Original mod made by Snoopy around 2005, now 1.16.1 compatible. All I did was extract the MPQ of the original StarDRAFT patch and make it Firegraft patch, since otherwise it woudln't work with new starcraft patches and firegraft is better for this. In other words, I aknowledge I am not the original author of this mod. An interesting campaign that bases it's elements from a Fantasy-themed book. Content: *10 Campaign Maps (plus 1 bonus mission, can you find it?) *Moderate difficulty suited for veteran players and average *New heroes with different portraits and abilities *New special units adapted to a Medieval Fantasy theme *New sound effects *New custom music for each race *Challenging boss fights on most missions *Protoss units and buildings completely replaced by new custom sprites, introducing the ''Farpower'' Race

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Fall Of The Gods For SC:BW 1.16.1
Fall Of The Gods For SC:BW 1.16.1
Fall Of The Gods For SC:BW 1.16.1
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Fall Of The Gods Firegraft Patch

Fall Of The Gods Firegraft Patch

Full Version 4 comments

100% working and tested, as I did used this file to play through the entire campaign and had no problem. NOTE: It has a warcraft 3 icon because It was...

Vagrants Firegraft Executable for Starcraft 1.16.1

Vagrants Firegraft Executable for Starcraft 1.16.1

Full Version

Zip containts the executable and a readme file with enough information about the mod. You need Starcraft:Brood War to use this mod.

Comments
Ilia_Snopchenko
Ilia_Snopchenko

Hello,
I am the original author. Thank you for hosting the campaign.

The reason I have not updated the mod was that it was created for SC 1.10, but sometime between 1.10 and 1.16 (when I upgraded, I went straight to 1.16 or 1.16.1), changes must have been made to the game code that have invalidated certain portions of the modification I made. This is mostly noticeable when around the self-cloaking auxiliary units that I was using generously throughout the campaign (actually the first playable part of mission 2 was based on the usage of these units to slip your ground units past the superior enemy numbers, which would make your progress a good deal easier). They were also used to conceal barriers and add nice fade-in effects in parts of missions 3, 4 and 8 (and probably elsewhere). Well, after I went 1.16.1, in my bare MPQDraft patch these units did not work at all, and with this FG patch they only cloak themselves (like they should do, because for heck’s sake they have the permacloak flags set!) AND briefly conceal the other units directly underneath them. Suffice to say, this is not what I had in mind. I’ve been driven to despair trying to fix this issue a few years ago (all the more inexplicable since that unit is actually a Danimoth arbiter hero that should have worked in the first place). I have not researched the version issue extensively but it could be useful to downgrade to 1.10, as this is the version that was around when I was making this version of the campaign (2.0 because earlier still, around 2001, there was a massively different version 1.0; most missions up to 5th were entirely different way back then).

I might add that a very different – but also version-derived, as it has also appeared after the upgrade to 1.16 – issue has similarly killed my other campaign Vagrants. For some inexplicable reason, the campaign Dark Templar that I’m using in missions up to 6th are not working – they do not move, attack or even respond to attacks. I have tried the various workarounds but none worked, sometimes ruining the mechanics of the missions. (more on that in the commentary on Vagrants).

This is one issue; the second one is that there are minor niggles left like the allied medic wandering right through the enemy lines (and getting killed by a spider mine) at the beginning of mission 2, allied ghosts not changing team colors for the sake of smoothness, etc. Wireframes, palettes and interface elements are the common nightmares that I had; now I would've used the things differently. I fixed some of those but have not recompiled the download executable.

Third, I still have all the original data for this campaign and still play it from time to time (the abovementioned issues notwithstanding), but it definitely hasn't aged all that well. Dialogue in particular looks rather trite, especially because English isn't my native language, and while I was mostly translating it from the original verbatim, there are a lot of situational lines that had to be added for gameplay purposes, and those may seem particularly cringe-worthy. I have been attempting to revise the campaign every now and then but have so far failed to provide a definitive version that would fix the Danimoth issue. I may need to revise the gameplay in some missions (particularly mission 2) if I fail, even though the originally intended mechanism was very reflective of the source, and I was proud of this as I believe it was quite unique. I know there are a few other issues as I just wasn’t very proficient with the inner works of the Starcraft engine to fix them; say, the Fount graphics look choppy because they only have four frames – I really should have taken the time with editing the ISCRIPT.BIN file better.

Finally, if the backstory seems confusing (I know it is), the original Star Alliance pages dedicated to the campaign (including the original download) are still up.

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skff1234
skff1234

love it!

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