SC1+2 Total Conversion

Users get all SC1 and SC2 units and tech tree

File Details

SC1+2 Total Conversion 10.4 Map (Requires 5.4 Mod)

  • R
  • Jan 26, 2011
  • 5.37 MB
  • 4.4K

File Name

SC1.SC2Map

Supported Versions

    Version 5.4

    • Fixed armor on the immortal
    • No longer can cancel banelings to get lobsters
    • fixed Terran infantry armor
    • fixed Nuke build on Ghost Academy
    • added animation for Queen spawn broodling

    Version 5.0

    • Added engine flames to Valkyrie, arbiter and corsair
    • Lurkers and Goliaths have proper hit point counts
    • Goliath upgrade does not increase cannon range
    • Hydra is now Biological and not light
    • Valkyrie fires missiles with blue smoke
    • Armor upgrades show up on protoss air units
    • Zealots can get both charge and speed
    • Arbiter descriptions
    • Lockdown can target friendly units
    • Battlecruiser and ghost energy upgrades like SC1 variants
    • Hydra den is 100/50

    Version 4.0

    • Reaver model updated
    • Terrans can now lift buildings like Science Facility
    • Fixed destruction of Science Facility leaving a permanent scar
    • Pylon Armor = 0
    • Dark Archon Improved model

    Version 3.4

    • Stimpack can be researched at academy
    • Firebat sight reduced
    • Firebat hitpoints reduced
    • Medic heal range reduced

    Version 3.2

    • All new arbiter, valkyrie, corsair models (thank you so much Maverck with your excellent SC2BW map and Project Revolution for WC3 for doing the models)
    • Fixed arbiter build hotkey and health bar
    • SC1 Hydralisk damage changed to explosive (SC2 only tech will keep current hydra)

    Version 2.0

    • All new arbiter model
    • arbiter no longer cloaks buildings
    • New guardian model
    • Guardian speed fix
    • Dragoon has an appropriate wireframe and button
    • Dragoon speed fix
    • Dragoon warp in fix
    • Reaver speed fix
    • Corsair sounds improved
    • Zealot leg enhancements mutually exclusive with charge
    • Sunken's attack more pronounced
    • Siege tanks cheaper
    • Fixed firebat resource cost Version 1.17
    • Fixed Science Vessel irradate energy cost.
    • Fixed Fragment grenade range.
    • Fixed vulture hitpoints.
    • Fixed defiler plague targets to include cloaked units

    Version 1.16

    • changed devourer to be armored, broodling to work on biologics but not psionics. Made broodlings last 180 seconds Version 1.15
    • Increased radius of corsair dweb

    Version 1.14

    • Fixed templar storm to do about half damage over about twice as long to match sc1 rate. Made corsair disable attacks in 4 different ways because some were still firing

    Version 1.13 adds the following units

    • Lurker
    • Flying Queen
    • Defiler
    • Devourer
    • Scourge
    • Medic
    • Firebat
    • Vulture
    • Goliath
    • Wraith
    • Valkyrie
    • Science Vessel
    • Dark Archon
    • Corsair
    • Scout
    • Dragoon
    • Creep Colony
    • Spore Colony
    • Sunken Colony
    • Defiler Mound
    • Arbiter Tribunal
    • Academy
    • Science Facility

    Defiler does not get zerg armor upgrades (editor crashes when I attempt to add them) No observatory (since zerg can get detectors early, I didn't want to push protoss detection so far back)