StarCraft/Enslavers

StarCraft Enslavers may be found in the Campaign directory of the Custom Maps database, and is considered a veteran level campaign not because of any inherent difficulty but because the missions are time-consuming. There are only five stages divided into two paths--the first instance of path splitting in StarCraft, since the only case in which the Episodic campaigns use path splitting comes in Brood War's Emperor's Fall.

Enslavers follows the hunt for the 'second-rate smuggler' Alan (Allen) Schezar, who has managed to establish multiple extensive bases as well as gain control over a Cerebrate. The question of whether to aid the Protoss being held captive by Schezar or to kill the Cerebrate results in a split path. In (a), players ignore the Protoss plea and kill the cerebrate, leading to the last level's Protoss and Terran enemies. In (b), players save the Protoss instead, leading to the last level's Zerg and Terran enemies. The (b) path provides players with Protoss allies in addition to the Terran forces, but also adds in the Ultralisk hero Torrasque, which is periodically resurrected. Both paths have a trick in the last level: in (a), destruction of the Protoss Temple will prevent the Protoss enemies from Warping In additional units, while in (b), destruction of the Zerg Cerebrate will prevent the return of Torrasque.

Strategy
It's important to immediately move your units to the base location central to the gas and minerals, so quickly take your superior numbers there to clear the few marines guarding the area. While one SCV builds the command center, have the other build supply depots at the 12 and 9 o'clock positions (relative to the command center and at the same distance or so as the gas and minerals). These depots will operate as scouts in the immediate area, drawing the attention and fire of the raiding parties so you can move your guys in to surprise the attackers.

Immediately start your command center producing SCVs to gather minerals and take one SCV to build a barracks. Place the barracks and other buildings in a circle, filling in the gaps between the initial supply depots and the resources and each other. In other words, create a perimeter of buildings, and keep your men inside the perimeter. Get a second barracks and begin pumping marines and medics. Two or three marines per medic works fine. Begin getting all upgrades for the marines, and consider tanks to help take the base to the north. Go slowly, and keep your numbers up, but don't go too slowly or you'll run out of resources.

Begin to create a perimeter, especially where you see the enemy coming from, with marines, tanks, and turrets. After holding the east side of the map, you should have two bases with gas and another base with just minerals. You should have enough resources to build three starports. You can then run the rest of the map with 12 Battlecruisers (with minimal or no repairs), so at that point, the game is won.