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Thread: StarCraft: Mass Recall

  1. #11
    TheEconomist's Avatar Lord of Economics
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    Default Re: StarCraft: Mass Recall

    Bought the StarCraft DVD myself


    Also, finished the original campaigns a while ago. Going to be moving on to Brood War next round.



    Rest In Peace, Old Friend.

  2. #12
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    -Before the Shield Battery's completion, there will be a quick glimpse of the Photon Cannon structure that was used to create the Shield Battery's model.

  3. #13
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    -Protosss 6: Into the Darkness

    First: I dunno what to make of all the rescueable units being a bit tweaked. It just felt a bit off when compared to the original game; especially when the Protoss teleporter brought in FOUR Dragoons! I'm going to guess that was a bug, but it still seemed like a bit much at that point.

    Second: There's a minor dialogue option that could get swapped. When the marine says "Did you hear that?" a second time on the way to the beacon that unlocks the first door, the marine actually says "What was that?" in the original.

    Third: The marine's subtitle when he first says "Did you hear that?" didn't work properly.

    Forth: There seems to be a shortage of Infested Terrans than there were originally. I remember there being one in the room after the first group of marines, and one on the way to the first door-lock beacon; both of which were absent. Not sure if the one on the left ledge at the start is there since Jay went down the ramp instead of checking the ledge out.
    Last edited by RetlocLive; 05-15-2014 at 10:51 PM.

  4. #14
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    (posts from this point onwards are after Jay downloaded version 5.1)

    -Protoss 7: Homeland

    Not sure if this really counts or not, but the enemy AI doesn't seem to ever choose to attack the player's expansion base. I do remember that happening several times in the original game.
    Last edited by RetlocLive; 05-17-2014 at 01:44 PM.

  5. #15
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    -Protoss 7 and 8:

    Arbiters don't use stasis ever against the player despite it occurring in the original game. Its not really a bug, but it just feels like the mission is missing something when the enemy Arbiters don't use it.

  6. #16
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    Protoss 9: Shadow Hunters

    Subtitles were broken in the opening briefing room, and a Zerg faction was labeled "heroes" on the end stats page.

    Protoss 10: Eye of the Storm

    Tassadar is missing his picture on his final line of dialogue.

  7. #17
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    Default Re: StarCraft: Mass Recall

    Yes, there were a number of weird things in Protoss 6-7, it worked differently when I made the maps last winter. Not sure of why it would change, but I will check these few maps at some point.

  8. #18
    Gradius's Avatar SC:L Addict
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    Default Re: StarCraft: Mass Recall

    I really need to fix Mengsk's lyp-syncing. =/

    Done with everything. Some of these maps really evoke a feeling of nostalgia because the terrain really is consistent with the spirit of the original maps. One of the biggest examples IMO is The Kel Morian Combine mission and Shadow Hunters. I wish the rest of the campaign used the Kel Morian Combine's dirt terrain for the dirt tileset instead of SC2's orange Mar Sara terrain though.

    Also, Mutalisks are way OP in comparison to SC1. Having 100 of them in a control group just lets you sweep the map.

    Love the auto-cast on shield batteries. Fixes the inconvenience of doing it manually, but isn't ridiculously OP.
    Last edited by Gradius; 05-24-2014 at 11:32 PM.

  9. #19
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    Protoss 7 doesn't seem that hard as it once was which is probably why Protoss 8 has such a drastic rise in difficulty afterwards. What made Homeland such a pain-in-the-ass for me as a kid was the attacks Red would send, which was always nothing but Scouts and Reavers, but the strongest attacks always consisted of 5 Scouts and FOUR FREAKING REAVERS. I was waiting for that moment in Jay's walk-through, but the most I ever saw was just two Reavers sent at him with the group of Scouts. Maybe its because the level didn't last long enough to get to Red's most powerful attack. I dunno. Having Arbiters using Stasis will probably help with the difficulty as well, as well as getting the AI to attack the expansion base. I also think it all comes down to the 2500/2500 stockpiled resources at the start. Even in the original, I always felt like it was a bit much. Also, shame on Jay for forgetting about Reaver drops.

    Finally, I may be wrong here, but I'm almost positive remembering one occurrence where Arbiters actually used Recall, and that's the 2nd last Zerg mission with the Kydarian crystal. I think Orange used it to teleport ground forces in to attack the main base from the south.

    I look forward to seeing the BW missions.
    Last edited by RetlocLive; 05-25-2014 at 07:00 AM.

  10. #20
    RetlocLive's Avatar Junior Member
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    Default Re: StarCraft: Mass Recall

    (Jay is back and started up BW)

    Protoss 1: Escape From Aiur

    Not a bug, but it really is a shame that the Protoss structures no longer have that burn effect...really takes away from the world. Also, I like how you guys kept the player as the "teal" color at the end since the players only unit was technically Zeratul. Perhaps there's some way you could implement that weird cut-scene gimmick Blizzard did in the original campaign. The player technically had control of 3 Zerglings. lol

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