We have recreated Starcraft and Starcraft:Broodwar Campaigns in a 2 player cooperative style, AI have been given a harder difficulty to compensate for two players. All campaign missions are complete!
Cooperative Dynamic Difficulty Increase Fully Scripted Dialogue AI Balancing AI Scripting improved Shared units 50/50 for non base missions Thoroughly Tested
Cooperative We wanted Starcraft to be cooperative from the moment we found out we could gain access to the campaign maps, since then we have been working to achieve a full on cooperative experience. Every single mission from start to end is cooperative, even if you lose all of your unit's the other player still has a chance to get victory for the both of you though unlikely. In a very few select missions you will have to work hard to work together as you start off with bases on opposite sides of the map, these can be very challenging but extremely rewarding as you get the sense of saving your friend from their demise.
Dynamic We wanted dynamic game play for each and every level, keeping in mind that each level is cooperative and thus every level will be dynamic depending on who you are playing with for example playing Starcraft with your dog will be much harder than playing Starcraft with your friend. In a few missions there is some dynamic events that may occur, for example in Protoss Broodwar mission 8 overlords will spawn units when they go to attack the temple, each time you play the mission regardless of who you are playing with the mission will play out differently as the AI is not scripted to move in and drop things automatically but by chance this means it will give you a dynamic outcome rather than the exact same thing each time, now thats probably going into a bit too much detail on the dynamic elements but just for the sake of it just know its going to be different each time you play.
Difficulty Increase We believed that the stock AI difficulty was beyond too easy especially with two players, we have increased the difficulty in each and every map so they are all nice and challenging. Once we have completed every campaign mission we will release a second version of all the maps with full insane AI for those who want the ultimate challenge.
Fully Scripted Dialogue Every level has been scripted entirely for two players, doesn't matter who's in the lead on a non base map who ever gets to the location first will start the triggers. Both players will get victory on every level if the victory conditions are met, same with defeat. All cut-scenes have been scripted to allow two players to watch/hear all dialogue and events, with a few levels with improved scripting to give a much nicer cut scene we don't leave anything out.
AI Balancing Each level has been tested over and over again to get the best result for AI Balancing, we don't want it to be too easy or too hard, we want the game-play to be challenging and rewarding, i feel that we have accomplished this with all the testing and AI changes we have made throughout the levels.
AI Scripting improved Various levels have been given improved AI scripting as a result of either bugs or difficulty, for example Original Terran 3 has been given above and beyond the default scripting to the point its almost insane compared the original solo campaign mission, in this map a lot more units will attack from the start to the end, each wave has been designed to attack the right place at the right time and in the end, if you haven't seen it from our youtube videos i wont wreck it for you but things get extremely overwhelming much like an Archon the Zerg will overpower you and push you back, if your defenses aren't up to scratch they will wipe you out.
Shared units 50/50 for non base missions For all of those operation type game types we wanted players to feel like even if they are falling behind they can catch back up, by default all of the units you gain are set to Rescue-able so if you had a player running full steam ahead they would by default get all of the units, to stop this from happening we have created triggers to give 50/50 units for each player. With our 50/50 triggers in place it means if you do run full steam ahead and lose all of your units, the next group of units that gets rescued, you will get half of them getting you back into the game. With these triggers in play it gives each non base mission a feel of being equal and in the unfortunate event of losing all of your units, the other player can proceed on and eventually get you some new units.
Thoroughly Tested Every map has been thoroughly tested from start to finish, this includes unit/base/resource placement, AI balancing, resource balancing, dialogue for both players, victory conditions, defeat conditions, triggers, sound, cut-scenes, mission briefing, unit upgrades, units available, special abilities available and everything else i cant think of, we make sure we have found and fixed every bug we can find before releasing each map.I hope you have enjoyed reading this overview of all that we have done for the mod, Enjoy!
Edit: the maps aren't soloable due to triggers requiring both players. I created Insane Solo Edition tonight if that will float your boat, changed all ai to insane, added buildings/resources for ai, overall stupidly hard compared to default.
BW has been alive for such a long time, most people playing other games consider it ' dead ' , but as you can see people still releasing amazing content . Thanks for your hard work!
Awesome, will definitely give it a shot. Just have to find someone to play it with, maybe one of my friends... might have to carry them through it haha.
This sounds so awesome. I wish I had my desktop with me and someone else to play with. Will definitely bookmark it so I can play it in the future though
This is awesome! I knew campaign missions need to be made harder even when I could beat them with ease. Unfortunately won't have personal computer access for awhile so any stream/playthrough would be appreciated
On July 12 2014 00:24 TaShadan wrote: Going to try the Insane version asap!
Thanks again for suggesting to share our mod on TL, Good luck hopefully all the missions are insane, if they aren't let me know and i'll give them some more fire power, I'm back to work on Monday so i won't have any time to test the insane version.
For those still looking for the Insane version it is here
On July 12 2014 01:12 calh wrote: What version of BW do you need for this?
v1.16.1 to be safe but they should work on the stock install without any updates don't quote me on this as i haven't tried but I would update regardless. just click on battle.net and it will auto update.
Thanks again for suggesting to share our mod on TL, Good luck hopefully all the missions are insane, if they aren't let me know and i'll give them some more fire power, I'm back to work on Monday so i won't have any time to test the insane version.
I never really played the BW multiplayer, but... The campaign story and action was amazing and remains my favorite right next to myth by bungie. This mod looks amazing, so awesome that you made this for the community.
On July 11 2014 09:41 CakeSauc3 wrote: This is so awesome, gonna play this with my gf later this year SC and BW campaigns will always have a special place in my heart.
On July 12 2014 08:53 badalex wrote: This is awesome! Me and my gf are working our way through them (with a little bit of liquid courage ^_^).
Thanks!
... What alternate universe of amazing gfs is this and how do I join it?
The passion for BW never fades, truly beautiful. Will be playing this later today with my friend, huge props to the creators of this and also thanks for sharing it!
I'm bringing the thing to the beacon but it doesn't give me victory.
You would of gotten victory if you were extremely lucky, by the look of it the game wasn't able to run the trigger event as they run every 2 seconds, so you would need to have it alive at the beacon for at least 2 seconds for it to register.
Ok I'll just do it again lolol :D edit: iunno, i used cheats and left it on the beacon for like 10 seconds without success. I built a factory next to the command center there and it finally won.
I can bring the scv here in this screenshot http://i.imgur.com/eGGDo74.pngtotally ignoring the beacon and it will give me a victory.
uploaded to dropbox for now, uploading to moddb as well. i'll go through and check all the other missions that their victory conditions aren't broken by default, i remember a few when we were making the cooperative version that were just completely broken by default.
On July 13 2014 10:22 SnowFantasy wrote: haha! glad it's fixed i guess. I am having a lot of fun with this. thanks for making it
Uploading to moddb now, you can get it from dropbox now as well in the above post, the reason why the single player insane version isn't up to scratch is because when i created it i used the stock maps and just added Insane Ai and changed a few small things to make it harder, the cooperative campaign is where we did all of our testing and we know everything works, if you find anything else let us know and we are more than happy to fix it up! Sorry for just assuming it was down to triggers not running in the 2 second rule, kept thinking no i've already fixed that but it surely wasn't the case for the single player version.
I think batsnacks means it takes ages for the map to transfer to other players through the game. I found it took up to 1 min even between VMs but over gigabit it was quick, over hamachi for play testing it would take ~10 min so we always made sure we both had the map before hand.
interesting, coop version is a fun take on the original campaign
the insane solo tho...pretty sure that isn't really worth playing, it just encourage turtling/cheesing especially in later missions. would be nicer if some of the missions are changed or tweaked to make it much more difficult rather than just only bumping to insane ai.
On July 14 2014 15:24 Probemicro wrote: would be nicer if some of the missions are changed or tweaked to make it much more difficult rather than just only bumping to insane ai.
The Insane Cooperative version is exactly like that, the Insane Solo version was made in 30 minutes about 2 days ago as someone suggested it would be a good idea. We haven't gone through and changed anything apart from AI in the solo version, the coop version already has difficulty increases before going to the insane ai so it will definitely be harder than the insane solo version.
I'll be going through the insane solo version over the coming weeks to make slight adjustments to make it a lot harder.
I'm going to look into the issues with the cooperative ai stopping (thinking its a force based trigger that should be for each pc player) as well.
I think batsnacks means it takes ages for the map to transfer to other players through the game. I found it took up to 1 min even between VMs but over gigabit it was quick, over hamachi for play testing it would take ~10 min so we always made sure we both had the map before hand.
insane ai sends a shitton of units pretty early, like dozens of hydras right before u can finish building enough workers...example would be terran 2 lol (terran3 is actually easier since u can build bunkers..)
I still wonder if anyones tried out the Insane Solo Terran Tutorial. Those getting frustrated with the insane version, don't forget that it has had no testing and some missions could literelly be impossible to win. I'll have to change the tutorial level at some stage to allow one other victory condition i think but its more just an example of how unfair the insane version is haha.
I tried a few missions yesterday with my brother, and it was a lot of fun! We had some trouble initially adjusting to the insane AI (the timing at which it throws stuff at you takes some getting used to), and the mineral situation got pretty tight, but we're definitely looking forward to playing through all the missions. Great job!
So i tried it and it worked nice (i just did a few missions with an iddle computer. Which was a bad idea since i couldn't control raynor) but anyway. Works like a charm.
I want to stream this. I just need to find how to stream BW as it buggs a lot in OBS.
FROM THE BOTTOM OF MY HEART I THANK YOU. maybe too sincere, but i finally get to play coop+insane ai+bw units in sc campaigns and its all i ever wanted
and incase if you guys dont know of this, i want to suggest also sort-of cannon maps made by blizzard. they are retconned from main story just like entire broodwar was in starcraft 2 but still they are offical and could be converted into coop+insane too to complete the whole collection, if you're up to it ofcourse: - precursor (or loomings) which are starcraft demo prequel to mainstory with colonel duke, 6 maps - enslavers 1 which were included in original starcraft, offers a parallel side story to main starcraft one, 5 maps - enslavers 2 concludes the enslavers story, happens during broodwar i believe, 7 maps - and the 2 maps of stukov missions how he got reinfested after bw, deception and ressurection IV
On July 15 2014 17:26 FFW_Rude wrote: So i tried it and it worked nice (i just did a few missions with an iddle computer. Which was a bad idea since i couldn't control raynor) but anyway. Works like a charm.
I want to stream this. I just need to find how to stream BW as it buggs a lot in OBS.
Try it with Chaos Launcher with W-MODE 1.02 enabled, plays in windowed mode and displays everything correctly, worked for me when i was streaming anyway, and as for the other person i just used skype with screen share, so one player would be a bit low on the fps side of things but you could still watch both point's of view.
On July 15 2014 21:16 iknowFiRE wrote: FROM THE BOTTOM OF MY HEART I THANK YOU. maybe too sincere, but i finally get to play coop+insane ai+bw units in sc campaigns and its all i ever wanted
Glad we are making peoples dreams come true! and about those campaign maps, I see no reason why we shouldn't make them coop as well as the insane modes, 20 maps is basically two campaigns, i haven't looked at the complexity of those missions yet but after doing all of starcraft and brood war i don't think they would be much of a challenge.
in terms of the other "expansions" -Stellar Forces -Insurrection -Retribution we do not plan on making these cooperative as they were quite negatively viewed when they were released, plus its close to impossible to attain legal copies of them.
On July 15 2014 17:26 FFW_Rude wrote: So i tried it and it worked nice (i just did a few missions with an iddle computer. Which was a bad idea since i couldn't control raynor) but anyway. Works like a charm.
I want to stream this. I just need to find how to stream BW as it buggs a lot in OBS.
Try it with Chaos Launcher with W-MODE 1.02 enabled, plays in windowed mode and displays everything correctly, worked for me when i was streaming anyway, and as for the other person i just used skype with screen share, so one player would be a bit low on the fps side of things but you could still watch both point's of view.
On July 15 2014 21:16 iknowFiRE wrote: FROM THE BOTTOM OF MY HEART I THANK YOU. maybe too sincere, but i finally get to play coop+insane ai+bw units in sc campaigns and its all i ever wanted
Glad we are making peoples dreams come true! and about those campaign maps, I see no reason why we shouldn't make them coop as well as the insane modes, 20 maps is basically two campaigns, i haven't looked at the complexity of those missions yet but after doing all of starcraft and brood war i don't think they would be much of a challenge.
in terms of the other "expansions" -Stellar Forces -Insurrection -Retribution we do not plan on making these cooperative as they were quite negatively viewed when they were released, plus its close to impossible to attain legal copies of them.
I have INSURRECTION original disk. I can rip it for you if you want. I don't have legal copies of the others.
Do i need to play in WM to stream ? I can't play WM on a 1920x1080 screen it's so tiny. Chaos launcher can be dl standalone ? Or do i need to install icCup back ?
I have INSURRECTION original disk. I can rip it for you if you want. I don't have legal copies of the others.
Do i need to play in WM to stream ? I can't play WM on a 1920x1080 screen it's so tiny. Chaos launcher can be dl standalone ? Or do i need to install icCup back ?
windowed mode you can click the X2 button so it goes to 1280x960 that's the best thing i can think of, not sure if someone has a better solution for streaming.
It's not so much about attaining the copies of those expansions, its more releasing them to people who haven't purchased them. with our current mod you have to own starcraft to play the starcraft campaign and have to own brood war to play the brood war campaign. I know its a 16yo game and it might not matter in some peoples eyes but in my eyes it would just be copyright if we were to release those campaigns as our own.
The enslavers campaign maps for example are included with the game so i have no problems in making them cooperative.
On July 15 2014 22:02 r4z0r84 wrote: Glad we are making peoples dreams come true! and about those campaign maps, I see no reason why we shouldn't make them coop as well as the insane modes, 20 maps is basically two campaigns, i haven't looked at the complexity of those missions yet but after doing all of starcraft and brood war i don't think they would be much of a challenge.
in terms of triggers and such, they are just normal campaign maps pretty much nothing special, in terms of difficulty, precursor and enslavers 1 are both way too easy if i remember correctly, enslavers 2 has some pretty hard missions actually, well not that hard kinda like final sc or final bw missions, reasonably big map and those stukov misions are commando ones
and im aware there are other unofficial expansions made by other studios and were poorly received, ive yet to play them actualy and it might be good time to do it too!, but these 20 specificaly were made by blizzard and released as free downloads, the only downside to them is that only precursor maps have story voice acting
http://www.twitch.tv/kogetbw/b/547805591 - games from today! I didn't realize that I was talking to the muted mike for about 1,5h. ^_^ 2nd half is with commentary.
On July 16 2014 06:32 kogeT wrote: http://www.twitch.tv/kogetbw/b/547805591 - games from today! I didn't realize that I was talking to the muted mike for about 1,5h. ^_^ 2nd half is with commentary.
Nice Stream! As for 6 being impossible by normal means, it's really meant to have close to no AI by default, I'm not surprised it needed to be rushed after r4z0r84 flicked the AI to insane.
Remember our normal one is balanced right and the insane one isn't meant to be possible, so it's amazing to see how you make strats to win those games! all r4z0r84 did was put all the ai to "insane" and release it where as our proper release has had 50+% of the work load over 2 months as balancing the difficulty.
If anyone has any feedback it would be greatly appreciated! It's great to see people playing it!
On July 16 2014 12:39 BisuDagger wrote: Only a little played. We will do more! Edit: also we demand 4 player mode
4 player mode will be worked on over the coming weeks, we will make it so that you can play 3 or 4 player.
after watching some people play the insane coop i've noticed that when i created insane solo i fogot to block out broodwar units for the vanilla missions, i will update that over this week and release this weekend.
also for those playing both solo insane and coop insane, coop insane has all our original balancing methods plus insane ai, this means it will be much harder than insane solo, removing broodwar units from the insane solo will make it a bit harder especially in the earlier missions as you will not have medics for example.
On July 16 2014 12:39 BisuDagger wrote: Only a little played. We will do more! Edit: also we demand 4 player mode
4 player mode will be worked on over the coming weeks, we will make it so that you can play 3 or 4 player.
after watching some people play the insane coop i've noticed that when i created insane solo i fogot to block out broodwar units for the vanilla missions, i will update that over this week and release this weekend.
also for those playing both solo insane and coop insane, coop insane has all our original balancing methods plus insane ai, this means it will be much harder than insane solo, removing broodwar units from the insane solo will make it a bit harder especially in the earlier missions as you will not have medics for example.
i hope u change how the mission span out at least, i feel the ludicriousness of how fast and hard the ai hit u is balanced by the availability of bw units, for example zerg1 is almost impossible without using lurkers
On July 16 2014 12:39 BisuDagger wrote: Only a little played. We will do more! Edit: also we demand 4 player mode
4 player mode will be worked on over the coming weeks, we will make it so that you can play 3 or 4 player.
after watching some people play the insane coop i've noticed that when i created insane solo i fogot to block out broodwar units for the vanilla missions, i will update that over this week and release this weekend.
also for those playing both solo insane and coop insane, coop insane has all our original balancing methods plus insane ai, this means it will be much harder than insane solo, removing broodwar units from the insane solo will make it a bit harder especially in the earlier missions as you will not have medics for example.
i hope u change how the mission span out at least, i feel the ludicriousness of how fast and hard the ai hit u is balanced by the availability of bw units, for example zerg1 is almost impossible without using lurkers
are you talking about Insane Solo or the 4 player coop? if you are talking about Insane solo it hasn't been balanced in any way at all and hasn't been tested. it was just for "fun"
Yes, zerg and protoss were both attacking us. And you're right, Zerg should be WITH us not AGAINST. (with meaning he can still attack us, but also protoss..)
With the base positioning, Terran is the one going to be mostly attacked either way anyhow haha. Just seemed thematically wrong to see zerg and protoss units march hand in hand.
On July 17 2014 03:52 kogeT wrote: Yes, zerg and protoss were both attacking us. And you're right, Zerg should be WITH us not AGAINST. (with meaning he can still attack us, but also protoss..)
I think the victory conditions didn't trigger on 8 due to unused building addon's counting as "non allied buildings" from memory that's what its set to, i'll get TyrZ to look into it, also by default zerg doesn't have protoss set as ally status enemy, we can update those as well, glad to see your enjoying the insane version! xd
Insane Cooperative has been updated to V1.1 it's currently uploading to moddb and is already available from dropbox, links are on our homepage.
Your website seem to be outdated "Insane Editions: Co-op v1.0, Solo v1.0 (updates coming soon!)"
(updates coming soon!) means they are getting uploaded to dropbox as of posting this they have been updated to V1.1
Insane solo has been given the following changes:
Updated all missions, removed all brood war units from original, removed end tier units from AI in earlier missions as they weren't meant to have them. This will make some missions easier and others harder overall giving it a bit more balance.
On July 17 2014 22:58 r4z0r84 wrote: Updated all missions, removed all brood war units from original, removed end tier units from AI in earlier missions as they weren't meant to have them. This will make some missions easier and others harder overall giving it a bit more balance.
solo insane.. at terran5 (the one where u have 1 terran ai opponent on an island), the ai can build 3/3 tanks and battlecruisers while u stuck with 1/1 marines and 0/0 vultures/wraiths...
On July 17 2014 22:58 r4z0r84 wrote: Updated all missions, removed all brood war units from original, removed end tier units from AI in earlier missions as they weren't meant to have them. This will make some missions easier and others harder overall giving it a bit more balance.
solo insane.. at terran5 (the one where u have 1 terran ai opponent on an island), the ai can build 3/3 tanks and battlecruisers while u stuck with 1/1 marines and 0/0 vultures/wraiths...
Sweet, must of overlooked that, removed battlecruisers and ghosts. this one you basically have to mass wraiths and drop marines.
updated on our homepage/dropbox now, will upload to moddb as well.
and...im pretty sure terran6 is impossible, u can hold ur base with bunkers and mines but if they decide to send their 20 mutas or doubleteam to NORAD instead..
On July 18 2014 15:41 Probemicro wrote: and...im pretty sure terran6 is impossible, u can hold ur base with bunkers and mines but if they decide to send their 20 mutas or doubleteam to NORAD instead..
Many are impossible, they aren't balanced at all compared to our normal coop release, same with our insane coop, its got a few that are definitly impossible, Im not good enough to even test insane, i just mod it. most maps in the insane solo have to be completed in a speed run fashion as if you wait around for too long the AI will surely overwhelm you.
But all that said thanks for letting me know, i'll try my best to balance out the insane versions but as stated in many many places its no where near finished and was rushed in 30 min's originally(to make it). since then i've spent about 3 hours on it fixing small issues that pop up.
and...im pretty sure terran6 is impossible, u can hold ur base with bunkers and mines but if they decide to send their 20 mutas or doubleteam to NORAD instead..
Don't worry bro, we already finished missions 1-8 on insane for terran. :-) (even before r4z9r84 nerfs for island map)
On July 18 2014 15:41 Probemicro wrote: and...im pretty sure terran6 is impossible, u can hold ur base with bunkers and mines but if they decide to send their 20 mutas or doubleteam to NORAD instead..
On July 18 2014 18:02 kogeT wrote: (even before r4z9r84 nerfs for island map)
So since kogeT proves it is possible, why would you nerf it? I haven't played or watched it so I don't know how hard it actually is. But it's called insane for a reason, right?
On July 18 2014 18:02 kogeT wrote: PS. we're goona continue today. We may skip mission 9, but first we will try hard.
We nerfed Terran 9 a bit, after looking at what the AI did through the first 10 min of the game (by being cheaty, just to observe) I decided to add some more starting units for players. All 3 AI are still insane though, it looks tough!
On July 18 2014 18:02 kogeT wrote: (even before r4z9r84 nerfs for island map)
So since kogeT proves it is possible, why would you nerf it? I haven't played or watched it so I don't know how hard it actually is. But it's called insane for a reason, right?
I don't know what map he is talking about, we made some changes to make 9 easier due to it looking impossible but we didn't nerf any maps they completed. It's hard for us to do insane due to our lack of skill in the game (meaning we can't do the balance testing we did for the normal release) so all we can do is base our balancing changes off of what others say here and what we see on streams. If anyone completes a level in any way then it probably won't be nerfed!
Edit: Ah, r4z0r84 nerfed solo insane, not co-op insane. Don't worry!
On July 18 2014 18:02 kogeT wrote: (even before r4z9r84 nerfs for island map)
So since kogeT proves it is possible, why would you nerf it? I haven't played or watched it so I don't know how hard it actually is. But it's called insane for a reason, right?
only nerfed solo so that it reflects the same available units for the ai as the co-op insane. coop insane has not been nerfed in the early game, only the T9 i think it was that looked to be impossible
and...im pretty sure terran6 is impossible, u can hold ur base with bunkers and mines but if they decide to send their 20 mutas or doubleteam to NORAD instead..
Don't worry bro, we already finished missions 1-8 on insane for terran. :-) (even before r4z9r84 nerfs for island map)
On July 18 2014 18:02 kogeT wrote: (even before r4z9r84 nerfs for island map)
So since kogeT proves it is possible, why would you nerf it? I haven't played or watched it so I don't know how hard it actually is. But it's called insane for a reason, right?
was talking about SOLO insane, not co-op. koget was playing co-op insane. i should have clarified earlier that it was for solo, im pretty sure coop is fine for any map (well its co-op...)
eh you can't just speedrun per se...especially for earlier missions where u are only given like 2 scvs at the start with scarcely any resources and by the time u saturated your workers 20 hydras are upon u.
in terran6 u need to also defend an isolated area which u can't reach so easily since all your resources will be spent defending your base...u barely defend it then 20 mutas decide to hit norad instead. its easier for coop since u can have 1 player tech quickly to dropship to help out in that area...
On July 18 2014 19:51 Hesmyrr wrote: Didn't SnowFantasy go up to Terran Insane Solo 8 in his stream? That was admittedly before version 1.1
if none of the waves decide to hit norad before u get a sizable army up, yeah. in all of terran insane solo i have no problem with any mission except terran6 IF the ai decides to attack norad early instead. once u get to make tanks the missions frankly becomes easy.
On July 18 2014 21:35 kogeT wrote: Is there any difference between Insane solo and co-op? (I mean from computers point of view)
While the AI script is the same, on most maps of the Co-op version we put more computer players and/or the computer is given lots more resources/buildings/units at the start.
So simply put, Solo insane is just the stock levels with insane AI and Co-op insane is our normal Co-op mod (all changes to base layout, triggers and computer players included) with insane AI.
love this coop campaign. One thing that was funny was going up against terran computer, leave them a bit too much (or advance too slowly with your own army/armies) and you'll be facing 3/3 mass wraiths+BCs before you know it XD Funny when you see 10+ BCs and 15 wriaths attacking you with a bit of AA lol
On July 19 2014 08:17 BigFan wrote: love this coop campaign. One thing that was funny was going up against terran computer, leave them a bit too much (or advance too slowly with your own army/armies) and you'll be facing 3/3 mass wraiths+BCs before you know it XD Funny when you see 10+ BCs and 15 wriaths attacking you with a bit of AA lol
The one that stumped me and a friend was Terran 1, the AI kept emptying all its bunkers out at like the first 4-5 minutes of the game and coming in with like 30 marines + tanks. it took us a while to finally finish that one
had to get as much gas as we could from durans bases before we sacked them to buy time to start siege and then turtle and slow push up before we realized what had happened
On July 19 2014 08:17 BigFan wrote: love this coop campaign. One thing that was funny was going up against terran computer, leave them a bit too much (or advance too slowly with your own army/armies) and you'll be facing 3/3 mass wraiths+BCs before you know it XD Funny when you see 10+ BCs and 15 wriaths attacking you with a bit of AA lol
The one that stumped me and a friend was Terran 1, the AI kept emptying all its bunkers out at like the first 4-5 minutes of the game and coming in with like 30 marines + tanks. it took us a while to finally finish that one
had to get as much gas as we could from durans bases before we sacked them to buy time to start siege and then turtle and slow push up before we realized what had happened
mine was the last terran original SC mission. The AI would double nuke within the first 30 seconds and at that point, you're still building a rax and more workers (start out with 3 and like 500/450 resources). Several times, Raynor also got lockdown'd and killed even before we got a chance to get more tech lol. We did end up winning though after:
we held on. You can try to use mines to zone a bit and taking the high ground with blocking the ramp at least prevents the cloaked ghost from entering your base then rush vessels and hold on for dear life against the nukes till the first vessel is out.
Only other one is early on when you have only marines and vultures with dropships against the AI which is loaded with 1/1 tanks. Game was freaking ridiculous lol. Even if you manage to drop on top, they are spread out enough to melt your bio. Kinda of the reason you don't see bio vs mech in TvT lol.
mine was the last terran original SC mission. The AI would double nuke within the first 30 seconds and at that point, you're still building a rax and more workers (start out with 3 and like 500/450 resources). Several times, Raynor also got lockdown'd and killed even before we got a chance to get more tech lol. We did end up winning though after:
- Hide Spoiler - we held on. You can try to use mines to zone a bit and taking the high ground with blocking the ramp at least prevents the cloaked ghost from entering your base then rush vessels and hold on for dear life against the nukes till the first vessel is out.
You won the co-op map on insane? Can you share the rep?
We tried it several times, but even if we managed to hold nukes, early rushes, we would simply die to 10+ tanks with few dozens of marines coming around 5-6 minute mark. I think once we managed to somehow survive tanks, and got hit with 20+ wrights immediately.
The insane versions will continue to be patched, incoming changes may include buffing Terran level 9 (zerg didn't attack as much as we want them to) and me yelling at r4z0r84 for not actually putting the second AI in Zerg level 4 after i did for the normal release! GEEZ .
The insane versions are more of a play thing for us, it's great to give very skilled players a challenge but due to our skill levels being quite low it is in it's own way a challenge for us!
On July 20 2014 21:00 tyrz_939 wrote: The insane versions will continue to be patched, incoming changes may include buffing Terran level 9 (zerg didn't attack as much as we want them to) and me yelling at r4z0r84 for not actually putting the second AI in Zerg level 4 after i did for the normal release! GEEZ .
The insane versions are more of a play thing for us, it's great to give very skilled players a challenge but due to our skill levels being quite low it is in it's own way a challenge for us!
Terran #9 is ,in my opinion, absolutely doable in its previous state under few conditions: 1) both terran players need a lot more scvs at the beginning (triple of what they start with) 2) there needs to be a *lot* more minerals in the patches / more patches. More than there were even in the patched version.
mine was the last terran original SC mission. The AI would double nuke within the first 30 seconds and at that point, you're still building a rax and more workers (start out with 3 and like 500/450 resources). Several times, Raynor also got lockdown'd and killed even before we got a chance to get more tech lol. We did end up winning though after:
- Hide Spoiler - we held on. You can try to use mines to zone a bit and taking the high ground with blocking the ramp at least prevents the cloaked ghost from entering your base then rush vessels and hold on for dear life against the nukes till the first vessel is out.
You won the co-op map on insane? Can you share the rep?
We tried it several times, but even if we managed to hold nukes, early rushes, we would simply die to 10+ tanks with few dozens of marines coming around 5-6 minute mark. I think once we managed to somehow survive tanks, and got hit with 20+ wrights immediately.
sorry no, this wasn't insane far as I can tell. I mean, the double nuke 30 sec in (or even less) was ridiculous lol but I think it was just the normal version. Not sure if we will try insane afterwards, will wait and see for now.
My impression about the drastic fall of difficulty is that Terran have way too much tech enabled at the very start. Terran can just start producing tanks (which make three initial pushes negligible and give players ton of time to work with) and from there on he's always ahead of Protoss on 'push' tech that they can just snowball from there.
I didn't see any problem with additional defense like bunkers per say, but perhaps having Terran build up from the start (as in, remove all the Barracks Factory etc.) might be better instead. Remember kogetBW got to seige tech about the time Reaver arrived in original version - and that's when his economy was completely wrecked due to zealots and dragoons.
Ideal would be where very beginning zealot prods won't be able to do much, but players actually need to put some kind of investment to hold subsequent pushes without substantial damage.
Hey I finally got me and BisuDagger's first couple of missions uploaded on to Youtube! starts after the replay that me,Ninazerg and Bisudagger was talking about which should be around 47:30 into the video but you can watch the whole of thing of what we were doing while wating for the downloads
I noticed that the Normal and Insane version of the maps seem to have the same name. Wouldn't it be better if you just added the word "Insane" next to the original map name?
On July 24 2014 03:15 Hesmyrr wrote: I noticed that the Normal and Insane version of the maps seem to have the same name. Wouldn't it be better if you just added the word "Insane" next to the original map name?
wouldn't really make much of a difference, the insane maps should be in their own folder for example StarCraft\Maps\insane\co-op campaign\terran co op!\scenario(01).scx or StarCraft\Maps\co-op campaign\Insane\terran co op!\scenario(01).scx the naming and order is really up to you same with the file hierarchy, the game knows they are all different maps so naming is irrelevant.
Pretty sure Brood War Protoss mission 6 is impossible on co-op insane (and probably others, this is the first one we got stumped on though). The enemy attacks you with a large flock of mutas/hydras about a minute or two into the level. Would love to be proven wrong!
Bug: For Brood War Protoss 7, the second player can build high templars but the first player cannot. In the insane co-op, anyway.
On July 24 2014 16:38 LordOfDabu wrote: Pretty sure Brood War Protoss mission 6 is impossible on co-op insane (and probably others, this is the first one we got stumped on though). The enemy attacks you with a large flock of mutas/hydras about a minute or two into the level. Would love to be proven wrong!
Bug: For Brood War Protoss 7, the second player can build high templars but the first player cannot. In the insane co-op, anyway.
Challenge accepted. Stardom and I will attempt it tonight.
On July 24 2014 23:51 Hesmyrr wrote: Will you stream it? Do note that the Zerg Mission 6 you had trouble with was Normal difficulty (I think according to 16:52)
Reps are broken!!!!!!!! lol. I was taking a look at some rep for some of the crazy game that I've had so far and all of them show different things being done everytime I see them. Anyone else experienced this?
On July 25 2014 03:44 BigFan wrote: Reps are broken!!!!!!!! lol. I was taking a look at some rep for some of the crazy game that I've had so far and all of them show different things being done everytime I see them. Anyone else experienced this?
Usually replays with computers in them glitch and won't work.
On July 25 2014 03:44 BigFan wrote: Reps are broken!!!!!!!! lol. I was taking a look at some rep for some of the crazy game that I've had so far and all of them show different things being done everytime I see them. Anyone else experienced this?
Usually replays with computers in them glitch and won't work.
On July 25 2014 04:49 kogeT wrote: Replays break when you use save.
If you didn't use save, than you can watch it only on fastest speed, otherwise it will break.
hmm do they? I had no clue. I know they used to glitch but got fixed. ok, makes sense, thanks.
On July 25 2014 11:21 LordOfDabu wrote: You're not doing the "insane" version; just the normal co-op
Can you link the insane version then? We tried to find it and downloaded a version but idk if it's the insane version or not. You sure you not talking about the Insane SIngle Player?
First of all: HUGE thank you for creating this insane version of campaign I'm playing solo right now and I have a lot of fun with it. However, Terran11 (New Gettysburg) is quite unplayable. Right at the beginning protoss gathers huge force of zealots and most of the times attacks zerg instead of player. Zerg has barely any defense at this point and loses buildings which ends the game because all zerg buildings must survive.
Typing cheat "staying alive" (no defeat conditions) keeps the game running with working AI's, but second attack of protoss is devastating and simply kills zerg. Still, it should be much fun to play vs so aggressive protoss AI, I am gonna try it right now
On July 25 2014 22:20 Cinek357 wrote: First of all: HUGE thank you for creating this insane version of campaign I'm playing solo right now and I have a lot of fun with it. However, Terran11 (New Gettysburg) is quite unplayable. Right at the beginning protoss gathers huge force of zealots and most of the times attacks zerg instead of player. Zerg has barely any defense at this point and loses buildings which ends the game because all zerg buildings must survive.
Typing cheat "staying alive" (no defeat conditions) keeps the game running with working AI's, but second attack of protoss is devastating and simply kills zerg. Still, it should be much fun to play vs so aggressive protoss AI, I am gonna try it right now
Happy to make dreams come a reality haha, we tailored all of the normal co-op campaign missions to our difficulty when we had completed the mission and were happy with it we released it, so every mission is possible in the normal co-op campaign, I created the insane version for all of the pro's that are just plain better than me at the game, we cant difficulty test them so we rely on seeing either recorded streams or feedback in here to fix any issues, its been a few days since i checked this forum and quite a few issues that people have found, i'm not going to be nerfing anything just yet, but i will be fixing the issues with the protoss mission allowing light templars for only one player. more than likely neither are meant to have them, it would be the same for the normal co-op and the insane co-op but it would be right for the insane solo.
On July 27 2014 13:53 GoShox wrote: Any news on the 3/4 player co-op campaigns? I'm curious as to how impossible missions like Protoss 6 go when we have 4 players in the game :O)
Thanks again for the hard work you guys are putting in! I know a ton of people that are having a blast playing these.
I also echo this sentiment. Love playing the coop campaign! Lots of fun and almost done the SC one
Epishade and I went through Protoss 1-5, although we didn't completely make it through 2 or 4. Still, these missions are amazing, and having the extra help makes them a lot more fun!
On July 30 2014 11:31 LightningStrike wrote: Doing Protoss BW mission 6 on insane for real this time with BisuDagger! www.twitch.tv/stardomtv
Watching your stream now, good luck, its literelly insane haha
I think it might still be possible if you bottleneck the enemies armies in some choke points, but even then even if you survive the first few waves they will only get stronger.
Brood War Protoss map 7 has been updated for both standard Co-op and Insane Co-op, removed the availability of High Templar's. If you find any other bugs else let us know!
On August 03 2014 12:53 Peeano wrote: Insane solo > [Terran] > scenario(07).scm seems to be missing.
Sorry if it was already brought to attention. I searched thread on it and didn't find.
the co-op missions were renamed, i created the insane solo in about 35 mins so i didn't get a chance to change the names of the Terran missions, by default there's about 4 or so missions that aren't in the game but are there when you extract them.
On August 03 2014 12:53 Peeano wrote: Insane solo > [Terran] > scenario(07).scm seems to be missing.
Sorry if it was already brought to attention. I searched thread on it and didn't find.
the co-op missions were renamed, i created the insane solo in about 35 mins so i didn't get a chance to change the names of the Terran missions, by default there's about 4 or so missions that aren't in the game but are there when you extract them.
Thanks. I noticed the names and description are inconsistent/messy as well. Oh well. I'll just ignore it.
On July 18 2014 19:51 Hesmyrr wrote: Didn't SnowFantasy go up to Terran Insane Solo 8 in his stream? That was admittedly before version 1.1
if none of the waves decide to hit norad before u get a sizable army up, yeah. in all of terran insane solo i have no problem with any mission except terran6 IF the ai decides to attack norad early instead. once u get to make tanks the missions frankly becomes easy.
Yeah... I've been trying for about 6 hours now. I've gotten as far where they have Muta/Guardian/Plague/Ensnare/Bloodling/Ultralisk and then I got about all my SCVs broodlinged and plague and ensnare on pretty much all of my units AND my base flooded. :D
I'll try again next weekend. I feel like killing the blue Zerg asap and then getting lucky enough that the first 12 muta + 12 guardians do not attack Norad II is key.
Maybe this was fixed already at some point, but in the insane version of BW terran 7 that I have, all of your starting buildings are invincible as well as one of your dropships.
You can easily cheese the level by putting a few marines in your invincible dropship and unloading right at the end objective.
On September 01 2014 01:57 LordOfDabu wrote:You can easily cheese the level by putting a few marines in your invincible dropship and unloading right at the end objective.
On October 01 2014 12:30 Deathstar wrote: aw man this is a lot harder than I thought. I'm constantly getting surprised by a new bum rush and am eventually caught with my pants down
are there vids of people solo successfully beating the insane campaign?
in the previous version there was one or two. most of the balance focus was for coop anyway, not much was done to balance solo campaign.
This is fantastic. The only thing that worries me is that my buddy I'd play with is pretty much beyond rubbish, so strengthening the AI a lot might make it a lot harder for me to play with him than without him! ^_^" I look forward to eventually getting around to giving this a go.
I just want to say thank you for doing this. This seems like a really good idea for a cooperative game and I'm going to try it soon with a friend, I'm hyped! I love BW but I don't have time to play and get even a little bit good but playing single player (well coop against the AI in that case) is a cool challenge that hopefully isn't just easy/hard enough to be playable without feeling terrible about how I'm D- skill level. Well referring to the ranks back when I was playing on ICCUp years ago!
On October 18 2014 03:33 Psilver wrote: I just want to say thank you for doing this. This seems like a really good idea for a cooperative game and I'm going to try it soon with a friend, I'm hyped! I love BW but I don't have time to play and get even a little bit good but playing single player (well coop against the AI in that case) is a cool challenge that hopefully isn't just easy/hard enough to be playable without feeling terrible about how I'm D- skill level. Well referring to the ranks back when I was playing on ICCUp years ago!
The normal version has been tailored to slowly get harder throughout the campaign as me and TyrZ both got better as we worked through the campaign testing them, the last mission in each campaign is the next step of difficulty, and are designed for when you have mastered that race, if you skip missions it will only make things harder for you, the insane version is just flat out insane, no balancing has really been implimented as it was a rushed effort, there were a few bug fixes that were released though. and balancing on one level but ended up making it way too easy so i just stopped as it was more of a challenge for people to just see if its possible to beat.
On July 17 2015 09:28 r4z0r84 wrote: Please remove/disregard this from my first post (unable to edit) our homepage is no longer active and now redirects to profanity.
On July 15 2014 14:22 r4z0r84 wrote: I still wonder if anyones tried out the Insane Solo Terran Tutorial. Those getting frustrated with the insane version, don't forget that it has had no testing and some missions could literelly be impossible to win. I'll have to change the tutorial level at some stage to allow one other victory condition i think but its more just an example of how unfair the insane version is haha.
I'm stuck in the Insane Solo Terran Tutorial. I have tried out like ten times but it's impossible to win. Help!
Hi everyone! Maybe it's a bit late but i'm streaming Insane Solo Terran on twitch.tv/mu_oz
I'm stuck (for real) in Terran9-New Gettysburg and I think it's impossible: The problem is that zerg is too weak to fight against protoss and always loses a building and you lose. You can attract the initial zealots, even defend the next attack with dragoons with bunkers, but the next attack is with reavers and the most you have is a siege tank. Even if you don't die suddenly zerg losses a building and it's gg
A solution could be buff zerg...but most of the times both zerg and protoss attacks you at the begining so...i don't know. Maybe buff zerg only with static defenses?
On October 04 2015 00:01 muoz wrote: Hi everyone! Maybe it's a bit late but i'm streaming Insane Solo Terran on twitch.tv/mu_oz
I'm stuck (for real) in Terran9-New Gettysburg and I think it's impossible: The problem is that zerg is too weak to fight against protoss and always loses a building and you lose. You can attract the initial zealots, even defend the next attack with dragoons with bunkers, but the next attack is with reavers and the most you have is a siege tank. Even if you don't die suddenly zerg losses a building and it's gg
A solution could be buff zerg...but most of the times both zerg and protoss attacks you at the begining so...i don't know. Maybe buff zerg only with static defenses?
Use your initial vultures to immediately hunt the zealots south east of your position (use patrol micro ofc). Once they are cleared, you can use cloaked Kerrigan to hunt dragoons. That should make their initial attack force on the west zerg opening small enough for the zerg to handle them-self.
On September 01 2014 01:57 LordOfDabu wrote:You can easily cheese the level by putting a few marines in your invincible dropship and unloading right at the end objective.
No shame.
lol thats called using the mechanics of the level!
On October 04 2015 00:01 muoz wrote: Hi everyone! Maybe it's a bit late but i'm streaming Insane Solo Terran on twitch.tv/mu_oz
I'm stuck (for real) in Terran9-New Gettysburg and I think it's impossible: The problem is that zerg is too weak to fight against protoss and always loses a building and you lose. You can attract the initial zealots, even defend the next attack with dragoons with bunkers, but the next attack is with reavers and the most you have is a siege tank. Even if you don't die suddenly zerg losses a building and it's gg
A solution could be buff zerg...but most of the times both zerg and protoss attacks you at the begining so...i don't know. Maybe buff zerg only with static defenses?
Use your initial vultures to immediately hunt the zealots south east of your position (use patrol micro ofc). Once they are cleared, you can use cloaked Kerrigan to hunt dragoons. That should make their initial attack force on the west zerg opening small enough for the zerg to handle them-self.
I already tried that. It's true that you can hunt the zealots, but Kerrigan doesn't kills dragoons fast enough at all. The problem still remains cause even if you stop the second attack, the next one arrives with 4-5 reavers and you can't defend two fronts at the same time. You stop it and then a few protoss units in the west were killing zerg building.
I tried going for mines instead of tanks because the lack of gas, but you need some more firepower..
Do you have some vods? Did you managed to end the mission?
On October 04 2015 00:01 muoz wrote: Hi everyone! Maybe it's a bit late but i'm streaming Insane Solo Terran on twitch.tv/mu_oz
I'm stuck (for real) in Terran9-New Gettysburg and I think it's impossible: The problem is that zerg is too weak to fight against protoss and always loses a building and you lose. You can attract the initial zealots, even defend the next attack with dragoons with bunkers, but the next attack is with reavers and the most you have is a siege tank. Even if you don't die suddenly zerg losses a building and it's gg
A solution could be buff zerg...but most of the times both zerg and protoss attacks you at the begining so...i don't know. Maybe buff zerg only with static defenses?
Use your initial vultures to immediately hunt the zealots south east of your position (use patrol micro ofc). Once they are cleared, you can use cloaked Kerrigan to hunt dragoons. That should make their initial attack force on the west zerg opening small enough for the zerg to handle them-self.
I already tried that. It's true that you can hunt the zealots, but Kerrigan doesn't kills dragoons fast enough at all. The problem still remains cause even if you stop the second attack, the next one arrives with 4-5 reavers and you can't defend two fronts at the same time. You stop it and then a few protoss units in the west were killing zerg building.
I tried going for mines instead of tanks because the lack of gas, but you need some more firepower..
Do you have some vods? Did you managed to end the mission?
This mission requires a lot of apm/multi-tasking (vulture micro, macro, bio micro). So I haven't got past the first wave of reavers. With proper micro and macro I think the mission should be doable
To stop the reaver wave (and the first dragoon wave), lift your Barracks ,Factory and CC and place them like this:
Once placed, make sure that you aggro the Protoss such that they want to attack the Kerrigan that is standing behind the wall. This will ensure that the Protoss will try to send its entire force through the wall (even Zealots want to attack Kerrigan instead of attacking the buildings next to her). The AI will send the reavers via shuttle. Use lockdown once the shuttle is within range of the marines (or when it is capable of dropping in your base).
On October 04 2015 00:01 muoz wrote: Hi everyone! Maybe it's a bit late but i'm streaming Insane Solo Terran on twitch.tv/mu_oz
I'm stuck (for real) in Terran9-New Gettysburg and I think it's impossible: The problem is that zerg is too weak to fight against protoss and always loses a building and you lose. You can attract the initial zealots, even defend the next attack with dragoons with bunkers, but the next attack is with reavers and the most you have is a siege tank. Even if you don't die suddenly zerg losses a building and it's gg
A solution could be buff zerg...but most of the times both zerg and protoss attacks you at the begining so...i don't know. Maybe buff zerg only with static defenses?
Use your initial vultures to immediately hunt the zealots south east of your position (use patrol micro ofc). Once they are cleared, you can use cloaked Kerrigan to hunt dragoons. That should make their initial attack force on the west zerg opening small enough for the zerg to handle them-self.
I already tried that. It's true that you can hunt the zealots, but Kerrigan doesn't kills dragoons fast enough at all. The problem still remains cause even if you stop the second attack, the next one arrives with 4-5 reavers and you can't defend two fronts at the same time. You stop it and then a few protoss units in the west were killing zerg building.
I tried going for mines instead of tanks because the lack of gas, but you need some more firepower..
Do you have some vods? Did you managed to end the mission?
This mission requires a lot of apm/multi-tasking (vulture micro, macro, bio micro). So I haven't got past the first wave of reavers. With proper micro and macro I think the mission should be doable
To stop the reaver wave (and the first dragoon wave), lift your Barracks ,Factory and CC and place them like this:
Once placed, make sure that you aggro the Protoss such that they want to attack the Kerrigan that is standing behind the wall. This will ensure that the Protoss will try to send its entire force through the wall (even Zealots want to attack Kerrigan instead of attacking the buildings next to her). The AI will send the reavers via shuttle. Use lockdown once the shuttle is within range of the marines (or when it is capable of dropping in your base).
That medic shouldn't be there, it's original starcraft mission! ¬¬
I survived the reavers, the hydras, the muta and the scout, even had an expo. The thing is that you can't invest in upgrades/economy or you die, so when you want to move out you have 1-1 vs 3-2, 2-2 protoss with arcont, storm, carriers, etc. Also your army supply is so low all game long.
On October 05 2015 08:00 art_of_turtle wrote: Sounds like a challenge of the gods! Time to gather my team of professional Campaign specialists and crack the secret to that level without the medic
After a few hours of trying, I found the cheese for New Gettysburg.
The goal of this mission isn't to win, its to hinder the protoss enough that the zerg eventually wins through economic superiority.
At the start of the mission, load kerrigan into the dropship and drop her off in front of the protoss' top right main, and hide the dropship in the space on the right edge of the map. Protoss has no detection, so you can walk in the front door and massacre all their probes. I actually also killed the nexus, but I'm not sure it was a good idea, they rebuild it near instantly and it takes forever to take it down.
After killing the probes in the top right main, run kerrigan out of the base and hop in the dropship, and hug the right side of the map down to the bottom right corner, then you can take out the economy in the bottom right base (they send two goons from the top right of the map to defend this, if you have mines you can snipe them in the middle, at which point they'll send 2 more goons, you don't really even need to be cloaked in the bottom right base) .
Back at home during all this, I researched spider mines and used them to defend the zerg from the protoss attacks. You start with 150 gas for the addon + research, so you never have to mine any gas. It's pretty difficult to hold the early game attacks without kerrigan, the wall I found most effective was to use the factory + addon to wall off the bottom side of the minerals and keep my forces behind the mineral line.
Right before Zerg's big hydra attack, I lifted off my base and stuck it in the bottom left corner of the map - this attack and every future zerg attack smashed into the protoss instead of me. Zerg ends up taking your main and the expo, and overwhelms toss with 4 base zerg vs weak economy protoss.
I had to do a bunch of other random things like bait the scout attack into not going towards spore colonies with my command center, and block reavers from going up a ramp with a cloaked kerrigan, but I doubt your game will play out the same way mine did.
It's a little boring to win this way since you're just cowering in the corner, but I feel like it's nearly impossible to actually survive, let alone eliminate the toss player yourself.
On October 09 2015 15:31 Glenstorm wrote: After a few hours of trying, I found the cheese for New Gettysburg.
The goal of this mission isn't to win, its to hinder the protoss enough that the zerg eventually wins through economic superiority.
At the start of the mission, load kerrigan into the dropship and drop her off in front of the protoss' top right main, and hide the dropship in the space on the right edge of the map. Protoss has no detection, so you can walk in the front door and massacre all their probes. I actually also killed the nexus, but I'm not sure it was a good idea, they rebuild it near instantly and it takes forever to take it down.
After killing the probes in the top right main, run kerrigan out of the base and hop in the dropship, and hug the right side of the map down to the bottom right corner, then you can take out the economy in the bottom right base (they send two goons from the top right of the map to defend this, if you have mines you can snipe them in the middle, at which point they'll send 2 more goons, you don't really even need to be cloaked in the bottom right base) .
Back at home during all this, I researched spider mines and used them to defend the zerg from the protoss attacks. You start with 150 gas for the addon + research, so you never have to mine any gas. It's pretty difficult to hold the early game attacks without kerrigan, the wall I found most effective was to use the factory + addon to wall off the bottom side of the minerals and keep my forces behind the mineral line.
Right before Zerg's big hydra attack, I lifted off my base and stuck it in the bottom left corner of the map - this attack and every future zerg attack smashed into the protoss instead of me. Zerg ends up taking your main and the expo, and overwhelms toss with 4 base zerg vs weak economy protoss.
I had to do a bunch of other random things like bait the scout attack into not going towards spore colonies with my command center, and block reavers from going up a ramp with a cloaked kerrigan, but I doubt your game will play out the same way mine did.
It's a little boring to win this way since you're just cowering in the corner, but I feel like it's nearly impossible to actually survive, let alone eliminate the toss player yourself.
Wow! that's really smart. Good job Glenstorm.
I was snipping the cybernetic core, the forge and probes with Kerrigan in the top right, but at the end you die against guardians and carriers.
Don't you have any vod? It would be cool. Anyway i'm gona try your strat in my stream. You have the honors!
Once again thank you to Glenstorm for the solution.
That was a surprisingly entertaining recording! Loved the Groundhog Day/Edge Of Tomorrow vibes while you're trying again and again and again to make two air armies clash with a single vulture who has only 4-5 seconds to intercept, because the save you're reloading was made too late
BTW thanks to everyone involved for this mod, it's great work, and I just disovered it with the latest bump - already halfway through it with a friend.
Once again thank you to Glenstorm for the solution.
That was a surprisingly entertaining recording! Loved the Groundhog Day/Edge Of Tomorrow vibes while you're trying again and again and again to make two air armies clash with a single vulture who has only 4-5 seconds to intercept, because the save you're reloading was made too late
BTW thanks to everyone involved for this mod, it's great work, and I just disovered it with the latest bump - already halfway through it with a friend.
Thank you very much 538. I almost quit at that point, so frustrating.
I will continue streaming zerg and protoss campaigns.
For the lazy ones, most epic moments of Terran 9 in gif
Haha oh man, the scout attack looks so rough on your vod. It was much tamer in mine since they took another route, very easy to redirect and bait into shooting a landed command center.
Working on Zerg 8 at the moment, getting close - its another tough one Edit: Zerg 8 down, zerg 9 though...
Just caught up witj Gettysburg mission; it was very entertaining vod to watch, that's dedication! I hope you manage to overcome future challenges as well
We have a new New Gettysburg, now called Full Circle or insane Zerg 10. We are invading Aiur and Kerrigan is missing, we don't know what's more important than taking down Aiur but...it's ok, she is the favorite. The overmind needs ideas for this important task. Thank you very much to all
On October 15 2015 02:53 muoz wrote: I need your help once more Cerebrates!
We have a new New Gettysburg, now called Full Circle or insane Zerg 10. We are invading Aiur and Kerrigan is missing, we don't know what's more important than taking down Aiur but...it's ok, she is the favorite. The overmind needs ideas for this important task. Thank you very much to all
I admire your perseverance in those attempts at Zerg 10, I would have given up after half an hour.
One thing you don't seem to be utilizing is drone drills, maybe if you built your base shifted to the right (practically sacking the original hatchery), using the nice arc of the minerals you could drill your drones back and forth between that area which could be filled with sunkens. However, I'm not sure how would a gameplan progress from there after managing to not die for a few extra minutes... still, maybe with a few extra minutes you could get a decent muta flock going, and see where that leads.
I'm looking forward to the next video of your progress!
On an unrelated point: I think with all this content and discussions, these posts about the insane campaign should probably get their own topic, this one is still titled for the co-op campaign.
Over a year since the mod was released and its still getting hype, me and TyrZ must of done a good job haha I made the insane version so its sort of the same topic in a round about way.
Just thought i'd let you guys know that I just released an EZY Mode cooperative campaign as there were quite a few new people to the game that couldn't beat the normal version, hopefully they will get better to be able to go through the normal version as its balanced and will make them play better again.
Great to see your determination Muoz! Ep. 9 was a great watch keep it up, glad to see the Tutorial is possible as well haha.
I played a few missions with my brother (who is awful in SC by the way) and it was wicked fun. Thanks guys.
However, I believe that the early missions, which are still quite boring to be honest, could be made more interesting. In the original campaign these missions were there to give newbies a chance to get into the game. But people who play the Co-op campaign certainly dont need that. Why not unlock some more tech in those missions and make the enemy stronger as well? Doesnt have to go all the way to t3, but something more then marines would be nice for a change in combination with some more enemies.
Hi all !! I was very occupied with my job lately. I'm answering about creating a new topic for the insane campaign.
On October 15 2015 07:12 538 wrote: ... On an unrelated point: I think with all this content and discussions, these posts about the insane campaign should probably get their own topic, this one is still titled for the co-op campaign.
I think it will be very useful but only if we push this forward. I will try to explain myself. For example we could make and index of every mission, like a guide, and attach the solutions, vods, resources, gifs, hypothesis, etc... I hope I explained myself well. What do you think?
On October 17 2015 06:33 r4z0r84 wrote: Over a year since the mod was released and its still getting hype, me and TyrZ must of done a good job haha I made the insane version so its sort of the same topic in a round about way. ...
Of course, It's a great job! r4z0r84 what do you think about new topic for insane solo? I think you should give the okay first because you created the mod and this original topic.
I'm happy to see r4z0r84 and TyrZ themself around here doing stuf and content. Keep in touch!
Heroic effort on Zerg 10! Great watch, although it was a bit hard to find the proper VODs on the twitch interface. (Maybe you could link all Z10 attempt videos collected here in an edit?)
On October 27 2015 04:39 538 wrote: Heroic effort on Zerg 10! Great watch, although it was a bit hard to find the proper VODs on the twitch interface. (Maybe you could link all Z10 attempt videos collected here in an edit?)
I finally got zerg 10 down too, mostly copying muoz's fantastic strats. I changed it up a little bit by getting overlord speed and drop to finish the game instead of trying that dark swam insanity to get the drone to the beacon. But with that, I've got the entire original campaign fullcleared
Hey, you can't just link the "opening" video where you already have the winning strategy! Watching the 1.5 hours of struggles first where you find out the alternatives are not viable is part of the fun! (Same goes for the end outtakes!) (Did you also record when you first started to experiment with relocation openings? I missed that.)
It's not about the result, but the journey! The whole thing could be edited into a boring 15 minute VOD, but for me, your perseverance and ingenuity experimenting with variations and do-overs was the real value of the series.
Hey, you can't just link the "opening" video where you already have the winning strategy! Watching the 1.5 hours of struggles first where you find out the alternatives are not viable is part of the fun! (Same goes for the end outtakes!) (Did you also record when you first started to experiment with relocation openings? I missed that.)
It's not about the result, but the journey! The whole thing could be edited into a boring 15 minute VOD, but for me, your perseverance and ingenuity experimenting with variations and do-overs was the real value of the series.
You are totally right 538
But you know...we live in this society of fast food/fast info and I know that only true badasses will swim through my 1-3 hours vods. I'm bringing both types of contents.
About the relocation here you have it mu_oz/v/22023872 (about the 25 min) hahaha I tried things that don't even remember.
Thank you very much 538! I'm continuing with this mostly because your support. Today I will continue with Protoss 10 (yesterday wasn't successful)
The most epic is episode 3 The most macro oriented is episode 4 The most carrier shame is episode 6 The most cheese/funny is episode 7
I tried episode 8 a few times and I'm sure we have here another epic challenge likewise New Gettysburg or Full Circle if not harder! As always if you have ideas they are welcome!
I will continue with Terran and Zerg campaigns first. Remember to follow my stream on twitch/mu_oz Cheers!
I was just informed by the owners that if I decide to make m my own SC COOP (like I been doing already) they will file a suit against me claiming they own copyright to the maps. They claim i am using THEIR maps (when in fact I used my own extractings from the SC CD's.
I informed them by Blizzard rights, they dont own any rights, but they assure me they own the maps they created. (again not using their maps, which are staredit edits of the orginals)
I just wanted to point out that Razor threatened to sue me earlier today. He claims I was going to use his work and make it my own.
First, I have been making maps fro sc1 for years, and have never took another creators map and made it my own.
Second they don't own any rights to these maps, since they are not actual mods. (they use a map editor to change stuff like any other map maker). To call this a mod is to call every map ever made a mod.
I never once claimed this "Mod" was bad, I did indicate I wasn't interested, and they claim I was slandering them.
If they by chance try to SUE me, I am sure the previous creators of SC1 COOP will be interested to make some claims since they made the first COOP for sc1.
For the record, I did think the idea they had was interesting until I had some look at it, it's not a mod, it's a series of maps made playable for 2 players. I see that work has been put into it, but claiming it's a mod when it was simply edited by the standard map editor is hardly from a true "mod"
On January 26 2016 02:45 TaShadan wrote: Why would you want to make another coop campaign anyway?
that's up to him
very true, and I originally had no interest to do it. My COOP Campaign was the Precursor campaign. I am in the process of making an updated single-player maps, but since this threat, it make me want to make one
I mean, there's multiple interpretations you can take with same concept, as eye-dizzying diversity of UMS maps could certify. This perhaps is not the best example as most of the variants are kind of pointless, but there are some with distinct interesting characteristics that make them stand out from the others.
Also hopefully this copyright matter gets resolved.
On January 26 2016 11:09 Hesmyrr wrote: I mean, there's multiple interpretations you can take with same concept, as eye-dizzying diversity of UMS maps could certify. This perhaps is not the best example as most of the variants are kind of pointless, but there are some with distinct interesting characteristics that make them stand out from the others.
Also hopefully this copyright matter gets resolved.
There isn't going to be one, Blizzard EULA prevents anyone but Blizzard from claiming anything.
Sorry I'm stupid but I read through the whole thread and I wasn't sure of the answer, but are the versions of the Co-op Campaign on the moddb link the most up-to-date ones? I thought I saw posts from the developers saying in late July they tweaked it but the versions on the link were last updated June 13th and July 4th.
On January 27 2016 13:00 Ryzel wrote: Sorry I'm stupid but I read through the whole thread and I wasn't sure of the answer, but are the versions of the Co-op Campaign on the moddb link the most up-to-date ones? I thought I saw posts from the developers saying in late July they tweaked it but the versions on the link were last updated June 13th and July 4th.
My guess would be that the maps will work fine, since they are still BW maps afterall but you won't get the remastered cutscenes inbetween? Not sure though.
Yep - I just tested the first 3 maps and everything seems to be in order. Of course no cutscenes but there's voiced dialogue (in briefings and ingame).
Maybe cutscenes can be integrated? I doubt it as they're UMS's but you never know.
ahh awesome to know, i'll have to get the remastered version and play through this again with tyrz probably create a new trailer to let people know it works with the remastered version.
cutscenes were never able to be added due to staredit limitations, however if the remastered version comes with a new version of staredit we might be able to add them though unlikely.
I'll assume someone will have uploaded the new ones to youtube at some stage so you could theoretically alt tab to watch them between missions.
they are split 50:50, whoever rescues it doesn't matter, this is to prevent players from falling behind in non base missions so if you lose everything the other player can get more units for you.
For specifically hero units maps which have multiple heroes it will always split them so you get one each regardless of who captures first, or you start with one each, the only exception is the early missions with one hero that you start with.