Story: Taking place long after the characters of StarCraft 1 and 2, the campaign of StarCraft: Apocalypse is about the wars between 3 factions. The survivors are the few remaining Terran and Protoss left, the Infested are a network of Zerg Broods that focus on infesting, and the Hybrids are deadly comination of Protoss and Zerg.
Gameplay Basics: Focusing on small, strategic battles, units are created from the starting building. The starting building cannot be replaced, making it a primary target. Technology is a bit more straitforward, with each faction getting four buildings that act as a tech tree (it's easier to understand when you play the mod). Because the starting building cannot be built, expansion buildings exhist to replace their role. Each race can train 9 units and build 8 buildings. The purpose for this was to put more attention towards units that did more than a plethora of units that had minor roles. For example, while the comsat station no longer exhists, its role is replaced by the Arbiter, who in addition to his previous abilities, can use his ability, "scry", which has the same effect. Likewise, the Death Hybrid has 5 abilities, such as Mind Control, Irradiate, and Consume. In addition, abilities such as plague that are not seen in any race will serve as unique units in the campaign.
Races
Survivors: With Nukes, Arbiters, and strong infantry, the Survivors have the notable advantage of needing few Supply Depots. Their units are...
SCV: The basic builder/ gatherer.
Marine: Requiring a Barracks, these are cost efficient and quickly trained.
Medic: Requiring an Academy, Medics are vital during the mid-game, and benefit Stim Packed Marines and Firebats the most.
Destroyer: Requiring an Armory, the Protoss Destroyer is effective at taking out buildings and air units.
Firebat: Requiring an Armory and Barracks, the Firebat excells at killing groups of weaker units, and can make a bunker practically Zergling proof.
Ghost: Requiring an Armory and Academy, the Ghost has abilities such as cloaking, lockdown, and EMP. Late game, Ghosts call down nukes. In addition, they support with long range sniper fire.
Observer: Requiring a Starport, Observers are vital to taking out enemy Ghosts, Infested Ghosts, and Death Hybrids. They also make great scouts.
Arbiter: Requiring a Starport and Barracks, Arbiters lack damage and health, but make up for it with strong abilities. Arbiters cloak nearby units, can teleport forces to his location, Scry locations, and even freeze units, preventing them from moving, attacking, or taking damage.
Carrier: Requiring a Starport and Academy, Carriers can quickly build a force of Interceptors, passively attacking from a distance.
Infested: With durable units and low costs, the Infested focus on a strong force of tanky units.
Drone: The basic gatherer that morphs into buildings.
Zergling: Requiring a Gene Pool, these units are used in early game rushes and hunting down units such as Destroyers. They are innefective againts buildings and uncommon lategame.
Queen: Requiring a Gene Chamber, Queen's are improved overlords, providing not only control and detection, but spell casting abilities as well. They are also faster than Overlords, but more expensive as well.
Scourge: Requiring a Basic Node, Scourges are fast cloaked kamikaze air units. The catch is that their sight is extremely low, and are killed in one hit.
Infested Marine: Requiring a Basic Node and Gene Pool, Infested Marines have the same attack as regular Marines, but are much more durable, and expensive.
Infested Firebat: Requiring a Basic Node and Gene Chamber, Infested Firebats have a powerful suicide attack, effective against groups of units and buildings.
Ultralisk: Requiring an Advanced Node, Ultralisks are extremely durable, groups of these can sometimes charge through an enemies defences and take out the starting building.
Infested Protoss: Requiring an Advanced Node and Gene Pool, Infested Zealots are strong against ground targets.
Infested Ghost: Requiring an Advanced Node and Gene Chamber, Infested Ghosts break the norms with low health but a strong fast attack and the ability to cloak.
Hybrids: Focusing on strong attacks and abilities, the Hybrids have a weak defence but a powerful offense.
Drone: Same as Infested version.
Hydralisk: Requiring a Gene Pool, Hydralisks infuse their attacks with Psionic energy, they make up the core of the Hybrid ground force.
Overlord: Requiring a Gene Chamber, Overlords are the detectors and control providers for the Hybrids. They can even transport units, and are durable for the cost.
Mutalisk: Requiring a Basic Node, Mutalisks are effective in harassing workers.
Guardian: Requiring a Basic Node and Gene Pool, Guardians can destroy buildings from long range, but are vulnerable to air to air attacks.
Devourer: Requiring a Basic Node and Gene Chamber, Devourer attacks have a slowing effect on enemy attacks, and make them vulnerable to damage, making Mutalisks more effective.
Death Hybrid: Requiring an Advanced Node, Death Hybrids combine strong spells with deadly attacks. They are easy to kill, however.
Storm Hybrid: Requiring an Advanced Node and Gene Pool, Storm Hybrids fly around the battlefield and deal tremendous damage to units and building alike.
Blood Hybrid: Requiring an Advanced Node and Gene Chamber, Blood Hybrids have 5 useful abilities, such as Irradiate and Mind Control.
Campaign
The campaign will be released much later than the mod is finished.
The mod is currently unfinished however I have a playable version up, your feedback is greatly appreciated!
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Post has been edited 1 time(s), last time on Jul 19 2012, 1:38 am by Spatharas.
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