Staredit Network > Forums > SC1 Map Showcase > Topic: Enslavers Special Edition
Enslavers Special Edition
Mar 8 2020, 3:51 pm
By: Andrea Rosa  

Mar 8 2020, 3:51 pm Andrea Rosa Post #1





Here's a new project I've been working on lately. Notoriously, the original "Enslavers" had several flaws, including monotonous gameplay, time-consuming objectives, improperly displayed transmissions and misused AI scripts. With this Special Edition I've tried to address these issues. Please note that this in not a remake nor a reboot, it's a reworking of "Enslavers" aimed at fixing some bugs, improving the gameplay and expanding the story, all of this while retaining its original spirit. The maps are basically the same, with more or less evident changes in aesthetics and functionality, but a new mission has been added, so to make the two plot branches symmetrical. The original storyline has been expanded, and contains some references to one of my previous works, "Tales of Halcyon", which was an unofficial prequel to "Enslavers". For the complete list of changes, see the included documentation.

NOTE: This campaign has not been tested under StarCraft Remastered.

Download "Enslavers Special Edition":
http://www.mediafire.com/file/i4emgwq0kie10vs/Enslavers_SE.zip/file (5.9 MB)

Post has been edited 1 time(s), last time on Mar 23 2020, 4:25 pm by Andrea Rosa.



I just accept what my endocrine system does to me.

Mar 15 2020, 1:37 am Rawflesh0615 Post #2



Hey Andrea, I really love to start enjoying your Enslaver Special Edition. But I have some problem with the first mission. I remember few years ago when I start to play this kind of campaign, I insert the Brood War CD instead of the original Starcraft CD.

The first level, I got some troubling how to spend some resources to make more Siege Tanks and Goliath. There were few minerals spots were getting low (which I found the additional resources from the top right) which is hard to build an army, I waste some of them because of the enemy are harassing my Bunkers and Missile Turrets which guarded with couples of Supply Depots. When I took out of Zerg Purple base, I placed a Command Center and then I'm almost low on resources to build more armies of Marines, Siege Tanks, and Goliath. Or probably I'm to slow to rush on the paste on the Veteran Campaign.

What step did I do wrong?

Thank You.



None.

Mar 16 2020, 10:17 pm Andrea Rosa Post #3



Quote from Rawflesh0615
The first level, I got some troubling how to spend some resources to make more Siege Tanks and Goliath. There were few minerals spots were getting low (which I found the additional resources from the top right) which is hard to build an army, I waste some of them because of the enemy are harassing my Bunkers and Missile Turrets which guarded with couples of Supply Depots. When I took out of Zerg Purple base, I placed a Command Center and then I'm almost low on resources to build more armies of Marines, Siege Tanks, and Goliath. Or probably I'm to slow to rush on the paste on the Veteran Campaign.

What step did I do wrong?

You are playing correctly, I suppose. If you find too few resources when you arrive at the Purple Zerg base, then you probably need to speed up your gameplay (this will become crucial in the following missions, since nearly all resource nodes are under enemy control). In any case, this shouldn't be a big problem, because there's an additional mineral field located just west of the Purple Zerg base.

You may be interested to know that a new version with slightly reduced difficulty is now available. You can download it at the same link.

Oh, and thanks for playing!



I just accept what my endocrine system does to me.

Mar 19 2020, 9:24 pm Andrea Rosa Post #4



A new version with reduced difficulty is available. These are the changes:

Mission 1
- Most of the triggered attacks have been removed.

Mission 2
- The attack waves are much easier. They only contain Zerglings and Defilers, at wider intervals.
- The attack waves now come from two Nydus Canals.
- If the Player attemps to destroy the Nydus Canals too early by using Kazansky, the Orange Zerg will retaliate with Guardians.
- To avoid confusion, all small mineral clusters have been removed, except for the one located near the Refinery.

Mission 3a
- The AI for the nuclear strikes starts later.
- Battlecruisers attack less frequently.

Mission 3b
- Battlecruisers attack less frequently.



I just accept what my endocrine system does to me.

Mar 22 2020, 9:31 am DaMnUFo0 Post #5



Hey Andrea,

I'd like to try your modified Enslavers, but before I do...
As far as the status of this project, is it finalized or do you have some more tweaks in mind?




Mar 22 2020, 10:12 pm TheBigDingus Post #6



Andrea your campaigns are some of the best. I really enjoyed Voices of the Swarm and found the new mission in this one to be a good addition.
The difficulty I found was a bit ridiculous, although I have not yet tried the reduced difficulty update yet.
My issue is mostly the lack of available resources, just as I am about to break out from my base it seems I run dry. Smaller raids result in a steady stream of AI units responding and costing me more resources.

I'm looking forward to trying the update, and to see what you're working on next.



None.

Mar 23 2020, 4:24 pm Andrea Rosa Post #7



MINOR UPDATE - I have increased the volume of Schezar's evil laugh in Mission 4a/4b because it was too quiet.



I just accept what my endocrine system does to me.

Mar 23 2020, 4:44 pm Andrea Rosa Post #8



Quote from DaMnUFo0
Hey Andrea,

I'd like to try your modified Enslavers, but before I do...
As far as the status of this project, is it finalized or do you have some more tweaks in mind?

This should be the final version (unless some bugs are reported)


Quote from TheBigDingus
Andrea your campaigns are some of the best. I really enjoyed Voices of the Swarm and found the new mission in this one to be a good addition.
The difficulty I found was a bit ridiculous, although I have not yet tried the reduced difficulty update yet.
My issue is mostly the lack of available resources, just as I am about to break out from my base it seems I run dry. Smaller raids result in a steady stream of AI units responding and costing me more resources.

I'm looking forward to trying the update, and to see what you're working on next.

Thanks for your appreciation! Yes, the old version was really too much difficult (especially Mission 2), I hope you'll find the new one more manageable.



I just accept what my endocrine system does to me.

Mar 27 2020, 1:40 am Andrea Rosa Post #9



The campaign has been updated according to feedback received from Eredalis on CampaignCreations.org

In Mission 3a, the yellow Command Centers are surrounded by Missile Turrets, just like the Stasis Cells in Mission 3b; however, contrary to Mission 3b, these turrets are not invincible and will not automatically explode after the related Command Center has been destroyed. The AI for the Red Terrans starts later (as a consequence, Battlecruisers appear later as well). The building time for Nukes has been increased to 150 seconds, thus the nuclear strikes happen less frequently. Both the brown and orange expansions contain 1000 additional minerals and 500 additional gas (this change also applies to Mission 3b).

I have also restored some of the triggered attack waves that were removed from Mission 1.

It's safe to say that this is the final version.

Post has been edited 1 time(s), last time on Mar 27 2020, 12:03 pm by Andrea Rosa.



I just accept what my endocrine system does to me.

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Members in this topic: Andrea Rosa
[04:56 pm]
RdeRenato -- If someone can help me, it will make me very happy xd
[04:55 pm]
RdeRenato -- they are right. I don't know how to describe my level but it is difficult for two things: 1. crazy enemies 2. multiple defensive points
[2020-3-31. : 11:01 am]
Sie_Sayoka -- both because of low skill and population on west
[2020-3-31. : 11:01 am]
Sie_Sayoka -- tbh a lot of the korean maps are impossible to play with pubs
[2020-3-31. : 5:14 am]
jjf28 -- forcing players to be quicker means they'll have to multi-task more/up the APMs and use less safe approaches or have gotten the approaches down to an art so they can perform them quickly without much time to think
[2020-3-31. : 5:10 am]
jjf28 -- I'd say best way to increase difficulty is to make the enemy units behave smarter, followed by forcing humans to move quicker (timers, or some mechanism forcing them forward), followed by beefing numbers/stats
[2020-3-31. : 3:39 am]
jjf28 -- a huge part of special forces is game knowledge, mapping out the spawn timings, what triggers different traps, what units combine into others, they're definitely not intended to be friendly games
[2020-3-30. : 11:07 pm]
lil-Inferno -- RdeRenato
RdeRenato shouted: people, how do you do to verify a super difficult level if you play bad? :(
get someone better than you to play it
[2020-3-30. : 10:16 pm]
MTiger156 -- Sadly, I've often seen the exact opposite happen. "Special Forces" maps typically try to kill the entire team within the first 60 seconds... try to stay away from that approach.
[2020-3-30. : 10:05 pm]
MTiger156 -- ahh... philosophy of Difficulty. There is no single answer for "how much is enough?". That should be left to the players, thus I highly recommend multiple Difficulty Modes for PvE maps.
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