Status Chovus Jun 29, 2026
Reverse campaign
This was a player made series of maps that recreated the original and brood war campaigns only you play as the bad guys. Same maps, same heroes, same objectives, only now you have to stop the AI from completing those objectives. You usually start with a small base and much of the map controlled by an npc ally, …
Reverse campaign
This was a player made series of maps that recreated the original and brood war campaigns only you play as the bad guys. Same maps, same heroes, same objectives, only now you have to stop the AI from completing those objectives. You usually start with a small base and much of the map controlled by an npc ally, representing the generic enemies the player would face during the normal campaigns. They usually have to be protected and will help out a little, but will definitely be wiped out without help. The good guys usually have 2 to 4 colors all inside a massive mixed base and put out astonishingly effective attacks, making these maps much more difficult than the standard campaigns.
Terran
1st 2 maps were easy. Then was the 30 min time limit where the Terrans have to hold out until evac. This was so much harder as Zerg under the pressure of that time limit, and being limited to low tech. What I did was use 2 groups of hydras to wipe the bunker from 1 choke then hold off counter attacks long enough to build a hatchery and put down some sunkens. They had so many units, including marines on high ground, that I felt I needed a defensive line to lure them to. Zerglings died way too fast and I did not bother with mutas. Then the mission about saving the crashed Duke. They had 2 colors and attacked my ally with a shocking amount of marines and vultures combined. I won but lost most of my units, so I loaded to set up a sunken choke instead of hydras. They only did that 1 big attack and left me alone for the rest of the match so I wonder if loading ruined the AI. I played it again later and yellow + red only did 1 big attack, with later attacks being in response to me attacking. Purple steadily attacked with either a fleet of wraiths or 2 cruisers while having no base, and green eventually started breaking the siege around them. Then the mission about putting the psi emitter into the enemy base. The AI was dumb and let the scv carrying it die early on so I sent my own to swipe it and hide it in my base. To be fair they kept making new scvs to go where they lost it. The good guys had 4 colors that were all doing regular attacks. Rather than put defenses at my base, I built them on high ground chokes to protect the ally. Those spots also had resources for expansions. I constantly had to worry about defending along the whole length of the map but it was fun having high ground chokes. They sent everything: mass infantry, tanks, wraith solo and entire squadrons, battle cruisers 1 to 3 at a time, and frequent nukes. At one point red sent a group of like 8 cruisers and I was shocked. I have never seen the AI build up player numbers like that, plus there were wraiths and ground forces attacking at the same time. I won without many losses. The ground forces were minimal threat while I had 3 of my own cruisers, 12 wraiths and 2 science vessels that cast defense on the wraiths. Wow though still not as difficult as a real player could be. Attacking them was tough because they were hitting my force with constant attacks. Even on slow speed and having everything hold position it was tough to keep up and I lost a lot of tanks to mines. The goal was killing Kerrigan who was a 2000hp monster, and was no match for 5 cruisers. The other missions were not difficult, including the final about protecting the big cannon. I set up a defensive base right outside the ene. my base while they regularly sent the hero cruiser, wraiths and drop shops for the cannon. I used a few nukes, including dropping 1 on that hero.
Zerg
Stage 1 was incredibly easy because I started with a wraith and star port while the enemy only had 1 spore colony. I wiped out their workers and hatchery but they snuck zerglings to attack my base the 1 way I did not defend. My workers had to kill most of them. Then as the Protoss fighting both other factions, which I believe was the stage Kerrigan was captured by Zerg. I was picking at terrans with air and storms, and when I loaded the game it advanced the plot thinking Terran was defeated. The 1 color to the south gave up but I still had to beat red. Meanwhile the Zerg began fighting both of us. Once red was secured I set up my forces outside the Zerg base. I had something like 8 zealots, 8 dragoons, 12 scouts, 4 carriers, 1 arbiter and 4 templars. The amount of troops they attacked me with was Insane. A swarm of 20 to 30 mutas followed by 100+ hydras. The templars got a lot of kills with storm but I lost more than half of my force. I had to build up a turret line and build the groups back up while still dealing with hordes of hydras until they ran out of steam and I was finally able to start destroying buildings. Next was the stage with the super killer hydras. The enemy regularly attacked with waves of them but they were easy to defeat with hallucinations as decoys then dropping multiple storms. I had a defense line set up there with turrets, zealots and dragoons while scouts continually harassed and baited them into attacking so they could not build up the Insane numbers of last map. Once I had a few carriers I had enough firepower to push. There was the Zerg vs Zerg mission, which was fairly difficult, especially with how badly mutas and guardians did vs scourge. I had to commit to a full ground attack so hydras could deal with scourge. Then the mission about escaping dark templars, the only time I actually lost and had to restart. My main base was overrun by a huge ultra + hydra attack, with big groups of mutas and guardians also in play. There seemed to be a lot of randomness with this stage and I corrected my failure by building more probes early on for faster income, and rushing storm, which was key for dealing with these huge attacks. This was still extremely difficult with having to protect 2 bases, and the npc ally base, while regularly escorting the darks to the 3 exit points. There was a very tight time limit and little margin for error, but at least letting a dark die did not fail. Not sure how many deaths could be tolerated without failure but the longer the map went on the more huge attacks had to be dealt with. Next map had 4k hp infested Kerrigan regularly attacking, as well as the usual big attacks. The best was to deal with her was distract with hallucinations, then send scouts and an observer. If she was not in range of a ground target she would run away and be slowly ground down. The final 2 missions were both about protecting an asset while most of the map was controlled by npc allies with my base way far away. My base was well safe so I set up turrets and troops in ally territory, regularly fending off big attacks and sending my scout fleet after the big air swarms. I did a lot of hit and run with scouts, picking off isolated units and buildings while luring anti air to my turrets. Committing all my forces to attack had me suffer a lot of casualties and need a steady supply of reinforcements. Zealots got ground down, which led to dragoon losses, which led to scourge getting through to the Capitol ships. I probably should have made a 2nd full control stack of zealots and 2 reavers in a shuttle. The final mission was especially tough as I barely held up the attack, with everything dying other than continuous zealot and scout reinforcements. Even the templars were forced to become archons after running out of mana. I probably could have done it with fewer losses by setting up a close turret line and doing hit and run.
Protoss
Early missions were easy as they never built enough to be a threat. It got difficult at the one where Tassadar and Raynor had to be saved. Their starting force attacked me early while I was still building economy, and a little later they attacked with a lot of zealots that I barely held back. Lost a lot of the starting sunkens. Then I failed because the heroes escaped even though I had a queen with broodling specifically to kill them, and a full group of mutas. The thought crossed my mind that I should send them to the beacon but I misread the objective. Next try I built extra sunkens and hydras earlier to counter the attacks, but the enemy never did another serious attack to my base. I got Tass early with broodling. Then I researched transport to build a hatchery at the beacon, intending to set up sunkens and a canal to move my hydras there, but Ray attacked before that could be set up and he got queened. The next stage was very difficult, the one where Tass had to get to the beacon inside the Zerg base. The entire map was either Zerg or Protoss with each landmass being cut off from ground. I had 2 islands in the corner and immediately set up a 2nd command center on the smaller for more gas income. It was 4 enemy colors in total in a 3 way fight, plus a separate color for Tass and his massive scout group + 1 carrier, who regularly spawned in to go for the objective. They would eventually grind their way through the Zerg, so I tried to help a little with wraiths. The entire Protoss island was covered with cannons so it was tough to find a landing spot. I found a spot way on the opposite end of the map which had no buildings and was cut off completely by a ridge. I made a strike force of 12 wraiths, 1 science, 3 dropships, 4 tanks, 3 goliaths, 1 ghost and 1 scv. I landed there and kept a low profile until building a few missile towers, then set up the siege. There was nothing they could do and I easily wiped out their forces, starports and nexus. They eventually ran out resources. Meanwhile I sent the dropships back for another load of units to be escorted by 4 cruisers. Before I could move units into the base proper, the Zerg sent a drop assault against my small base, going for the weakest point in my missile tower line. All I had there was 4 marines, a science, and 3 wraiths. They landed 1 hydra and a lot of zerglings. Not a huge force but the bunker was not where they were. I lost a lot, almost losing the academy and nuke silo, which had a nuke! The wraiths eventually killed everything while scvs rushed to repair and rebuild. Only then could I start moving past the ridge on the offensive. There was no resistance so I just had to pull back idiots from rushing cannons and set up siege to kill them. Then Tass and his fleet spawned right in front of me. He ate a bunch of yamoto shots, I lost numerous units, and then won without even having to attack the other Protoss color. If I had known that would happen it would have been epic to time a nuke to land on top of that fleet just as it spawned. The next map was the most difficult yet, about arresting Tass. The enemy regularly attacked with the 3 super heroes and I finally figured out the coding. They must be scripted to attack at certain times or hp/shield thresholds, and teleport back to base at another threshold. They were brutal at first but later they warped away faster than a normal unit would die. I had zealots and dragoons set up at a bridge to meet them, later with arbiter giving invis. Invis made regular attacks and Tass easy, but Fenix killed the ships if zealots did not tank, and Zeratul was a menace that killed a lot of zealots. I had to use hallucination. A few units slipped by to attack my base and the group of 4 cannons I started with never actually seen any action. Later I made a 3rd base with 4 cannons to cover that flank. By the time I had 12 scouts the enemy did a big attack with carriers and other units. I lost almost all those scouts and never made my own carriers. Instead I made 2nd star gate and 2 groups of scouts. I was able to destroy a couple of their cannons with a reaver shuttle but then they stationed troops to prevent me. They expanded to the left and had a pointless middle base with no resources. It was constant back and forth picking off probes and other units in that expansion, then luring the counter attack to my ally. I needed a constant flow of replacement scouts too. I started alternating attacks between the 2 scout groups at opposite ends of the map to lure units away. I ran out of minerals at my starting bases and seriously considered swiping those of my ally. Instead I took the last free expansion right outside the enemy base and made several cannons while the scouts held off a few attacks. From there I destroyed their outpost and moved all my ground forces up when the ally did a big assault. I intended to slowly pick stuff off with reavers but with ally units tanking cannons I did a full massive assault. I forgot an observer though so Z killed a lot. Then was a timed mission to prevent enemy from reaching the prison. I set up ground forces at the only ramp to my plateau and the enemy sent a regular stream of spread out single file units. I put more cannons at top of my base to help with air attacks. My scouts bounced around defending and trying to attack, but made no progress on attack. I built up a carrier fleet but made the mistake of letting them pick at the stream of marines, which led to regular interceptor losses. Then when the timer was near the end a massive combined force of every terran and protoss unit, including the hero battle cruiser, attacked. I lost everything except a couple zealots and a reaver at the prison, even throwing shuttles into the enemy to buy time, just barely winning. The enemy fleet was just seconds away from the prison. Next map was about defending cerebrates from dark templar. I started with 2 guardians and got a head start on clearing enemy defenses. The challenge here was 2 large mixed color bases that attacked with the usual ground and air fleets, plus another color with clearly infinite money that did regular attacks with several dark templars and like 20 dragoons. This was very difficult to defeat without taking significant losses, even with a line of sunkens, ultras, hydras and bringing the air units back to help. Even used plague on them once, and AI used dark cloud which at least made it easy for ultras to defeat the dragoons. Unfortunately it also prevented my other units from attacking. I tried to wipe out this color with air force but kept getting sandwiched between dragoons, so I wiped out one entire side so my guardians could attack the center from a ridge to pick off dragoons safely. Then the final mission to protect over mind, which was so brutally difficult and took so many hours that I needed breaks. I started with every building, lots of resources and lots of workers, 1 ally and 4 enemy colors. Attacks came from every direction and it was too much for me to handle both attack and defense at the same time, so I often had to load to make sure my attacks were timed in between other stuff happening. I set up 2 defense lines with colonies and 12 hydras each. I set every rally point to the over mind so I could easily find what I built, keeping a reserve of mutas and drones to replace losses. I did have to build some other defenses at other directions as the game went on, but most attacks came to my initial lines. I went for Terran first because they were much more difficult to defend against. Siege tanks, nukes and cruisers were a constant thorn that needed ultras and air to defeat, while protoss were held off by just the colonies and hydras, with help from the npc ally. As mutas got hurt I turned them into guardians and eventually had 2 full groups of them, sending 1 to help defend. It was very slow going as I wiped out 1 base, frequently retreating from the near constant cruiser spam. I did use scourge but they were not that reliable. The best way was to lure them into spore colonies then attack with mutas and hydras while the colonies took the damage, since they were cheap to replace. Finally I took over that base and set up colonies, needing to pump out drones to replace frequent losses. I prioritized star ports to cut down on cruisers and eventually wiped them out. I lured the hero cruiser all the way to that outpost and it single handedly wiped out every spore and muta, even taking a plague and scourge. Of course I replaced them and killed it. The last Terran base was already crippled and put up no resistance. I set up 3 new outposts with defenses and began attacking Protoss, which did not go well because of scouts and carriers. Lost some guardians and they counter attacked my new outposts. Then I added the other group of guardians and the ultras and hydras from the Terran line and went for the Protoss main base. There was a ridge so my air retreated over it to escape the dragoon horde, which made them go around to my ground forces. From here my air swept through the entire enemy destroying all production while the ground forces took the counter attacks. I skirted around the hero carrier to save him for last, setting up parasite to spot and multiple defilers to spam plague. Soon though the npc ally attacked (they actually did a good job wiping out some outposts for me and cleaning up buildings I left behind), so I swarmed it with 2 full groups of mutas and hydras, winning easily. Then with everything dead and no victory I checked the objectives to see that Zeratul had to be killed. Found him easily in the corner and won with some crazy stats. Over 3 hrs, which probably meant double at slowest speed. Over 600 units produced, almost 300 lost and almost 2000 killed.