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StarCraft: Mass Recall is a recreation of the StarCraft and StarCraft: Brood War campaigns (including the hidden missions), along with the Deception, Mercenaries II, and Resurrection IV maps, in the StarCraft II engine. The project is complete and is hosted on SC2Mapster. It is available in English, French, German, Italian, Korean, Polish, Russian, Spanish and Chinese.[1] In version 5.2, released September 2014, the Precursor missions were added. In version 7.0, the Enslavers Redux mod (an expanded fan-remake of Enslavers) was integrated as an optional add-on.

The port was mentioned in a StarCraft Discussion Roundup post on Battle.net.[2]

Gameplay[]

The mission briefings mimic the originals in appearance and content.[3] The missions use the same tech tree and objectives as the original, although there exists the selectable option of using Brood War units in the original campaign. The gameplay and UI improvements of StarCraft II, like unlimited unit selection and smartcasting, are retained.

Most maps offer four difficulty levels, with the highest (Endgame) being hidden behind "Authorize the use of Psi Emitters" option in the options. The overall difficulty was significantly increased to compensate for the better UI and make the missions more challenging.

The missions can be played offline or on Battle.net, though the latter requires additional steps.

Differences From StarCraft[]

  • Because of the difference in how damage is calculated between StarCraft and StarCraft II, the amount of damage done between some units is different. In general, units that did explosive damage in StarCraft will do less damage in Mass Recall to small and medium size units as their armor will be more effective. This is very noticeable when corsairs or valkyries are attacking mutalisks, as the mutalisks' armor is twice as effective compared to the original StarCraft. Likewise, units that did concussive damage in Starcraft will generally do less damage to large and medium units.
  • Universally, minor changes in building and doodad placement results in subtly different map layouts.
  • In missions where the player controls two different types of forces, worker units must return resources to a town hall of the same race. However, worker units may gather vespene gas at any of the three refinery structures.
  • In Episode I Missions 1 and 2, the zerg are more aggressive and attack the player's base.
  • Episode I Mission 3 has an optional objective to win by destroying all enemy hatcheries.
  • Episode I Mission 4 has the option to be played with traditional gameplay, or as a third-person-shooter controlling Jim Raynor.
  • In Episode II Mission 1 the chrysalis has hit points and can be attacked, where in the original game the chrysalis was an invincible power-up.
  • Episode II Mission 5 has the option to play with traditional gameplay, or as a third-person-shooter with the player controlling Infested Kerrigan. If TPS gameplay is chosen, then Infested Kerrigan can't cloak, but can use Razor Swarm or spend energy for a speed boost.
  • Infested Kerrigan's psionic storm ability is replaced with razor swarm for lore reasons. Razor swarm's gameplay effects are identical to the storm's, but the ability has a different graphic effect.
  • Nydus canals now work similarly to the nydus network of StarCraft II, allowing units to enter a canal and exit from any other canal. The initial mutation of a nydus canal must still be done by a drone, and then a second canal can be placed as an exit at no mineral cost. As the canals are not linked, the destruction of the original canal or the exit will not result in the destruction of the other.
  • In Episode II Mission 9, even if all protoss bases are destroyed, protoss units will regularly spawn from the former locations of certain bases to attack the player during the harvesting of the khaydarin crystal.
  • Shield batteries can be set to auto-cast, and will automatically restore the shields of protoss units in range, similar to the medic's heal ability, albeit at a slower rate compared to the original.
  • Episode III Mission 1 has new dialogue triggers with Fenix, taken from an alternate version of the map.
  • In Episode III Mission 6, previously unused dialogue is included which adds Raynor to the mission briefing with Tassadar.
  • In Episode III Mission 8, the target is no longer the stasis cell, instead it is the gates to the prison complex (with the same stats as a stasis cell). The destruction of the actual stasis cell (as well as Fenix' line that his forces have found it) happens in the ending cutscene.
  • In Episode III Mission 10, during the attack on the Overmind, all existing zerg units on the map will swarm to the player's attacking forces.
  • In Episode III Mission 10, several Hunter Killers were added guarding the Overmind.
  • In Episode IV Mission 5 on Hard difficulty, all already existing ground units and Shuttles are removed after destroying a Power generator. This does not happen on lower difficulties.
  • In Episode IV Mission 6, an unused line when pacifying the Second Overmind has been restored. In addition, on Hard difficulty, Carriers can't be warped in. They still can be warped in on lower difficulties.
  • In Episode IV Mission 8, if the countdown is started, destroying all of the zerg buildings triggers the victory screen, skipping the rest of the countdown.
  • In Episode V Missions 3 and 8, zerg bases that are pacified by the destruction of their hive or cerebrate remain hostile towards the player, but will not actively attack them anymore.
  • In Episode V Mission 5, some of DuGalle's lines in the briefing that only appear in Ground Zero version were added to Birds of War version. In addition, the final cutscene takes place in space above Korhal.
  • In Episode VI Mission 4, the game will remember how many infested command centers the player had at the end of the previous mission, even when starting from the menu.
  • In Episode VI Mission 6, the UED units have increased stats.
  • In Episode VI Mission 8, a single unused line from Duran regarding the presence of science facilities around the Second Overmind has been restored.
  • In Episode VI Mission 9, the protoss actively attack the player's base.
  • Episode VI Bonus Mission can be played from the menu.

Features[]

Custom models for units were made for those without suitable StarCraft II equivalents. Decals were added to reflect unit allegiances according to lore.

Events which were originally scripted, as well as some of the original cinematics, were converted into cutscenes. Completely new cutscenes were added.

Custom Options[]

A number of custom options are available that further alter the gameplay. The most notable are:

Development[]

Work on the mod began in 2014. By 2015, the campaigns of both StarCraft and Brood War were fully playable. Work continues on the mod as of 2024.[4]

References[]

  1. StarCraft: Mass Recall. SC2Mapster. Accessed 2021-04-12.
  2. Spyrian. 2013-02-15. StarCraft Discussion Roundup. Battle.net. Last accessed: 2013-02-23.
  3. SC1 campaigns on SC2 thread. TeamLiquid. Last accessed 2013-02-23.
  4. 2024-02-05, A group of modders have spent 10 years honing a remake of StarCraft 1 and Brood War in StarCraft 2, complete with remastered cutscenes and custom unit models. PC Gamer, accessed on 2024-06-22

External Links[]

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