map
  • Uploaded by
  • Uploaded
    Jan 25, 2011
  • Size
    5.37 MB
  • Downloads
    4,349
  • MD5
    8495f2ecbc3ee8906e632e85e05c6ebd

Changelog

Version 5.4

  • Fixed armor on the immortal
  • No longer can cancel banelings to get lobsters
  • fixed Terran infantry armor
  • fixed Nuke build on Ghost Academy
  • added animation for Queen spawn broodling

Version 5.0

  • Added engine flames to Valkyrie, arbiter and corsair
  • Lurkers and Goliaths have proper hit point counts
  • Goliath upgrade does not increase cannon range
  • Hydra is now Biological and not light
  • Valkyrie fires missiles with blue smoke
  • Armor upgrades show up on protoss air units
  • Zealots can get both charge and speed
  • Arbiter descriptions
  • Lockdown can target friendly units
  • Battlecruiser and ghost energy upgrades like SC1 variants
  • Hydra den is 100/50

Version 4.0

  • Reaver model updated
  • Terrans can now lift buildings like Science Facility
  • Fixed destruction of Science Facility leaving a permanent scar
  • Pylon Armor = 0
  • Dark Archon Improved model

Version 3.4

  • Stimpack can be researched at academy
  • Firebat sight reduced
  • Firebat hitpoints reduced
  • Medic heal range reduced

Version 3.2

  • All new arbiter, valkyrie, corsair models (thank you so much Maverck with your excellent SC2BW map and Project Revolution for WC3 for doing the models)
  • Fixed arbiter build hotkey and health bar
  • SC1 Hydralisk damage changed to explosive (SC2 only tech will keep current hydra)

Version 2.0

  • All new arbiter model
  • arbiter no longer cloaks buildings
  • New guardian model
  • Guardian speed fix
  • Dragoon has an appropriate wireframe and button
  • Dragoon speed fix
  • Dragoon warp in fix
  • Reaver speed fix
  • Corsair sounds improved
  • Zealot leg enhancements mutually exclusive with charge
  • Sunken's attack more pronounced
  • Siege tanks cheaper
  • Fixed firebat resource cost Version 1.17
  • Fixed Science Vessel irradate energy cost.
  • Fixed Fragment grenade range.
  • Fixed vulture hitpoints.
  • Fixed defiler plague targets to include cloaked units

Version 1.16

  • changed devourer to be armored, broodling to work on biologics but not psionics. Made broodlings last 180 seconds Version 1.15
  • Increased radius of corsair dweb

Version 1.14

  • Fixed templar storm to do about half damage over about twice as long to match sc1 rate. Made corsair disable attacks in 4 different ways because some were still firing

Version 1.13 adds the following units

  • Lurker
  • Flying Queen
  • Defiler
  • Devourer
  • Scourge
  • Medic
  • Firebat
  • Vulture
  • Goliath
  • Wraith
  • Valkyrie
  • Science Vessel
  • Dark Archon
  • Corsair
  • Scout
  • Dragoon
  • Creep Colony
  • Spore Colony
  • Sunken Colony
  • Defiler Mound
  • Arbiter Tribunal
  • Academy
  • Science Facility

Defiler does not get zerg armor upgrades (editor crashes when I attempt to add them) No observatory (since zerg can get detectors early, I didn't want to push protoss detection so far back)