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Starcraft 1 music in starcraft 2 campaign
Starcraft 1 music in starcraft 2 campaign





starcraft 1 music in starcraft 2 campaign
  1. #Starcraft 1 music in starcraft 2 campaign how to#
  2. #Starcraft 1 music in starcraft 2 campaign full#
  3. #Starcraft 1 music in starcraft 2 campaign code#

Just wait till a fairly stable version comes out so you don't have to feel like it's not like the original. It isn't out yet sorry! There may be beta versions up but I just wouldn't bother. Starcraft 1 - Episode 3: Whatever the protoss was called Difficulty level is again harder than in the original.Mission 5 "The Amerigo" - yep, like it or absolutely hate it, the third person "shooter" action is back.Lurkers! Because who doesn't love Lurkers?.Much like the terran campaign most everything is SC1 stats and feel. The final thing you're wondering is "Hey what about the protoss and zerg campaigns! Those were all part of the first starcraft!? It's cool, the dev totally has you covered! Okay not totally, but the first couple of versions of the Zerg campaign are out. You're probably wondering what this highly guarded secret of mission 3 is? Well here's a sneak preview: Mission 3 cutscene after 30minutes of survival

#Starcraft 1 music in starcraft 2 campaign full#

That means you need no micro to be able to maintain the full health of all your marines. Medics in the original SC didn't automatically heal, but in SC2 they do. Because of the simple fact that medics are in there, the campaign is quite probably easier. The final maps should give you a decent challenge though.ĭon't be turned off by the fact that the campaign is harder. Don't worry, I've tested it and I'm not that great.

  • Difficulty level should be harder and actually keep you busy towards the end.
  • Mission 4 "The Jacobs Installation" - you'll see.
  • Kerrigan has the snipe ability (along with the original ghost abilities) because it's just too cool.
  • Medics! There were no medics in the original campaign, but where's the fun in that? Your marines need 'em.
  • (some notable differences from the original campaign) However there's several deviations that the map maker has gone with just to make the old campaign feel a little cooler. Old SC1 background for mission info and some of the old portraits for some units

    starcraft 1 music in starcraft 2 campaign

    Buildings while floating DON'T spin around when you move them around in the air, they stay facing the same way. SCV's spawn on the bottom left of the command centre, no matter where the rally point is This campaign is incredibly true to the original, except with the full starcraft 2 engine! And by true I don't mean similar I mean indredibly similar. This is a bunch of work for what I wanted! It would probably be much better to simply remove resources from the stockpile after the "Unit uses ability Return Cargo" event.Recently on the Starcraft 2 scene the biggest explosion has been the fact that a full remake of the terran campaign from Starcraft (original) has been made.

    #Starcraft 1 music in starcraft 2 campaign code#

    I also put in some special sauce like only applying these changes to a player who types "handicap" into the chat, and also added code to un-swap the behaviors if non-handicapped players start gathering from it instead (for example if he takes over an expansion). This feels pretty kludgey and as a programmer I am kind of sad that this was the best way I could find after an hour or so.This pretty much ensures it will only swap stuff at your main base and expansions, and not if you just right click on someone else's mineral patches. Also, just in case, I put in a condition that the Triggering ability target unit is within a small radius of a building owned by the player in question.I chose the "Unit uses SCV - Gather" abilities at the Approach stage, then perform the swap on "Triggering ability target unit" (if unit doesn't already have the new behavior). The trigger needs to fire from an appropriate event, which is tricky.Create a trigger with actions to remove the "Minerals (Mineral Field)" (or high yield) behavior from a unit and add the new behavior created in the previous step.Copy the Behaviors for "Minerals (Mineral Field)" and "Minerals (High Yield)," changing the name and modifying the (Stats -> Harvest) amount to a different value.Turns out, unless there is a better way, what I am proposing is probably not worth the effort at all!

    #Starcraft 1 music in starcraft 2 campaign how to#

    I wanted to at least figure out how to set the # of minerals returned per trip, as opposed to adjusting the minerals you get after the fact or something.







    Starcraft 1 music in starcraft 2 campaign