This is StarCraft, Broodwar, and StarCraft 2 as a single playthrough, now with sex.
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Table of Contents:
- Summary
- POVs
- What Units Can Do
- Buildings
- Conditions on Worlds
- Removed
- Cheats
- Rendering
- Dashboards
- Briefings
- Weapons
- Advisories
- Applies to All Our StarCraft Games
- Conceptual Images
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Summary:
- the original with all expansions now as a single game,
- all of them with the Map Editor in the original interface (and you can map-edit every mission-map, saving them as your own, all the coding for the playthrough default-included),
- but with all the newer options/items,
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POVs:
- you can switch to different POVs (such as first-person), enter built buildings, go into caves, fly into orbit, drop/fly down/in from orbit, orbital-ly bombard, etc.
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What Units Can Do:
- –and females (Ghosts, medics, etc.) can fuck anything (and medics, on that note, often use sex-magic to heal troops, as well as preemptively Vril-forcefield (shield/buff) them before they go to combat)
- –Firebats stay in front no matter where you click a formation to go, etc.;
units stay in logical order - SCVs auto-repair any building or vehicle that gets damaged within their field of view
units never move into overlap positions which then force avoidance-of-collision; they see each other, and slow down if flying toward one another, never bumping - when construction is nearly complete, the SCV always moves to side with the most space to exit, never getting stuck
Infested Terrans always detonate AWAY from your structures, never harming them - –Protoss can repair their buildings, or their buildings can gain a self-repair option (researched in some building) that takes energy
- –Turrets only rotate when aiming, always pointing the movable top at incoming target/s.
- –You can set SCVs to patrol, causing them to repair anything that takes damages along their patrol route.
- –the zerg unit that has to burrow before being able to attack… automatically burrows when set to Attack or Patrol
- terrans and protoss can now heal/remove parasites
- Zerg can now build a cerebrate and an overmind.
- Protoss Arbiters remain cloaked the whole time, automatically, not needing power to stay cloaked; they don’t just cloak mobile units around them.
- Zerg can disable and re-enable their Nydus canals without destroying them.
- Enemy Zerg can use the same Nydus canal.
- Terran Siege-tank in Siege mode can fire across the entire map; artillery.
- Zerg can infest ANY unit, causing fighter-jets to kamikaze, science-vessels to radiate their own troops, battlecruisers to yamato their own buildings, supply depots to become underling-providers, etc.
- Zerg don’t need to infest a Command Center to make exploding Space Marines; they can cause Marines themselves to become/do that.
- ANY Terran person (Marine, civilian, medic, SCV) will become exploding if infested.
- –zerg controlled by the computer will sometimes build a hive and nydus canal in a cave, thus not seen even when flying overhead with a hidden-unit revealer-unit, so you go with ground units into the caves, and that causes the terrain surface over them to become translucent/transparent, showing the part of the cave you are in
- –you can tell units to attack into an area in specific ways, such as only attacking any 1 or multiple types of units while ignoring all others, such as drones vs blds, or sunken colonies vs spore
- –water units; Protoss submarine, Terran speedboat/lander, Zerg shark-like fast-swimmer
- –ground units don’t disappear over beacons near buildings; they actually walk into the bldg ramp hatch
- –Vulture spider-mines don’t go neutral and un-burrow when all blds/units are destroyed; they stay buried and hostile.
- –building ruins/remains don’t erode/disappear; they have to be salvaged/removed (only ground-unit remains decompose rapidly) –same w down air-units; have to be salvaged/removed, otherwise stay as wrecks/obstacles
- –protoss enemies (once in our v of the Broodwar campaign/missions/timeline) will always eventually research mind-control and start using it on your most-expensive fielded ground/air units first, and cleverly, such as to get your siege tanks to cause splash-damage / area-damage in your bases
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Buildings:
- chinese diner in badlands bldg-terrain wall
- –comsat addon starts at full energy, not 50 of 200
- –you can build the Psi Emitter if you want to spawn more zerg, and it will look like a meteor shower at first, unless they are already on the planet, and every time you activate the bldg… all zerg in the area start attacking toward it, then defending it –and deactivating it causes them to behave like normal cerebrate/computer-controlled hostiles again (protecting their bldgs, not the emitter)
(has up to 1,000 energy, and slowly depletes while on, but does not take a big amount to start) - –you can build the Psi Disruptor, which cause all zerg to become eratic, attacking their own kind much more than any terrans, protoss, or neutrals/civilians when you activate it (same as Psi Emitter; on/off switch/icon)
(has up to 1,000 energy, and slowly depletes while on, but does not take a big amount to start) - –you can build the Ion Cannon, thus a bldg-based big-gun similar to battlecruiser-yamato
(has up to 1,000 energy, and uses/needs 100 each time it fires, slowly builds back up –unless you build a Generator next to it, which rapidly restores it)
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Conditions on Worlds:
- –Char has volcanic eruptions and lava flows often, including lava ‘bombs’ (falling hot rocks after eruptions)
- –Shakuras and other worlds have day-night cycle, plus changing nighttime light/illumination due to moons overhead
- –on snowy worlds, frostnip and frostbite are possible for those not in the armored/protective suits, and vehicles can slip on ice, and get stuck on snow, and fall in the river
- –on all worlds, units don’t stop at cliff edges; usually they do, but if something knocks them over the edge… they will fall into lava/water, and even a tumble down a dry cliff onto normal land can cause a little damage
- –on desert worlds, sandstorms occur
- –in forests, big-enough battles can cause forest fires which spread, and wildlife will flee the area, and the fire can damage anything near it
- –all worlds can have sinkholes and random/minor earthquakes
- –on Protoss worlds, not just blds you can build, but massive Protoss cities like in the Briefings-area BG/s
- –Space-platform terrain can take damage, break apart, drift, burn up on re-entry far below after slowly shrinking that way, etc.
- the orange fart cloud slowly shifts with the prevailing breeze/wind, and sometimes speeds up during gusts
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Removed:
- –none of the StarCraft 2 stupid illogical BS such as that joke about the legged fighter-jets needing pilots who are contortionists
- –no more 200-supply cap, no more units-max; now based on individual PC capabilities/specs/settings
- –unit-collisions don’t cause cascading illogical unit movement/shifting all over the place; units always shift over the bare-minimum needed, only adjusting 2; the 2 that collided/overlapped
- –Ground units no longer walk away from dropships/overlords coming to pick them up; when they can’t find a bee-line to that pickup-unit, they just stand still, no longer adding time before it has them.
- Overlords (and other air units) don’t randomly fly around, or cluster together, whenever all their buildings are lost; they continue scouting/skirting, avoiding contact, not being random.
- Air units don’t stay in the air, except for massive Space ones such as battlecruisers (which are implied to be in orbit, along with Protoss Carriers); fighters dock back in the starport, protoss air-units dock back in Their starport (or carrier), and zerg air units perch on any terrain until told to move/attack (or until they see something to attack, if they were set to Stop, not Hold Position).
- –nuke doesn’t appear and drop down over laser-ed target; flies across map like cruise missile, and can be shot down by fighters with “Interceptor” researched/developed
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Cheats:
- new codes: “Let God Sort Em Out” = kill all units on map (incl. friendly/yours)
and “Earthquake Richter magnitude 9” = destroy all buildings on map (incl. friendly/yours) - new cheat code: “In Your Head”: includes/causes ability to make Templar Archives, Dark Templar, and mind-control ON ANY MAP, even in starc1 missions (because all these missions would be much more fun with all 3 species on your side, nukes, etc.)
–bc in Starc Broodwar expansion, there were only 2 missions where mind-control was allowed, and neither had a Terran enemy, thus no way to have nukes while mind-controlling during any mission/campaign of that expansion
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Rendering:
- –The structures are 3D, not just made to LOOK 3D, as are the vehicles, thus shadows move over them in 3D, not as 2D-shaded areas.
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Dashboards:
- –play as Xel’naga (briefly; as one or two of them posing as humans), thus a 4th color-scheme for the icons-area at bottom of screen
and as Protoss-Zerg hybrids, thus a 5th icons-area color-scheme;
(Terran was metal-grays color-scheme
Protoss was gold (yellow) border around blue
Zerg was xeno-like red-hint brown)
so Xel’naga could be ghostly pale gray
and Protoss-Zerg could be shady greens
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Briefings:
- Kerrigan and all faces during briefings are attractive/normal now (not weird like in original
- the Terran briefing area/room’s hologram of moons orbiting a planet… is dif for every world you go to; showing the one coming up.
- –after briefings before planetfall, it shows approaching from far orbit, then going into atmo, continent getting bigger, landfall, etc.
- –actually shows travel between worlds in Koprulu sector, similar in concept to Mass Effect map, except you don’t have a say in which order you go to these worlds
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Weapons:
- nukes still do 1,332hp damage to main target, but now send troops, vehicles, and building parts flying, then yanked back into the vacuum, and radiate (like the Science Vessel green fart-like animation) all units they Don’t destroy/kill right away
–and you can nuke a non-unit; you can nuke a spot on the terrain, if you want to irradiate it for the rest of the mission, any unit going near it getting irradiated, plus the crater is a terrain addon that ground-units have to move around (and they can fall into it, which will give them a lethal dose of the radiation) - The nuke cursor shows concentric rings w numbers on them; how many hp will be taken from all units in each ring. Purple ~1,000hp, red ~700, orange ~400, yellow ~100.
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Advisories:
Remember: Those who survived the crash had been prepared for more reproduction than on long-ago colonized worlds; they were there to establish new extensions of human civilization, so they encouraged each other to fuck and breed as often as possible, and they had the technology to do so safely; medical/regen’ pods/tubes, etc..
Even though many of them were brainwashed to be unhealthy (nonvegan, etc.) as the ongoing standard means of keeping them more easily controlled, they were also centuries more advanced, at least as far as using medical technology as a ‘crutch’ goes.
They were given the means to successfully reproduce (without deformities or retardation) more often than humans on Earth in the 21st century could.
In the 21st century on Earth, humans were notorious for conducting pointless harmful experiments on their own kind, trying to slow or even stop, in many cases, their reproduction, but the opposite was true during their colonization of other worlds.
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Applies to All Our StarCraft Games:
- computer (opponent/s) doesn’t just send pitiful waves of 1 or 2 types of units (such as a few Marines or Zergling briefly attacking), but keeps sending bigger and more complex waves, with better tactics, learning as it goes, never giving up, until it blankets the entire map with buildings, always building, not just attacking (unless you manage to prevent it from doing that)
- –applies to all: Ground units can’t get blocked by buildings, no matter how closely together they are placed; they just climb/crawl/squeeze/stack/walk around them, or enter and walk through.
- –All units which can attack…now have an additional setting/command; hold pos w/o attacking unless attacked; they will not harm enemy blds n range
- –applies to all: Actual fog can form and linger during morning twilight and sunrise, acting like a smoke screen.
- –applies to all: bldg fires can cause smoke screens for several minutes / as long as the fire is burning (bldg not repaired into a green health/hitpoints-state)
- –applies to all: When air units crash, they can kill ground units and damage blds.
- –applies to all: LOS affects engaging targets; if, for ex., you are wanting to attack a Marine who is behind a tank, and you are using another ground unit to attack, the bullets with be deflected by the tank between you, but an airstrike or Lurker spike would work, bypassing the tank.
- –(new) Terrain feature prevents any repeats; no identical/patchwork features such as the same skeletons stuck in a cliff. IOW, all map areas look unique.
- –When units clog up on a bottleneck such as a bridge or installation-door, those behind the clog don’t turn around; they wait –unless they are taking fire; THEN they seek dispersion/cover.
- –not just bldgs showing signs of damage, but now also ground and air units; dark spots for holes, then missing corners/edges/parts, etc.
- –ground units are never in the way of buildings/addons anymore; they do not cause a red square to appear in the green intended-build area, always getting moved out of the way whenever you approve/start a build (and even burrowed zerg get built atop of, either killing them or forcing them to unburrow and move away –or to burrow away)
- –wildlife doesn’t stay neutral; if you attack it, it defends itself
- –anytime any dropship (overlord, shuttle, etc.) picks up an irradiated unit, the dropship and all other units in it also get irradiated, but not as badly (half normal damage, and for half as long)
- –medics can heal/undo radiation damage
- –Auto-repairs: When an SCV returns to a cc, such as to drop off resources, it gets auto repaired if it was damaged. When an air-unit returns to a starport, or to its carrier, it gets auto-repaired and shield-restored. When a ground-unit returns to the type of building that makes it, it gets auto-repaired. Protoss shield-batteries auto-restore shields of all near them, never using the same amount of psi to do it, just the amount of shielding needed to re-max the units within their range.
- –building-sets: You can tell an SCV to build more buildings while it is still working on one, and it will then build those in the order you told it to. It will also pick the nearest spot if you told it to build somewhere it cannot. It will also
- –when an SCV dismantles/attacks a landmine, it does not explode.
- –tanks can drive over walking units, ram vehicles, ram or shoot through terrain-addon npc-buildings and then drive through the damage/gaps, etc.
- –as you complete mission objectives, like in WoW and some other games, they get a green checkmark by them
- –when a Protoss carrier gets destroyed, its fighters return to the starport; they don’t auto-die / self-destruct anymore; they get auto-loaded into the next carrier you build, no matter from which starport
- –the computer can be set to only attack certain enemies, such as all of 1 color but not Your color (useful in missions in story-mode / campaign)
- –cheat codes only work for you; they don’t give invincibility or extra resources to any other player
- –Instd of just a scroll-down list of available/unlocked mission titles (before starting a mission/briefing), there are 4 columns; each title is in the left column, while the 2nd column is the obj’s, 3rd is unlocked bldg or skill (something not available in the previous mission), and 4th is terrain thumbnail (so you know which color planet you are on).
- –you can prioritize what SCVs repair first, such as if a nuke happened, or just a big enemy wave damaged numerous buildings; if you want your nuke silo repaired first, choose that icon in the SCV subset-menu, etc.
- –YOUR ground and air units always notice when a nuke is coming, and start moving out of range in time, but your enemy doesn’t always notice (Even if you told them to move/attack into that area, they will wait until the nuke blast has stopped.)
- –units facing a nuke detonation get tagged “Blind” like when Detector-units lose their cloaked-units-seeing ability
.. - –in Play Custom, you can now sort by more than Game Type (options: free for all, melee, use map settings).
You can now also filter the maps/results by terrain/world (ash/lava, badlands, desert, ice/snow, jungle, Space, twilight/purple),
map size (and we have made 256×256 versions of ALL non-256×256 maps from the Outlands StarCrafts),
number players (and you can checkmark which species spawn/start at each player-spot, and even disable as many as you like, so you are no longer limited to starting with preset numbers of players),
and you can even select the terrain/world for any map (meaning that every custom map in our StarCrafts… can have any terrain/world; if you see a desert map you like, but want it to be on the twilight world, just click that, and the same layout/resources/all will now be on the twilight terrain, etc.).
You can checkmark all the things you want the computer-player/s to do/have/make.
In another column/menu, you can checkmark all the things you want the computer-players to NOT do/have/make.
.. - –terrain ramps, and bridges, can take damage, needing SCVs to repair them, and can eventually completely collapse –and you can earthmove; you can build them anywhere, it taking about as long as most buildings
- –ash/lava terrain/world now has lavaflows; slow-moving char-topped deep-glowing lines/streams that cause immediate severe damage / death to ground-units, and sometimes little flames and lava-pops/-spews come from these flows.
- –in Space, you can add to the platform-terrain; you can build extensions of it
- –Creep continues to the edge of terrain, no gap (such as was the case atop Space-platform plateaus/blds), thus allowing Zerg to build up to the edge like the other 2 species.
- –Resources are twice as abundant (occurring at more locations across maps), each with twice as many as in the original game, and you can use Map Editor to make them have infinite (not just maxed at 9999 or whatever it was in original). This is so, if you want to play a long time, the computer will never run out of minerals/gas to make units for attacks; it will never decide to switch to defense/stationary/passive mode.
- –desert terrain/worlds have sandstorms like orange-fart-cloud but moving, tan, causing all detector-units to go blind until passes/fades
- Why is it that sometimes on a custom map… some of the computer players stop attacking/expanding even when there are plenty more areas and resources? In our versions of this series of games, they never just go stagnant like that, and their color determines what they focus on while maintaining momentum;
red: not expanding anymore than is necessary to keep sending waves of ground+air
orange: medics if terran, mind control if protoss, broodlings and parasites if zerg
yellow: nukes if terran, archons (dark and reg’) and templar (psi storm) if protoss, corrosive-purple and corrosive-red and orange-fart and infest command center if zerg
green: cloaked units and detectors, but not nuking anywhere near as often as if yellow
teal: air units
blue: shorelines/water border/s constructing
purple: depleting resources without using them other than in defense; not necessarily spending any of the money/resources to make units, just extracting it before you can
brown: regular (not cloaked) ground units
white: science; the most advanced buildings, skills, and vessels (battlecruiser, science vessel, psi emitter/disruptor, etc.)
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new color option: black; focus on evasion, skirmishes, and luring you into ambushes/traps, rather than repeatedly attacking your established base/forces - When air units, ground units, or hovering buildings die over desert black water/tar, if they are on fire (severely damaged air units and buildings) then they will set that spot of the tar on fire, and it will start billowing toxic smoke that then slowly spreads with the breeze.
.. - Terrans didn’t have shields, other than for their warp-capable vessels; battlecruisers and mega-/space-tankers, but now you can research a basic shield for the battlecruiser. It isn’t as powerful as those of Starfleet, though; it isn’t designed to withstand the heaviest weapons, such as yamato-blasts and nukes, but it can repel all lesser incoming, and this implies it handles all little particles sometimes encountered during fast / warp-travel.
- You can research orbital bombardment, which allows carriers, like a nuke-silo add-on, to make and store a type of missile. Battlecruisers can do 1 orbital bombardment, lasting as long as a volley from an anti-air Valkyrie unit; several rapid groups sent out from it. This won’t do as much damage as a nuke, but will do more than a yamato-burst, spread out over the duration of the volley/bombardment. After this bombardment, it can only reload when right above a starport. A bombardment will do carpet-bombing, so it is best used over a big group of buildings or ground units. It damages an area about as wide as that of a nuke blast.
- You can also research fighter-craft for battlecruisers, even though they are not carriers, and this will allow them to carry/deploy up to 2.
.. - You can drag over a group of up to 12 enemies and/or neutrals, incl. buildings, to see ALL their health at the same time; no longer limited to selecting just one neutral or enemy at a time. This means you can click a group of both enemies and neutrals.
- Bunkers can now be linked like nydus canals, up to 2 pathways per bunker, but since these aren’t slimy self-aware nydus-canals, any force (small ground units; individuals, not vehicles) can use these tunnels if they don’t destroy the bunker. A destroyed bunker severs its linking tunnels.
- Science Vessels can irradiate buildings, though this takes far longer to damage them, and does not work on Protoss buildings with intact shields.
- If you as a Protoss mind-control an SCV, it will then “know how” (be able) to repair any Protoss vehicle or building.
- The computer will use bigger (more HP) units to “tank” for smaller ones; battlecruisers will approach and draw fire in areas where fighters or Marines wouldn’t make it otherwise.
- The computer will also ignore add-ons not attached to main-buildings; it will focus on destroying things which can make units, and units which are engaging it, and leave useful buildings it might park a building of its own next to later.
- Your movable units, and those of the computer player/s, will always adjust course PROactively, AVOIDING anything that could shoot them; they will NEVER move into range of a hostile unless told to attack it, even if you tell them to fly to a point on the opposite site of an enemy base.
- If you want new enemies while in the same map, you can spawn any unit anywhere that there is not something in the way; you have Map Editor options during Custom Maps gameplay. For example, you could place a new enemy Hive or Nexus, and it would immediately start making workers to get resources to raise an army to attack you.
- When you use Power Overwhelming, the computer will stop attacking you, and just aggressively build/expand/mine.
- You can use an SCV to harvest resources from terrain-addons which are remains/ruins of vehicles and buildings (e.g. the desert Command Center half-sand-buried).
- Any air unit can be commanded to not only attack, but kamikaze, and the damage is proportional to its size; fighters do the damage of a Protoss crawler bomb, and battlecruisers do the damage of somewhat less than a nuke, and only on what they hit, not across a big area/gap.
- When a computer-player runs low on resources, or depletes one site, it won’t just leave its SCVs jobless/stopped there; it will move them and the command center to the next nearest available resource/s.
- You don’t have to manually save your game; you can select “auto save”, and can then replay like a TV show any of your games saved this way, and resume gameplay at any point (though then you will need to manually save, if you wish to have more than the 1 playthrough/replay).
- The computer will keep Arbiters (air unit) out of range, and recall any units out of range before their shields go down and they take armor/body damage.
- Cheat code to restore full energy (not shields, but ability to do energy-points-taking attacks) to selected unit/s; type the code after clicking or dragging group-box over unit/s. “Plug Me In” or “Energizer Bunny”
- All air units can now rise up out of range of ground units, so zerg can’t spit on them, and even creep-colonies/-towers can’t engage them, but the air units then are out of range of engaging ground units and buildings, and missile turrets can still engage them (though it takes 2-3x longer than a normal missile path).
- Siege mode tanks never fire within range of friendlies, and can be told to attack ground spots, not just units, thus you can target things beside units too close to yours.
- non-tank units always get too close for siege-mode to engage; they never stop far enough away from siege-mode tanks to be hurt.
- –vehicles never stay blocking a building’s “exit”; they always move a little out of the way, as needed; once an exit becomes blocked
- –carriers and other aircraft/vehicles/units don’t just disappear / not-arrive if they are made during a blocked-exit; they remain complete and ready to appear as soon as the exit becomes unblocked (had a carrier progress bar reach the end but then nothing showed up, and had to redo, thus this idea)
- crosshair for attack is still red, but turns orange when out of range.
- buildings show kills-tally; missile turrets, photon cannons, etc.
- If your unit sees a Vulture laying a spider-mine, all your units will remember where it is; it will not be hidden once it burrows. Ground units will also avoid its agro-range.
- –killing 1 nydus canal does not kill the other, and if the original is killed then the exit one can make a new connection anywhere
- –can stasis-bubble hovering buildings?
- –buildings will land on enemy units but not your own; they will crush enemy units out of the way
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