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Welcome to the RTSC StarCraft pages!
This is vintage 2D, top down RTS gaming, using a small screen (only 640x 480 pixels!) with a third of your screen gobbled up by a huge dashboard. Unit control is limited, lacking the sophistication and the excellent queuing of its contemporaries like Total Annihilation or Dark Reign - but this appears to be more by design. StarCraft is fast and games barrel along at high speed. You can only select twelve units at a time(!), and lots of micro management is needed just to keep them alive. Stuff up your mousing and disaster is only seconds away.
Some hard-line strategy fans have derided it as the "AoL of RTS" (not without some justification, I might add; these observations are similar to "traditional" roleplayers' grumbles about Blizzard's Pavlovian hack'n'slasher, Diablo.) But there's no doubting its gameplay value, strategic depth and versatility. Every strategy you can think of can be countered, and outcomes are determined by the skills and tactics of the players, although you still have to think and plan ahead. Players must go on the offensive: its impossible to build an impenetrable defence and suicidal to wait for your opponents to come to you. Apart from the "lull" at the start of a game (when everyone is furiously building) StarCraft games are short, sharp, and to the point. StarCraft units require lots of manhandling and there's hardly have any advanced unit control or AI. They can't hold formation to save their lives, can't shoot and walk at the same time, constantly bump into obstacles and each other, and worst of all, have this appalling habit of just stopping and forgetting what they were doing or wandering off in a completely different direction, bumping into their mates and stuffing them up too! Its no surprise to find many popular multiplayer maps are devoid of any features like trees or rocks or other set pieces where players won't get so upset watching their armies trip over their own feet. Only Westwood units rival StarCraftians in the Advanced Morons division. Turnips navigate better. Its part of the game's hands-on, no-massed-rush design formula - strange when you consider most player's strategies with StarCraft seem to rely heavily on rushing. Many SC players "l33t" skills are simply learning how to get around the obstructions in unit behaviour and a limited interface. If you're used to more advanced unit control with formations, intelligent path-handling or other multi-layered features such as massed guarding or elaborate waypoints, StarCraft is painful. Resources are blue Mineral Crystals and green Vespene Gas. They are finite, which means once you run out, that's it! Winning Starcraft netgames rely heavily on securing expansions at fresh resource sites and hanging on to them. StarCraft presents you with three different races:
Each race plays differently, and every strategy and unit has a counter of some kind. Starcraft is beautifully balanced, and exemplifies the paper-scissor-rock paradigm often found in 2D RTS games. Even though each side has barely thirty unit and structures types each to work with, each unit is a unique and distinctive entity that fulfils a distinct role. Nothing is redundant: even cheap basic units are still essential right to the very end. It can play quick ten minute skirmishes or a full, hours long campaign.tarcraft is an excellent all round strategy game, combining resource management, tech upgrades, unit management and strategic decision making. It has a good storyline in its single player campaign which, unlike many RTS games, blends nicely with the RTS action and fleshes out the fantasy sci-fi universe in which it's set. Its a good starting point for any RTS beginner: easy to install, easy to play, and those unfamiliar with the genre can learn a fair bit by working through the single player campaigns. |
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| StarCraft: Brood War OVERVIEW | ||||
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| Version & Install |
1.14: Mainly minor updates and loophole fixing from 1.10, which in turn was a mass of bugfixes for 1.08, a wide range of anti-hacks, and a bit of extra Windows 2000 support. After many years of quiet under the 1.07 patch, the StarCraft community kicked back into action as the 1.08 patch implemented the recording of StarCraft games, organising top vs bottom games and adjusted (yet again) some unit stats. Its a straight install. The original StarCraft and Brood War patches are different, despite having the same version number. Battle.net will automatically patch either game to the latest version. Be warned though, Battle.Net is acutely sensitive to copied software. NOTE: You'll probably need 1.07 version of the patch to run many of the old custom Campaigns and TC's out there. |
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| Spawns |
For original game-- Yes Brood War-- No |
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| Demo | Yes! For the original game only; 28Mb download from Blizzard. Geez, demos were small back then... |
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| FAQ's | ||||
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| Networks |
Up to 8 LAN players on IPX only ( ! ) Up to 8 on internet Battle.Net service 2 players on modem or serial link |
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| Maps | Maps rely entirely on existing, self contained 2D tilesets. Custom StarCraft tilesets are almost unheard of. Multiplayer maps are very small files quickly disseminated by the game server at time of play. .scm maps are for Starcraft and Brood War. .scx maps are for Brood War only. |
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| Units | Ground & Air only. Small number of unit types; about 30 building and units for each race, each filling a distinct and definite role. Game balance is achieved using the full complement of each unit type in your force. Unit limit: 200, using a support point mentality where different units consume different unit points. Its rare you'll actually build a full population of 200 units, unless you're a big fan of infantry. Buildings and turrets aren't counted in unit limit. Heroes available for custom scenarios. |
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| Resources | Mineral Crystals (basic) and Vespene Gas (advanced). Resources are finite, usually grouped in patches. Conquering fresh resource expansions and holding them are essential for success. Resources extracted using massed worker units. |
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| Research |
Research options for basic upgrades, special abilities and technology. Nice all round approach provides much of the strategic variation in the game. All research and upgrades costs time and resources. |
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OLD GAMES |
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StarCraft
Info & Strategies ![]() |
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Gracefully retired on Thu, Aug 28 2003 by Lindsay
Fleay
Exhumed and given a rub down on Mon, May 10, 2004.
Shot gently back into space again on Tue, May 31 2005...
Last modified Sat, May 26 2007 by Lindsay
Fleay