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Drake Clawfang
11-08-2015, 05:18 PM
Have you ever said to yourself "Man, I love Starcraft 2's story, but I hate the terrible gameplay and cutscenes that distract from it." If so... I worry for you, seek help immediately.

While we wait for the men in the white coats to carry you off, enjoy this - the first mission of Wings of Liberty remade in the original Starcraft, with some functionality changed due to the engine limitations. Recreated map, exported voice clips, Dominion propaganda to shoot, and so forth.

https://www.mediafire.com/?2r24m43rmyltrfp

The second and third missions, for all three intro missions, will hopefully be released in the future. I'm experiencing trigger problems that threaten to drive me to madness. Anyone who understands AI Scripts and can help, please do. Until then, here we are.

Thanks to The_Blade for testing and feedback on this.

http://i443.photobucket.com/albums/qq156/DrakeClawfang/Preview%201_zps6xflhasb.png
http://i443.photobucket.com/albums/qq156/DrakeClawfang/Preview%202_zpszwii84az.png
http://i443.photobucket.com/albums/qq156/DrakeClawfang/Preview%203_zpsxx9hb3mw.png

RODTHEGOD
11-08-2015, 06:54 PM
Cool I'll have to download that in a bit.

TheEconomist
11-09-2015, 10:19 AM
I really wanted to try this and give some feedback, but, my colors are really messed up and the usual fixes from Windows 7 didn't work. Darn this newfangled technology ruining all the oldies.

Nissa
11-09-2015, 12:26 PM
Dude, there's a solution. It entails making a Starcraft.bat file.

http://www.instructables.com/id/How-to-fix-Starcrafts-bad-colors/

TheEconomist
11-09-2015, 02:56 PM
Dude, I just said that didn't work. Those are what I did with Windows 7, back then, even without the fix, the colors were still playable, now, it's incomprehensible.

KaiserStratosTygo
11-09-2015, 06:49 PM
Neat

had more fun in here than in the original.

Drake Clawfang
11-09-2015, 10:15 PM
I'll state for discussion purposes as I wait on someone to help me with Missions 2 and 3, this got me thinking about the capabilities of doing the whole SC2 campaign in SC1, and ere's my thoughts on that.

Buying campaign upgrades would be feasible, but complex to the point of absurdity. I could easily make it so we have a map where you can spend credits on upgrades, and depending on which upgrades you buy, in the next mission various stuff is automatically researched or not. The problem is you'd need to do tons of variants of that next map to account for the many different combinations of upgrades you could buy, and it would be simple, but very tedious.

Mercenaries could be done easily. Just give the player a Hatchery where each unit available corresponds to a merc unit; the player builds a Zergling, remove it and out pop 4 Marines. Attach each building needed to build each zerg unit to a timer trigger to remove it from the player and then give it back to them to approximate the mercenary cooldown (you train a Zergling; shift control of the Spawning Pool to another player for 5 minutes, then give it back), and we're good to go. The snag comes when you realize all Hatcheries for the map would be renamed "Merc Compound." That could be worked around by just giving the zerg Lairs and Hives, so it's still doable.

That said, looking at the campaign, most of them could easily be recreated in SC1. We wouldn't be able to approximate the same graphical effects, but we could duplicate the gameplay: Devil's Playground, we could use triggers to create waves of dying buildings to create "lava" and set triggers and locations to kill anything on low ground. Outbreak, the second Hanson mission, we could easily create a day-night cycle but it wouldn't be distinct visually. Safe Haven would be difficult because no unit is as slow as the Mothership, but we could use an Arbiter and just make it linger at destroyed based longer to slow the timing of its progress. The Great Train Robbery has the same problem; we could give a neutral player units that move in pre-defined patterns, to approximate the trains, but it'd be tricky. A few location and move triggers to keep units from blocking the train would also be needed.

The hardest ones to recreate, to the point it'd be near impossible, would be The Dig, Supernova, and Maw of the Void. The Dig, there is no unit that can approximate the Drill's mechanics, we'd have to substitute in a super-Siege Tank, but that lacks the same zing. You also can't make the temple invincible to the human player but vulnerable to the "Drill," we'd have to compensate by giving the temple super-high armor so normal units can't break it down. Supernova and Maw of the Void have the same problem; there is no trigger to make units gradually lose HP. We have triggers to set HP to a certain percentage, but nothing to accommodate gradual loss of HP. Supernova, you could just leave out the gradual damage and stuff the fire wave hits die outright, but you can't workaround that limitation for Maw of the Void.

In terms of HotS missions, the Warfield trilogy would be simple, though the Gorgon Battlecruisers and the Scourge are another case of the Drill and the Temple from The Dig. The Khaldir missions, we can use triggers to turn all units neutral for a "flash freeze" storm. Enemy Within, no zerg unit can spawn other units except the Queen, but abuilding that works like the Mercenary mechanic but creates the units around Niadra may work. Everything else though is surprisingly do-able save for Death From Above, for the same "no gradual damage" shortcoming as Supernova and Maw of the Void.

Overall, I had fun making these maps and when they're all released I hope you guys have fun playing them.

Drake Clawfang
11-23-2015, 10:19 PM
So, anyone have fun with this, or wanna help me fix up the other two?

KaiserStratosTygo
11-25-2015, 01:28 PM
I would but i'm currently busy trying to actually make an SC2 campaign for once (either an Uprising reboot or a Star Adairis one, I've been failing at this since 2010)

Sorry.