Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Starcraft 2 campaign in Broodwar
Starcraft 2 campaign in Broodwar
May 10 2011, 11:58 pm
By: The_UrChai  

May 10 2011, 11:58 pm The_UrChai Post #1



This requires ALOT of work for no good reason. I like the feel of starcraft 1 but the units in SC2 so i thought to combine them. I've started on the first map but it needs sound files... Anybody know any resources for doing this? I should use google shouldn't I.... 29 missions and hundreds of preplaced units followed by thousands of triggered units.

The lack of some units such as hellions is acceptable as I can make hero vultures as mercenaries and hero firebats as maurader mercenaries. The vikings are corsairs that can cast disruption web to turn to siege tanks and the siege tanks can siege to change back. This is the only system for transforming I can think of.

Commando Jim raynor can be a ghost, Stetmann can be a medic and all heroes can have a reduced HP but increased armor to make healing more efficient. Unit choices will not be made but predetermined and the campaign more linear.

The mercenaries will be built from possibly a hatchery in a corner of the map and can do various thing if we limit the mercs to 1 at a time. Eg Hellions are vultures with a burrowed zergling to slow movement, and firebats attacking.

Other races can have free upgrades that cost only time and we can then use Hydralisk heroes as Marauders (anti armor ranged and biological) or other replacements.

Bonus missions as well as improving existing missions can be done. We could beat Blizzard at their only game :P I was also thinking of doing the same thing by putting the stacraft 1 campaign in starcraft 2.

I do have the whole summer except the beginning of august to do this. But can I stay on task? Wait and see! (AS IN HELP ME *HINT* *HINT*)



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May 11 2011, 12:05 am DevliN Post #2

OVERWATCH STATUS GO

Someone is already porting the SC1 campaign to SC2, so don't bother on that one. As for SC2's campaign in SC1, I really don't think it will transfer as well as you might hope. :(



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 11 2011, 12:06 am Dem0n Post #3

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I highly doubt that recreating many of the campaign missions will be possible in brood war. It's way too limited, and the SC2 campaign has so much going on in a lot of the missions.




May 11 2011, 12:11 am The_UrChai Post #4



Yeah but I'll do what I can. Mostly for the nostalgic value. :) It'll be fun though. The Laser Drill mission and the rising lava won't work too well But I'll look into what missions I can get. It'll be an adventure :P The odin mission could be a pain with the AI and stopping the player from walling him in for more time.



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May 11 2011, 12:18 am Dem0n Post #5

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You could do the lava mission by using the minimap to represent the lava level. However, that would require a lot of units to be spawned. :P




May 11 2011, 12:20 am Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from name:Dem0nS1ayer
I highly doubt that recreating many of the campaign missions will be possible in brood war. It's way too limited, and the SC2 campaign has so much going on in a lot of the missions.
Functionality-wise, I would disagree. Minus the customizable command cards (i.e. giving abilities to units), the SC2 campaign's events can be effortlessly recreated (with probably the most intensive being the firewall, which could be done with a mobile grid and exploding buildings).

If you were to do this, you'd probably want to use a mod rather than relying solely on maps.

With enough investment in EUD actions, you could simulate many things like using abilities based on a hotkey, This would be rather logic-intensive and would require you to have a good foundation with EUD actions.

It would actually be a great project for EUDs, now that I think of it.

Edit: Of course, you couldn't implement the enabling of new units like SC2 did. And I forgot about the lava mission.




May 11 2011, 12:27 am Dem0n Post #7

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Yeah, making it a mod would be so much better. You could downgrade the patch and use EUD actions like Roy said. Also, you should have a "hyperion" map that loads after each level where the players can maybe buy mercenaries and choose which level they want to play next.




May 11 2011, 12:27 am The_UrChai Post #8



Quote from name:Dem0nS1ayer
You could do the lava mission by using the minimap to represent the lava level. However, that would require a lot of units to be spawned. :P
Yes that could work But it has to be red right? Also that's if they use the minimap. they could be morons but in that case if they know how to download my maps I think they would be smart enough to use the minimap :P Lots of zergling blood looks like lava also right? I use a kill all command and it kills units and makes zergling blood and also L-L-Lag.

As for that drill level It won't be smooth But I can make a duke siege tank at a range only he can hit the door the fire rate is about right because the drill takes so long to lock on and switch from targets. Might look ugly mostly But this is about function for me :P

Leviathan could be an epic reference to the hidden battlecruiser in the editor that megnsk was going to use. The Hyperion would work better for it's faster fire rate. Kerrigan could use a kill unit trigger starting by target priority using alot of triggers for the final mission.

This could go on for a while.
Quote from name:Dem0nS1ayer
Yeah, making it a mod would be so much better. You could downgrade the patch and use EUD actions like Roy said. Also, you should have a "hyperion" map that loads after each level where the players can maybe buy mercenaries and choose which level they want to play next.
I don't know about the buying units EUDs and mods can't have carrying over units bought. Maybe a little selection in the bottom corner of a map to do that every time by using a set amount of credits. I do know modding somewhat but I don't know about this... the triggering and terrain is difficult enough :( EUDs I have even less experience... I could do the basic work and throw it out to you guys to do that :P

Also Infested terrans all explode and would need an attack animation so I'd have to use zealots like every zombie map or use kerrigan who well duh looks like kerrigan which could be a misrepresentation

Post has been edited 1 time(s), last time on May 11 2011, 12:52 am by DevliN. Reason: Don't double post.



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May 11 2011, 1:02 am Lanthanide Post #9



You should definitely make a mod. You're not going to be able to get nice versions of the SC2 units without it - Roach and Immortal have no clear counterparts in SC1, for example. If you did that, you can easily make units like the Hellion by using the vulture + firebat attack.



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May 11 2011, 1:44 am The_UrChai Post #10



There were a couple starcraft 1 to starcraft 2 mods floating around. Most looked ugly and incomplete and struggled greatly with the viking and some spells. Don't know what happened to them. Also modding has its limits. Roach and immortal are better with triggers than mods beacuse there is now shield regen and hp regen for a specific unit. A trigger could restore immortal shields every trigger cycle and roach HP. Not quite sure if warp prisms and void rays and graviton beam would work too well. This gives me good ideas for some hero arena type maps. :P



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May 11 2011, 2:09 am Dem0n Post #11

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Don't change the building graphics. They look fine in Brood War. You don't have to change the unit graphics either, but if you can find some good ones (I know there's a stalker graphic lying around), you can use those.




May 11 2011, 2:24 am iCCup.xboi209 Post #12



Well sc1 to sc2 mods have poor graphics because sc1 has a limited amount of colors to choose from but sc2 has a wider range. If you'd like, I could extract the sound files for you to use but since sc1 could only support .wav format, I think it would be best if you were to extract it because of file size.



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May 11 2011, 2:42 am The_UrChai Post #13



:D Found a useful tool for some simple sound extraction. Best part is I can just use youtube videos because my laptop can't handle sc2 (t can barely handle warcraft 3 or even starcarft broodwar.) Delaying it on account of some things yell at me at the end of June I'll be able to work on it ALOT then. except eating inbetween. :lol:



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May 11 2011, 2:52 am DevliN Post #14

OVERWATCH STATUS GO

Quote from name:Dem0nS1ayer
Don't change the building graphics. They look fine in Brood War. You don't have to change the unit graphics either, but if you can find some good ones (I know there's a stalker graphic lying around), you can use those.
You also sort of can't change them without having to mess them up proportionally. Bunkers are square in SC2 but rectangular in SC1 for example.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

May 11 2011, 3:22 am Lanthanide Post #15



Quote from name:shadow649
Also modding has its limits. Roach and immortal are better with triggers than mods beacuse there is now shield regen and hp regen for a specific unit. A trigger could restore immortal shields every trigger cycle and roach HP.
Roaches and Immortals have ground-only ranged attacks. Neither Protoss or Zerg have units that can actually fill that roll in regular Starcraft. Also the triggers for health/shield regen really aren't great, because all you can do is set it to a % of total HP, not increase or decrease by a fixed number. So the best you can do is set shields or HP to 100%. That works ok for shields, particularly the immortal, but doesn't work very well at all for the Roach.



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May 11 2011, 3:37 am Sacrieur Post #16

Still Napping

Quote from Lanthanide
Quote from name:shadow649
Also modding has its limits. Roach and immortal are better with triggers than mods beacuse there is now shield regen and hp regen for a specific unit. A trigger could restore immortal shields every trigger cycle and roach HP.
Roaches and Immortals have ground-only ranged attacks. Neither Protoss or Zerg have units that can actually fill that roll in regular Starcraft. Also the triggers for health/shield regen really aren't great, because all you can do is set it to a % of total HP, not increase or decrease by a fixed number. So the best you can do is set shields or HP to 100%. That works ok for shields, particularly the immortal, but doesn't work very well at all for the Roach.

Protoss have Tassadar.



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May 11 2011, 7:31 am Lanthanide Post #17



Tassadar can't be trained from gateway. There's no clear unit that could be replaced either, except maybe Reaver -> Immortal, but probably Reaver -> Collosus is what you'd end up with. But yes, Tassadar would work in a pinch (concussive damage sucks, though, and only a 3 tile range).



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May 12 2011, 4:19 am Sacrieur Post #18

Still Napping

The goal is to make the sc2 campaign for sc1. Needless to say I wouldn't worry so much as copying the units. Try instead of making the campaign with sc1's current unit selection.

Post has been edited 1 time(s), last time on May 12 2011, 5:01 am by Sacrieur.



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