Changes made to accommodate the guidelines from
How NOT to make a StarCraft Map include:
Many more preplaced unitsHave you noticed in the original campaign that Mar Sara felt kind of... empty? Like, why is Raynor bothering to rescue this small number of civilians? Well, that's been fixed: there are loads of Terran Civilians placed around the map, who can all be interacted with! Now that these lives are visibly quantified, you really feel like the mission has purpose. But that's not all: this remake includes much more wildlife, making the world of Mar Sara feel vibrant and alive. I'm sure both the critters and citizens of the planet will leave an impression on you while playing.
Chock full of soundsYes, the original campaign is voice acted, but that's about it. Dankwater Station not only has voice lines for each line of dialogue, it also includes immersive environment sounds and atmospheric ambiance to truly engage the player in a way the original campaign never could. Treat your ears to the pleasantries sprinkled gratuitously within this map, and feel the raw emotion and tension of the situation with not only your vision, but your hearing as well! Don't worry about these sounds being played once and never being heard again, either: with liberal use of Preserve Trigger, you'll be able to hear them time and time again (when appropriate, of course).
Narrative-driven gameplayThe original campaign had some brief lines that you could mostly ignore and just attack-walk your way through every scenario. That's no longer the case. The remake resolves these issues in a number of ways. The first, obvious issue is the Mission Briefing: veteran players likely have muscle memory to automatically skip the briefing. After all, in multiplayer, nothing is worse than being stuck in the briefing room. So instead of using the briefing, Dankwater Station loads into the map immediately, and it provides an option at the start of the game to play the intro for the map. After this info dump, however, it integrates additional exposition as it becomes relevant via in-game cutscenes which are sure to grab the player's attention. Grab a snack, sit back, and relax, as this map is not just an ordinary game, but a movie as well, in the same vein as the likes of the Uncharted series.
Limited use of built-in AI scriptsLet's be real here: Blizzard's AI scripts are, well, not the greatest. They were barely passable for the original campaign, and they would have been downright unacceptable for the work of art that is this remaster. So in Dankwater Station, don't expect the AI to be doing boring old Zerg Campaign Area Town or anything of that sort. I think you'll be quite surprised as to how the computer players behave in this reimagining of the classic Terran campaign.
Stress-free gameplayGames are meant to be enjoyed, not something to get angry over. Further, as one of the first campaign missions in the game, the player shouldn't have to be thrown into the deep end of things. Dankwater Station values the fun, lighthearted aspect of gaming that will comfort the player, like a warm blanket on a cold winter morning. Some improvements over the original include how the player gains and controls units, what units the player has to control, and when the player should control those units. Do you remember having Jim Raynor as a Vulture (with the speed upgrade, no less) zooming ahead of the rest of your units? The one unit that's supposed to stay alive, and he's suicide charging into the enemy by himself! Well, no more, I say! Yes, you control Jim Raynor in his Vulture when appropriate here, but he will exit the craft and walk alongside his fellow infantry when he needs to, as well! This small attention to detail is but one of the improvements that make this new experience so much more memorable than the original.
A faithful re-tellingThis map is not original, it's true: after all, it's essentially a carbon copy of the original mission. The original map has a lot of good things going for it, and there are only a handful of things that could have been done differently to provide a superior experience. Don't expect to load into this map and get something completely unexpected: it's something you've seen before, done before. It's just, well,
better this time around.
Incredible resource placementIf you recall in many of the original campaign missions, resources weren't perfect. Sometimes they're close, sometimes they're far, and sometimes you can access them by mining the resources in front of them. It gives variety, sure, but sometimes variety isn't always a good thing. In this remake, resources are, for the most part, placed in a very consistent manner. The minerals and geysers in this recreation will certainly catch the discerning player's attention, especially if you're familiar with the old map. Can you spot the difference?
Forgiving victory conditionsBeing essentially a clone of Backwater Station, you'd think this version would be confined to the same victory and defeat conditions. Blah, blah, blah, kill all the baddies, don't let the hero die, etcetera. Well, believe it or not, there are even minor changes there as well! I shall avoid spoiling everything for you, but let's just say Jim Raynor may be more crafty than the Zerg (and perhaps even you) are expecting! And those cliff doodads? Perhaps they're not just decoration. You'll have to play and find out!
Enjoy, and best of luck.