StarCraft Remastered: UEDAIP vZ8 - Eye for an Eye
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- Опубліковано 12 вер 2024
- Playlist: • StarCraft Remastered: ...
UEDAIP, created by Nekron, is a mod for StarCraft Remastered created to make the existing StarCraft campaigns fun even for more experienced players by enhancing and improving them in a variety of ways with: personified, custom AI scripts for both enemies and allies that are faithful to their faction, a day/night cycle, a completely new UED tech tree, cached bank data and alternate win conditions which affect later missions, and more! This mod gives opportunities for players to improve their macro and creates situations in which they can improve their micro, forcing them to use casters, or just letting them have more fun in their favorite missions.
Get it here: mega.nz/#F!dxw...
Become a channel member and support me: / @jayborinoplays
Join the Jayburrito Discord: / discord
I have a lot of trivia regarding this map!
- It's the second vanilla Zerg mission I've started work on back in 2018, a year before the rest of the campaign; the first being Full Circle
- Blue sometimes will send Dark Templar in Shuttles; I have no idea why to this day, but it's part of why the objectives are changed
- In the original, Blue attacked with at most 2 Archons (but typically only one) with breaks reaching ~14 real life minutes between attacks on Fastest
- In the original, Blizzard uses an unique AIscript command that was only ever used for this map; it commands Dark Templar (Hero) [Revenants in UEDAIP] to move to a Location, and crashes the game if there are any Dark Templar (Hero) being trained
- Both in the original and UEDAIP, the Nerazim escape attempts are RNG-less; there's a preset order in which they will try to escape
- In UEDAIP, Dark Templar (and Revenants) will either try to move without attacking, attack if provoked or always attack, to make various escape attempts slightly different
- There is a finite amount of escape attempts; in UEDAIP the last one will be at 75 game minutes (50 irl on fastest); in the original, the last one's at 166,66 game minutes
- This map helped me figure out some 3 or 4 AI bugs with Archons and Morphing units in general, and learn how to avoid them or at least minimize their impact; the Archon usage in vZ9 and vZ10 can largely be contributed to learning experiences from this map & my melee AI ventures
You're doing Lord's work, Nekron.
Merry christmas jay thanks for all videos , i am a fan for sc2 and wc3
Finally I've been waiting all week for this episode! :D
That feeling when you're being questioned by a *C o n c u b i n e* of the zerg.
Welcome back Jay!
3:04🤣
Just a heads up/warning Jay, be ready to spam A LOT of sunken and your hero unit until reavers become too much to handle
The last 2 zerg missions are absolutely brutal and relentless
OG mission was no Auriga tribe idd all were Sargas and Cyan color nice GG M8
I am wondering if those 2 DT's that escaped means yu get more in toss campaign
5:33 You could mind control a probe and build a Protoss base.
An earlier version of the map was easier in terms of base grabbing I guess, so that might have been the motivation to say that it is key to act fast against the enemy AND that it is possible to get a base destroyed early game. The teal base is always the weakest in both the old version and the new version of this map (and the original sc tbh), so it's a good idea to attack them early on anyway to ease off the attacks and get some resources. Though then new version of the Zerg campaign has this significant advantage of letting you choose Kerrigan abilities in The Amerigo, so MC is an easy win against teal who only has one reaver at the very beginning of the mission. I personally had to build a couple hydras and micro against reavers because I had the vanilla-like Kerrigan who isn't a great deal of help except for Ensnare
Hi, do you can share the Discord Link to this Campaign?
discord.gg/K7d564W
Thank you.
I think reading the description is fine. It is interesting without spoiling very much, and having some hints might save you on resets. Win/win I think
this mission is rough
So can Kerrigan use Mind Control on a Probe and thus build the Protoss tech tree or is that not allowed?
She can
The only economically sound usage of Mind Control for multi-race macro is still only Countdown imo, and that's just vanilla sc. Though it felt already too difficult managing my Protoss bases in UEDAIP to acquire a drone and go through the entire tree, and use an additional 200 supply. Some unit diversity is useful of course but acquiring that and only that is easy, just steal defilers queens and maybe lurkers directly rather than building them from scratch. In the original I just attacked the eastern red base after getting the expansion near that point to steal a drone and build up a Zerg base right on top of that place, then again used Protoss to clear out the mainland. Zerg macro really helps against the orange and brown bases because they have very good anti-air and are tightly built on island bases, having a massive number of scout+guardian, devourer+corsair and carriers just allows you to steamroll without too much planning