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Hey guys,
I´de like to present you a new StarCraft Broodwar Mod I´ve been working on since a while. After many weeks of bugfixing, balancing and beta-testing with my clan buddies it seems to have reached a state where I can present it to the community. So here it is:
SC SUM - StarCraft Super Unit Mod
It´s based on the current Broodwar version 1.16.1 and introduces three new unique super units - one for each race. Each of them comes with a lot of new corresponding upgrades and abilities including: - afterburners - air unit siege mode - area of effect acid spores against air and ground - long-lasting area-of-effect damage - mobile shield recharge - warp (aka inverse recall) - energy leach - temporary area-of-effect blinding sweep - a lot more...
The existing tech tree has been changed as little as possible to preserve the traditional gameplay and balancing. The Mod comes with an official homepage where you can download the mod, have a look at screenshots and browse through all new units, buildings, upgrades and skills. Follow this link, if you became interested:
www.scpnt.de/SC_SUM
Best regards, Sahasrahla
--- EDIT --- 2012-03-13 -----------------------
Hey guys,
my heartfelt thanks again to all of you gave this terrific feedback! I am very happy with the response I got so far.
I want to inform you that I´ve just uploaded version 1.31 on the homepage. The version consists of some minor bugfixes including the one regarding the Eradicator's Cannibalize ability reported by Battleship789. Thanks again for finding that one.
I will take this opportunity to remind you that different SC SUM versions are not compatible and that all participants of a multiplayer game must use the same version to guarantee proper functionality. There is no automatic check for the version being equal. So this relies in the responsibility of the players. Depending on future bug reports or balancing discussions I might provide updates quite frequently so please be aware of new versions being available on the SC SUM homepage.
Furthermore I will invite you to help me improving the SC SUM experience. I am quite skilled with the zeros and ones, but I am a lousy StarCraft player myself. I rely on your feedback regarding balancing of the new units and skills. If you want to participate in detailed discussion then the SC SUM forum might be a more appropriate place than this single linear thread. Besides I am interested in your experiences regarding SC SUM usage on public servers to create a list of compatible servers. I´ve heard so far that Fish and Garena seems to be working. Has anyone tried iCCup?
Regards, Sahasrahla
--- EDIT --- 2012-03-20 -----------------------
Hey guys,
SC SUM has an official entry on moddb.com now. If you like the mod and want to support it, feel free to visit:
http://www.moddb.com/mods/sc-sum-starcraft-super-unit-mod
and rate SC SUM or even write a review.
Regards, Sahasrahla
--- EDIT --- 2012-03-23 -----------------------
Hi. I´ve just released version 1.32.
It contains some balancing improvements regarding the Eradicator. In details: - changed behavior of Corrosive Venom: building are valid targets now - raised impact radius of Corrosive Venom slightly - lowered energy costs for Contaminate 100 -> 75 - increased range of Lateral Line 24 -> 32 - raised Eradicator ground weapon damage 50(+5) -> 60(+6) - raised Eradicator air weapon damage 30(+3) -> 40(+4)
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AIR UNIT SIEGE MODE?! my nightmare lives
edit:
wow you put a lot of work into this baby. well done man. the website has great info
edit: People you gotta see this! this man did crazy stuff. looks soo goood
pics (hope OP dont mind i post his pics here so it is easier for peeps):
+ Show Spoiler +
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So this doesnt interfere with anything in the original game?
I wouldnt like to crash it and have to redownload and do all that iccup registry jazz..
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This mod seems really lulzy. Too bad that there is no TL attack for Brood War anymore. This would have been a really fun mod to throw in from time to time. Can you imagine making experts play showmatches on this?
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United Kingdom1667 Posts
Dude, you are... there are no words. True dedication. I will definitely be having some fun on this.
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so the BC can siege, nuke, cloak, speed boost and shoot like valks......you play terran don't you? lol
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Oh my god that is so awesome.
I'm going to have nightmares about this now
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Wow holy crap the Mothership looks REALLY good in this, doesn't look too pixellated at all
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Looks friggin awesome bro. I will definately try it when I get home
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LOL This looks freakin amazing nice work dude!
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Wow... I am impressed :O And the mothership looks so sick in BW, I will so download this !!
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GRAND OLD AMERICA16375 Posts
This looks interesting! That eradicator 0.0...
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Holy shit, impressive descriptions. How will I ever kill those monsters? T_T (well, there are counters listed but reading is always easier than doing) Unfortunately I am not in condition to play this mod so hopefully some MP games in action gets uploaded to youtube or something.
Edit: Or let Sayle stream the mod vs some other guy for shits and giggles
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Wow! Nice mod! Playing now
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Ahahaha lol this is great. Good work making this for sure!
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Dear OP, thank you for being awesome.
Can anyone imagine importing SC2 units in BW? I just had a crazy idea! Since a lot of people enjoy the gameplay of BW and of course its mechanics but also want a taste of fresh breathe. Why not have SC2 units available in BW!
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On March 09 2012 11:10 Xiphos wrote: Dear OP, thank you for being awesome.
Can anyone imagine importing SC2 units in BW? I just had a crazy idea! Since a lot of people enjoy the gameplay of BW and of course its mechanics but also want a taste of fresh breathe. Why not have SC2 units available in BW! These kinds of SC2 in BW mods already exist.
Of course, they're not the highest quality creations, but they're pretty interesting for novelty's sake.
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Plus these super units are actually interesting.
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Hahahahahahaha this looks awesome, will try out.
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I can only imagine Flash turtling and massing those Flying super siege tanks.
Anyway it looks pretty good. Must be really fun in a 3v3 fastest possible map. Congrats for having such a dedication.
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This looks so damn godlike.
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United States10328 Posts
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flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke...
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On March 09 2012 11:31 hacklebeast wrote: flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke...
and cloak lol
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On March 09 2012 11:40 Golgotha wrote:Show nested quote +On March 09 2012 11:31 hacklebeast wrote: flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke... and cloak lol No worries! It's not like Terran have convenient air unit that neutralizes super unit's amazing abilities 1-on-1 and can be massed! Oh wait
Bonus: flying invisible siege tanks that shoot air? You sick bastard.
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On March 09 2012 11:40 Golgotha wrote:Show nested quote +On March 09 2012 11:31 hacklebeast wrote: flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke... and cloak lol And the siege mode fires close to four times faster than normal...
Still, it looks very nice. May have to play around with it some time.
And the air attack is effectively a double Valkyrie (16 missiles.)
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SK Planet ProLeague Season 2?
:D :D :D
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Ok, you clearly put a lot of effort into this and it's really cool; but that siege cruiser is seriously going to give me nightmares tonight.
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What unholy nightmares have you unleashed?!
This is the sickest thing I've ever seen for a mod. Amazing job on making this happen.
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Does this interfere with the regular game, or does it stay after I download it?
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Siege Cruiser still is not enough to beat Flash.
Neither is the Mothership or the giant Zerg cockroach bug thing.
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On March 09 2012 12:06 eviltomahawk wrote:Siege Cruiser still is not enough to beat Flash. Neither is the Mothership or the giant Zerg cockroach bug thing.
siege cruiser is flash's wet dream
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Im on my phone, and its slow..can anyone tell me what zergs get out of this?! All I read is terran tanks nukes BC's and motherships
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On March 09 2012 12:03 IntoTheheart wrote: Does this interfere with the regular game, or does it stay after I download it? According to "How to use" page It says it wont modify original sc
"Does SC SUM changes my Starcraft installation somehow? No, changes are never applied permanently. SC SUM will not modify the original Starcraft .exe-file or any other files in the Starcraft folder."
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On March 09 2012 12:15 Archers_bane wrote: Im on my phone, and its slow..can anyone tell me what zergs get out of this?! All I read is terran tanks nukes BC's and motherships
we get a giant bug that is a super ultralisk with the powers of a defiler.
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On March 09 2012 12:36 Golgotha wrote:Show nested quote +On March 09 2012 12:15 Archers_bane wrote: Im on my phone, and its slow..can anyone tell me what zergs get out of this?! All I read is terran tanks nukes BC's and motherships we get a giant bug that is a super ultralisk with the powers of a defiler. More specifically:
- Detects moving units when borrowed
- Can attack air and ground
- Psionic storm that looks like dark swarm, less damage per time but greater duration
- Devourer goo that instantly creates level 9 and hits air and ground in wide radius
- Ability to eat any unit to heal fixed number of health
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On March 09 2012 12:11 Golgotha wrote:Show nested quote +On March 09 2012 12:06 eviltomahawk wrote:Siege Cruiser still is not enough to beat Flash. Neither is the Mothership or the giant Zerg cockroach bug thing. siege cruiser is flash's wet dream
Hes probably working on a 3 base 2:1 Siege Cruiser timing right now.
Also we need to get this thing on SPL All Stars or something.
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On March 09 2012 13:06 sluggaslamoo wrote:Show nested quote +On March 09 2012 12:11 Golgotha wrote:On March 09 2012 12:06 eviltomahawk wrote:Siege Cruiser still is not enough to beat Flash. Neither is the Mothership or the giant Zerg cockroach bug thing. siege cruiser is flash's wet dream Hes probably working on a 3 base 2:1 Siege Cruiser timing right now.
Nah, based on his recent play he's probably working on how to proxy them.
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This looks completely sick, I'm way too bad at the game to produce entertaining games with these units myself, but I'd love to watch some other people's games with them.
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holy shit i am super glad i clicked this
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MOther of god...this looks amazing! DAT mothership! How does one turn a 3D mothership into sprite like that?
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Downloading it now, gonna mess around with it against CPUs.
Which unit do you think is the most OP? I gotta go with Mothership, at least once it learns that reverse recall. I mean seriously, reverse recall, that is some ridiculous shit. Warp your army right into a zerg's critical tech structures or a terran's production facilities, no need to try flying an arbiter in there.
Should be spotlighted so more people download it and release gameplay vids, sounds funny as hell.
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If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect.
While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day.
The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability.
Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play.
I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
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HJAHAHAHAHAHAHA
This needs to be spot-lighted.
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My SC crash when i execute it
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downloading, gonna play around with it a bit, looks like you put in a lot of effort and it seems really cool!
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On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Show nested quote + Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
Battlecruisers cost 400/300 and provide a fraction of the potential firepower, a Siege Cruiser costs only 4 times this much but provides much more firepower than 4 Battlecruisers (hopefully), and you might see 10 BC's in a TvT. Same goes for Ultras and Carriers.
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On March 09 2012 14:03 sluggaslamoo wrote:Show nested quote +On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit. Battlecruisers cost 400/300 and provide a fraction of the potential firepower, yet you often see mass Battlecruiser in TvT. Same goes for Ultras and Carriers. I guess so. I suppose it all depends on how normal units can handle themselves against SU units. If I negate everything I have said as false, then protoss is utterly OP. Not sure why everyone is whining about Terran 
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This was very
very entertaining to play.
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Just played as Terran against a CPU, the Siege Destroyers are ridiculous, it's a flying siege tank that shoots 4 times as fast (seriously, BAM BAM BAM BAM BAM) for 100 damage(+10 each upgrade) her hit. Park one at an expo and everything just melts.
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On March 09 2012 13:37 Hesmyrr wrote:If I am allowed to delve a little bit into theorycrafting, I'd say implementing this mod to be played on pro-games will actually have little effect. While cost of these super units are well-deserved it still means that anyone looking to utilize this units will leave themselves for fatal timing attack any good players can exploit (the cheapest cost of one of these units is 1200/1200. Even when mass carrier switch creates enough weakness for good player to straight up exploit, it's easy to imagine progamers cheering for their opponent to go super units). Of course, once created single super unit can have significant impact straight away so I might find myself pleasantly surprised. I imagine progamers will keep counter units like Science Vessel, Dark Archon, and defiler/queen/scourge handy in case of the rainy day. The biggest proponent of this patch will actually be Terran, not because of Siege Destroyer but due to their pre-requisite building; Fleet Headquarters. Priced at 200/200 (with max energy of 200), they are surprisingly affordable and by themselves offer overpowered ability. Show nested quote + Jammer Sweep available by default Cost: 50 Range: unlimited
The Jammer Sweep is based on the same technology as the Scanner Sweep of the ComSat Station. Jammer Sweep emitters use the same carrier frequency and have therefore equal properties concerning range and energy cost, but the effects of the two abilities are quite contrary. Jammer Sweeps serve the purpose of distraction instead of reconnaissance. Jammer Sweeps does not have detection capabilities, but units in the target area will suffer from jammed detectors and paralyzed optic nerves. The effect is applied to all units - no matter if friend or foe, ground or air - within a range of 4 around the target area and will cause a sight range of 1 and will deactivate any detection ability. This effect has a limited duration of 10 seconds. After this duration has elapsed all affected units will be restored to normal sight. Note that this effect can be removed immediately with Medic´s Restoration ablility. Affected units will display the tag 'Jammed' in their information box when selected. I mentioned that progamers will refrain from going for super units in fear of creating fatal weakness. This is the only overpowered ability introduced on the mod that is actually very affordable. Even when my guess is wrong and super units become common part of the meta, this ability still stands out because how easy it is to get this add-on into the game. Terran will be using Jammer Sweep first before other race have their respective powerful abilities into the play. I was formerly joking when I said Terran was overpowered, but upon consideration it does seem like they might hold some advantage. Of course I may be completely wrong - once Protoss gets mothership out their opponent has to play really defensively as its owner can backstab with strong army (due to shield injection) any time - so I should really wait for vods/streams but just want to put my thoughts out there. On high level the SU balance should turn out to be: Terran > Protoss > Zerg, and serve as bandwagon "win more" units on the lower levels where player do not have sufficient skill or already in a big disadvantage to properly punish a creation of super unit.
Yeah that jammer sweep ability seems like it has a ton of utility. Do the new toss and zerg buildings get any new abilities or do they just unlock the super units?
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United Arab Emirates5091 Posts
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Holy balls.... its a siege tank riding a battlecruiser!
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does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi
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Man, those units are ridiculous! :D
The Zerg one is especially crazy: its movespeed is higher than a crackling (and possibly equal to or greater than a speed vult) and its ground attacks have splash! O.o The mothership's Shield regen aura is awesome, as well! Its like having a shield battery that moves.
On March 09 2012 15:49 Golgotha wrote: does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi
I'd be up for it.
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On March 09 2012 16:07 Battleship789 wrote:Man, those units are ridiculous! :D The Zerg one is especially crazy: its movespeed is higher than a crackling (and possibly equal to or greater than a speed vult) and its ground attacks have splash! O.o The mothership's Shield regen aura is awesome, as well! Its like having a shield battery that moves. Show nested quote +On March 09 2012 15:49 Golgotha wrote: does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi I'd be up for it.
gogogo
do you have skype? lets do it quick
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On March 09 2012 16:11 Golgotha wrote:Show nested quote +On March 09 2012 16:07 Battleship789 wrote:Man, those units are ridiculous! :D The Zerg one is especially crazy: its movespeed is higher than a crackling (and possibly equal to or greater than a speed vult) and its ground attacks have splash! O.o The mothership's Shield regen aura is awesome, as well! Its like having a shield battery that moves. On March 09 2012 15:49 Golgotha wrote: does anyone want to play a quick game with me on this showcasing the super units? NR10 :D and we duke it out. I'll stream it so people can watch later.
we gotta use hamachi I'd be up for it. gogogo do you have skype? lets do it quick Yea, I have skype.
gogogo
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looks..
interesting
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United Kingdom3685 Posts
Siege tanks that can fly. I just shat myself.
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What the butt-shit!!!
Flying BC/Valk/SiegeTank Hybrids?!?!!
WHAAAAAAT
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lol so random i was half expecting the eradicator to lay eggs that spawn little maggots
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Hats off to you dude. Amazing work 0_O
Man, look at that "Siege Destroyer" - Flying Siege Tank, together with Valkyrie's Halo rockets...
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On March 09 2012 17:05 skzlime wrote: lol so random i was half expecting the eradicator to lay eggs that spawn little maggots
LOL YES
First thing I noticed too is that it looks exactly like the sandworms from Diablo 2!!!
Great work OP this looks amazing!
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respect...too bad i can't upvote
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Hey guys.
Thanks a lot. I wasn´t prepared for such amazing reactions. I am currently sitting here with a big smile on my face. Thanks, thanks, thanks!
Let me answer some of your questions...
Concerning modification of the orginal game: The original game files will not be changed in any way. The changes are only applied temporarily.
Concerning multiplayer: The mod does obviously not work on B.net. But I had very good experience with the VPN software "Hamachi" which emulates a lan over internet.
@rupp_lekkens: Sorry about the crash. I have no idea why this happens. Never seen this issue before.
Jammer Sweep imbalance: You may be absolutly right, that it is available to fast and its to strong. I realy appreciate feedback like this. The balancing of this skill can easily changed by changing duration and/or radius. The reason to introduce this skill was that the SD turned out to be far to easy to kill with Scourges when decloaked. This skill should compensate this.
About noticing that the Eradicator looks exactly like the sandworms from Diablo 2: You got me... ;-)
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hey Sahasrahla me and Battleship played a match but for some reason we couldnt see each other on LAN even though we were on hamachi. So we played on Fish Server 
Battleship found a "bug" too!
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On March 09 2012 17:46 Sahasrahla wrote: Hey guys.
Thanks a lot. I wasn´t prepared for such amazing reactions. I am currently sitting here with a big smile on my face. Thanks, thanks, thanks!
Let me answer some of your questions...
Concerning modification of the orginal game: The original game files will not be changed in any way. The changes are only applied temporarily.
Concerning multiplayer: The mod does obviously not work on B.net. But I had very good experience with the VPN software "Hamachi" which emulates a lan over internet.
@rupp_lekkens: Sorry about the crash. I have no idea why this happens. Never seen this issue before.
Jammer Sweep imbalance: You may be absolutly right, that it is available to fast and its to strong. I realy appreciate feedback like this. The balancing of this skill can easily changed by changing duration and/or radius. The reason to introduce this skill was that the SD turned out to be far to easy to kill with Scourges when decloaked. This skill should compensate this.
About noticing that the Eradicator looks exactly like the sandworms from Diablo 2: You got me... ;-)
I think that instead of nerfing jammer sweeper you should just give the other 2 races something to compensate. Couple quick suggestions: maybe make it so the overmind spits out laerve super fast (if this is possible). Can the 3 larvae limit be broken? Maybe allow the overmind to mass larvae SC2 style, with a cap of 7 or something.
Then for toss, maybe give the portal the ability to single click individual units and teleport them back to the portal for an energy cost. Just throwing out some ideas but IMO its better to buff other races than to nerf terran in this situation.
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Alright, as Golgatha said, found a bug!
With the Eradicator's Cannibalism ability, if you spam the ability on a unit (so you hit "c" then click the unit you want to eat, and then repeat over and over) you will regain 100 hp for every animation that occurs before the unit is finally killed. (The bug works with just Overlords all Zerg units.)
Not a bug, but possibly a problem: the Siege Destroyer can be repaired really quickly. As in, 200 damage per second quickly. (With only one SCV.) Then again, compared to the other units, maybe it isn't so crazy. (Easy 100 hp restore for Zerg and the upgraded Shield restoration is crazy.)
Quick suggestion, instead of having the Portal structure, could you instead make the mothership take just the Arbiter Tribunal and Fleet Beacon? It is rather annoying to not be able to exit quickly out of the advanced warp in tab, especially on a misclick.
Fun mod to play. I need to try it again soon. Looks very nice! Though having more than one mothership on the screen can be nausea inducing. :D
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On March 09 2012 18:26 Battleship789 wrote: Alright, as Golgatha said, found a bug!
With the Eradicator's Cannibalism ability, if you spam the ability on a unit (so you hit "c" then click the unit you want to eat, and then repeat over and over) you will regain 100 hp for every animation that occurs before the unit is finally killed. (The bug works with just Overlords all Zerg units.)
Not a bug, but possibly a problem: the Siege Destroyer can be repaired really quickly. As in, 200 damage per second quickly. (With only one SCV.) Then again, compared to the other units, maybe it isn't so crazy. (Easy 100 hp restore for Zerg and the upgraded Shield restoration is crazy.)
Quick suggestion, instead of having the Portal structure, could you instead make the mothership take just the Arbiter Tribunal and Fleet Beacon? It is rather annoying to not be able to exit out quick out of the advanced warp in tab, especially on a misclick.
Fun mod to play. I need to try it again soon. Looks very nice! Though having more than one mothership on the screen can be nausea inducing. :D
Thanks a lot for reporting the two bugs. I will take a look at these issues the next days.
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Holy shit, looks amazing.
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rofl this looks so crazy, i alughed when i saw those siege tanks + battlecruisers + wraiths
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Sweet god, i love the Diablo imports for zerg!
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I just played a PvZ on garena, my zerg opponent had no clue why 2 motherships and an unbeatable army suddenly pop out right inside his main while he was containing me lool.
PS : Is there a way to disable the "mod activated" message at the start of the game ???
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Wow. This is beautiful. Fits very well into the BW atmosphere. Absolutely stunning! Would love to see some high level play with this mod: anybody want to organize an A/B tour with this mod? This thread surely needs to be spotlighted. Lot of-lot of effort. Most amazing.
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I. Am. So. Ready. tocrushabunchofAIsonBGH
YAAAAAAA
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looks awesome; needs spotlight!
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it looks interesting, but Battle crusiers that can do anything? WTF that's scary. i will download it :D
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Wow. Just... wow Mothership warping ability is fucking awesome. Anywhere u want, lol, EMP is shit now
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You made a DT mate with a valkyrie, learn it how to drive a tank and give it a nuke
Damnnn
Also what does the zerg thing does which has the diablo II ish model ? :p
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ALLEYCAT BLUES49781 Posts
wait the mother the what the shit!
I'd like to see a stream/rep/vod of someone playing this mod so bad now.
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Also please make a mini idiot safe install / uninstall guide for people like me who dont know how mod works to safe their life
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On March 10 2012 01:33 BLinD-RawR wrote: wait the mother the what the shit!
I'd like to see a stream/rep/vod of someone playing this mod so bad now.
Replay: ![[image loading]](http://repdepot.net/img/thumbs/50636.jpg)
Note, you will have to download the mod to watch the replay. Also, the game is against an AI, so don't be expecting anything great. And it is ZvZ. Still, you can watch it.
You can watch Golgatha and I play a game from his FPV (playing with a NR10 rule, to test out the super units against other humans, so don't expect much ) on his TwitchTV account, though the game footage is extremely laggy for some reason (possibly due to Golgatha's computer freezing up)... Link. I have the replay of the second game (but not the first, as I forgot that an auto-replay tool wasn't running), but we never actually fought in the second game, as Golgatha had a freeze as he was moving out, so it is kind of worthless.
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Bisutopia19201 Posts
On March 09 2012 11:44 Hesmyrr wrote:Show nested quote +On March 09 2012 11:40 Golgotha wrote:On March 09 2012 11:31 hacklebeast wrote: flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke... and cloak lol No worries! It's not like Terran have convenient air unit that neutralizes super unit's amazing abilities 1-on-1 and can be massed! Oh wait Bonus: flying invisible siege tanks that shoot air? You sick bastard.
Mind Controlling one unit can actually make a difference! Mothership + SicK Bastard Cruiser = Winning.
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On March 10 2012 03:12 BisuDagger wrote:Show nested quote +On March 09 2012 11:44 Hesmyrr wrote:On March 09 2012 11:40 Golgotha wrote:On March 09 2012 11:31 hacklebeast wrote: flying invisible siege tanks that shoot air? You sick bastard.
edit: oh and it has a rechargeable nuke... and cloak lol No worries! It's not like Terran have convenient air unit that neutralizes super unit's amazing abilities 1-on-1 and can be massed! Oh wait Bonus: flying invisible siege tanks that shoot air? You sick bastard. Mind Controlling one unit can actually make a difference! Mothership + SicK Bastard Cruiser = Winning.
Too bad super units can't be Mind Controlled.
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Then we have to mind-control an SCV and build the sick-cruiser:-)
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On March 10 2012 04:07 arbiter_md wrote: Then we have to mind-control an SCV and build the sick-cruiser:-) We've had the Stove and the Royal Stove, so what's next? The Imperial Stove?
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lol fucking amazing love these kind of mods
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On March 10 2012 01:34 Iplaythings wrote: Also please make a mini idiot safe install / uninstall guide for people like me who dont know how mod works to safe their life
1) download 2) click .exe 3) select your starcraft file
doesn't do any permanent things to your original sc
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I like the lines from readme.txt file specifying things like this: "Do NOT play single player campaigns and scenarios with this MOD activated."
After reading this, the will to try it in campaigns is uncontrollable:-)
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wait so i played this on fish server and it worked. but if i play against someone who doesnt have the mod...what will happen? i kinda wanna troll my nublet friend with the siege cruiser and see his reaction 
Friend: wtf is that?! Me: standard terran late game
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iirc mods work over fish/iccup/battlenet but only if both of you have the mod installed otherwise bw crashes
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really interesting idea and really awesome turn out!
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Tried it out, T is IMBA.
Does anyone see the value of the Mothership in the game?
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wow ahaha this looks really fun to play.. sadly my bw always bugs on win7 even if I tried to fix it a lot -_- would like to see someone playing it :D
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Well i just test it out, Mothership's warp is good, it has rather low area though.14(?) interceptors isn't too bad either. Gotta test T later, i MCed drone (lol) and made Eradicators, they fucking own everything.
This thread needs to be spotlighted btw~!
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i want to try this, it seems like a great mod.
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Awesome, just did some BGH's!
I like mothership the best out of the three legendary units. I feel like it has the most "utility."
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Mothership for playing actual games
SD for maximum OP
Eradicators for the effing lulz
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The zerg one is pretty underpowered compared to the other two, at least vs other humans. Plague is better than the spore thingy and the swarm is easy to avoid, + no consume, makes it worse than defiler :| Would much rather save 1200 gas for 6 ultras or 5 and a defiler etc.
idk just doesn't feel gamechanging like imba-bc and mothership
still tons of fun to make like 8 of them though
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On March 10 2012 14:12 Kyuukyuu wrote: The zerg one is pretty underpowered compared to the other two, at least vs other humans. Plague is better than the spore thingy and the swarm is easy to avoid, + no consume, makes it worse than defiler :| Would much rather save 1200 gas for 6 ultras or 5 and a defiler etc.
idk just doesn't feel gamechanging like imba-bc and mothership
still tons of fun to make like 8 of them though
what about a... "storm swarm" in mineral line. That time would f*** your mining. And the spores thing is good cause it decrease the cooldown 12.5%. that means, slower units.
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On March 10 2012 14:37 ArcTimes wrote:Show nested quote +On March 10 2012 14:12 Kyuukyuu wrote: The zerg one is pretty underpowered compared to the other two, at least vs other humans. Plague is better than the spore thingy and the swarm is easy to avoid, + no consume, makes it worse than defiler :| Would much rather save 1200 gas for 6 ultras or 5 and a defiler etc.
idk just doesn't feel gamechanging like imba-bc and mothership
still tons of fun to make like 8 of them though what about a... "storm swarm" in mineral line. That time would f*** your mining. And the spores thing is good cause it decrease the cooldown 12.5%. that means, slower units.
Right, but I'm not spending 300 + 200 + 1200 gas to swarm the mineral lines. And I can just get Ensnare if I want to slow units down... it'd be a decent high tier unit akin to an arbiter, but not really godlike/tide-changing the way the others are, is what I'm saying.
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I tried recalling a warping mothership...
my game crashed...
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On March 10 2012 14:41 Taekwon wrote: I tried recalling a warping mothership...
my game crashed... Ouch! This one is evil. I will handle it with top priority. Thanks for reporting.
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On March 10 2012 07:33 Dead9 wrote: iirc mods work over fish/iccup/battlenet but only if both of you have the mod installed otherwise bw crashes
Actually on Garena it will work even if the opponent don't have the mod.
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On March 10 2012 14:40 Kyuukyuu wrote:Show nested quote +On March 10 2012 14:37 ArcTimes wrote:On March 10 2012 14:12 Kyuukyuu wrote: The zerg one is pretty underpowered compared to the other two, at least vs other humans. Plague is better than the spore thingy and the swarm is easy to avoid, + no consume, makes it worse than defiler :| Would much rather save 1200 gas for 6 ultras or 5 and a defiler etc.
idk just doesn't feel gamechanging like imba-bc and mothership
still tons of fun to make like 8 of them though what about a... "storm swarm" in mineral line. That time would f*** your mining. And the spores thing is good cause it decrease the cooldown 12.5%. that means, slower units. Right, but I'm not spending 300 + 200 + 1200 gas to swarm the mineral lines. And I can just get Ensnare if I want to slow units down... it'd be a decent high tier unit akin to an arbiter, but not really godlike/tide-changing the way the others are, is what I'm saying.
You are right, it's so expensive, but it if it was less expensive it would be imba for a real game. And about the ensanre, it's not the same effect. The spores of the devoure increase the cooltime of the attack in 12.5% that means that your units attack 12.5% slower. Imagine if you use that in tanks in siege mode- The difference is really high. And actually the spell of the eradicator is 9 (!!!) spores. So 12.5x12.5x12.5x....(100%) 9 times. That makes your opponentes units attack with 30% of their normal speed. That's insane, and also their are more vulnerable to other attacks, os it's really powerful. Why do you think you have to use devourers to help mutas vs air units like carriers. And ofc carriers doesn't slow down unless you attack the interceptors >.<
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Concerning the strength of the eradicator: Before the mod was released, we played quite some games, and every time I played T vs. Z going Bio / Destroyer, I got totally raped. My reasoning was that I wanted to have the marines to protect the SD against the Scourge, which are clearly the greates and easiest threat of the SD against Zerg. In the games two things happened. First, the marines got totally owned by the Eradicator, which is no surprise, considering its strong melee splash attack and carapace. But second, every time I moved away my SD from defending my third, the eradicator just went in there and contaminated my SCV line. And if I could not get back fast enough with my main forces, it would almost single- handedly take down the whole base. When I _did_ return fast enough, the beast had already fled with its super speed, ready to go in there again as soon as I would leave the base with my forces. So, basically what I'm saying is that with an eradicator you have a speed shuttle loaded with two High Templars with more hit points and armor than an ultralisk. Of course, you could argue that I should have defended my base better, but with the SD-tech I just did not have enough forces (though I am quite a noob with noob-macro, of course.. ;-) ).
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On March 11 2012 04:16 HerrS wrote: So, basically what I'm saying is that with an eradicator you have a speed shuttle loaded with two High Templars with more hit points and armor than an ultralisk.
But with a siege destroyer you have the dps of 8 tanks and a rechargable siege-tank-ranged nuke, with more hp and armor than an ultralisk too 
It's not totally useless but a speed shuttle with two HTs isn't worth the cost. I guess the venom thing would be pretty good against mech though
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Muahahah, the Siege Destroyer is soooooo good 
I love you for doing this.
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If two players play this mod on iCCup in a ladder game, will it count towards ladder rank? :D
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On March 11 2012 07:18 vOdToasT wrote: If two players play this mod on iCCup in a ladder game, will it count towards ladder rank? :D
I believe.. yest, but you are not able to use iccup launcher so no motw points  But you can use the chaoslauncher in iccup using the mod to latency changer.
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On March 11 2012 04:53 Kyuukyuu wrote:Show nested quote +On March 11 2012 04:16 HerrS wrote: So, basically what I'm saying is that with an eradicator you have a speed shuttle loaded with two High Templars with more hit points and armor than an ultralisk.
But with a siege destroyer you have the dps of 8 tanks and a rechargable siege-tank-ranged nuke, with more hp and armor than an ultralisk too  It's not totally useless but a speed shuttle with two HTs isn't worth the cost. I guess the venom thing would be pretty good against mech though
Yeah, I'm not going to argue about the strength of the SD, it is a monster :-) Just tried to point out some not-so-obvious uses of the eradicator... And yes, the venom should be strong, would love to see some games played where Z rapes T with venom / contaminate on sieged tanks - watch out for the EMP, though ;-) Since in my view T is basically forced to go mech against eradicator, this should be a viable strategy.
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ALLEYCAT BLUES49781 Posts
more reps/streams/vods please
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Im up for playing a ton of these games on fish if anyone wants to? pm :x
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Everything seems to be really well done. From the icons to the wireframe. Very nice~
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Is it possible to use these units in the editor?
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On March 10 2012 21:24 kamikami wrote:Show nested quote +On March 10 2012 07:33 Dead9 wrote: iirc mods work over fish/iccup/battlenet but only if both of you have the mod installed otherwise bw crashes Actually on Garena it will work even if the opponent don't have the mod.
False. You can play with another person in any server, in any place if both has starcraft(except some programs that open the starcraft for you,like gameranger). But if only one has the mod, the game will crash when the guy with the mod use a unit or bbuildiong that the other doesn't have. The only thing youa re going to se is the other guy dropping.
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Some people were joking about having nightmares earlier in the thread. I just wanted to say I actually did have a dream with an Eradicator in it the other night, but it wasnt a nightmare, and it was awesome. And NO it wasnt one of those dreams either! (sadly)
Thanks for the mod Sahasrahla. I will download and play with it soon, looking forward to it (fell off my bike today and smashed my hands up so Im typing with limited digits for a few days). Also we could try some 3v3 games too I guess.
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I just downloaded this and I'm eager to play it on multiplayer, I signed on to iCCup so I assume it works on there? I'd like to try and play some team games with other people wanting to try this MOD out!
Let's get a game going?!
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On March 12 2012 02:25 blubbdavid wrote: Is it possible to use these units in the editor?
Hi blubbdavid,
Sorry, that won´t work. The mod is applied at runtime and its componenets will therefore not be available in the editor.
Anyway custom scenarios won´t work as expected and will most likely just crash as a lot of hero units, hero weapons, animation scripts and special buildings have been replaced with SC SUM related stuff. The intended focus and use of SC SUM are regular competitive multiplayer games.
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FREEAGLELAND26781 Posts
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On March 12 2012 10:32 CardinalAllin wrote: Some people were joking about having nightmares earlier in the thread. I just wanted to say I actually did have a dream with an Eradicator in it the other night, but it wasnt a nightmare, and it was awesome.
...
Haha, that is so hilarious! Love it!
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Anyone wanna get some games going later?
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Hey guys,
my heartfelt thanks again to all of you gave this terrific feedback! I am very happy with the response I got so far.
I want to inform you that I´ve just uploaded version 1.31 on the homepage. The version consists of some minor bugfixes including the one regarding the Eradicator's Cannibalize ability reported by Battleship789. Thanks again for finding that one.
I will take this opportunity to remind you that different SC SUM versions are not compatible and that all participants of a multiplayer game must use the same version to guarantee proper functionality. There is no automatic check for the version being equal. So this relies in the responsibility of the players. Depending on future bug reports or balancing discussions I might provide updates quite frequently so please be aware of new versions being available on the SC SUM homepage.
Furthermore I will invite you to help me improving the SC SUM experience. I am quite skilled with the zeros and ones, but I am a lousy StarCraft player myself. I rely on your feedback regarding balancing of the new units and skills. If you want to participate in detailed discussion then the SC SUM forum might be a more appropriate place than this single linear thread. Besides I am interested in your experiences regarding SC SUM usage on public servers to create a list of compatible servers. I´ve heard so far that Fish and Garena seems to be working. Has anyone tried iCCup?
Regards, Sahasrahla
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I can log on to iCCup with the MOD but I have yet to play it. I'm sure it works.
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Hey guys,
let me answer some of your questions...
On March 09 2012 13:32 Black[CAT] wrote: MOther of god...this looks amazing! DAT mothership! How does one turn a 3D mothership into sprite like that? Make a video of the StarCraft II Mothership with a framerate that matches your number of desired frames per one rotation. Use photoshop... and a lot of time...
On March 09 2012 17:53 Golgotha wrote:hey Sahasrahla me and Battleship played a match but for some reason we couldnt see each other on LAN even though we were on hamachi. So we played on Fish Server  Hamachi is sometimes a little troublesome. A lot of things (firewall, hamachi network device, port forwarding) have to be configured right to get StarCraft work properly. Fish seems to be an alternative. iCCup seems to work fine as well, as long as you do not use the launcher. The antihack plugin does not tolerate SC SUM which is hardly surprising, as the mod is a whole damn super-hack. 
On March 09 2012 19:36 kamikami wrote: Is there a way to disable the "mod activated" message at the start of the game ??? I disabled this message for version 1.31. It was starting to get on my own nerves as well.
On March 12 2012 12:22 Meth wrote: I just downloaded this and I'm eager to play it on multiplayer, I signed on to iCCup so I assume it works on there? I'd like to try and play some team games with other people wanting to try this MOD out! Let's get a game going?! iCCup work fine as long as you do not use the launcher. I will be having a look into iCCup from time to time (sadly I have no time by now). I suggest that everyone who wants to find people to play the mod visits: iCCup-channel "SC SUM".
Regards, Sahasrahla
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This looks absolutely sick. Can't wait to try it :D. Anyone going to be online for the mod tomorrow about 12 ish hours from this post?
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It would be pretty amazing if we this mod could be used vs someone who plays the original game. Just imagine the face of your opponent when he suddenly sees that badass maggot out of nowhere! :D
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You can play in hamachi and everywhere else with the mod and with good latency, using the chaoslauncher.
You can download it here: http://winner.cspsx.de/Starcraft/Tool/Chaoslauncher.zip
The chaoslauncher has a really useful option in these cases. You just join iccup/fish/brain/hamachi using the mod, like you always do and then open chaoslauncher.
Now right click in the icon of the chaoslauncher in the task bar and choose the attach to sc 1.16.1 option. This will attach the chaoslauncher to sc, like if you opened sc using the launcher, and you will be able to use it's plugins, like chaosplugin (no windows ley, autoreplay, etc) and the latencychanger (it's the same as minilauncher so #LL at the end of the name), APM Alert, and of course forcehamachi ( http://r-1.ch/forcehamachi-1.1.zip ). This last plugin will allow you to see other games in hamachi, so using this you will be able tos ee each other.
Regards, btw good mod
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Hi Sahasrahla, Ive just been looking through your website and Im now grinning ear to ear, it really is pretty darn cool. It would be really interesting to read some information from you, discussing anything you want to say about the mods development. Im sure there would be some very intriguing details about various problems you encountered or moments of passion when something awesome worked for the first time. When did you start working on the mod? How did you get the idea for it? Which websites do you visit for this kind of thing? etc
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That mothership.... wow... that honestly looks ridiculously good.
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shit shit shit, how could I have missed it, oh, the awesomeness
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More people should see this unappreciated mod/thread, so bump for Sahasrahla!
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On April 04 2012 23:05 CardinalAllin wrote: Hi Sahasrahla, Ive just been looking through your website and Im now grinning ear to ear, it really is pretty darn cool. It would be really interesting to read some information from you, discussing anything you want to say about the mods development. Im sure there would be some very intriguing details about various problems you encountered or moments of passion when something awesome worked for the first time. When did you start working on the mod? How did you get the idea for it? Which websites do you visit for this kind of thing? etc Hi CardinalAllin,
well... let me give you some insight regarding motivation and development of this mod. Actually I wanted to write a post like the following one for quite some time, but missed the opportunity. Therefore: thank you for reminding me.
The initial idea for this mod was born during the time the first StarCraft II details were revealed. When I saw the SC2 Mothership for the first time I was thinking: Wow! A Super Unit! This damn thing kicks severe ass! Well... and then it turned out that Terran and Zerg will not get a counterpart and then the Mothership was weakened drastically, because it kicked to much ass. (PLEASE, PLEASE, PLEASE let us not start a BW/SC2-flamewar here. This is not part of this thread.) I questioned myself: A Super Unit that kicks to much ass? Bloody hell! Nonsense! What else shall a Super Unit do than kicking ass?!? So I decided to create my own interpretation of StarCraft with Super Units. I can´t remember when I was actually starting to work on this mod, but it must have been sometime in early 2009. There was a long time of checking the possibilities and realizing some early prototypes. And there were some month when I wasn´t working on the mod at all, especially during summer. Nevertheless I will not try to give an exact estimation of the hours I spent working on it... it must have been hundreds...
Quite early I set a bunch of primary goals for myself that I wanted to achieve with SC SUM: Game style The new units and skills shall look and feel like original StarCraft. Race style The new units and skills shall resemble existing ones of its race. Concept Creating an extension instead of replacing the original game concept. Balancing the Super Units shall kick ass like hell, but shall extend existing strategies instead of corrupting them.
Hopefully some of these objectives have been met.
To give you some ideas of what kind of trouble I ran into during development I will give you two examples: 1. Yeah! The damn Siege Destroyer is invincible... unless it encounters... a building The most evil troubles I ran into occurred when I was trying to teach the Siege Destroyer to siege in air. On the first look everything works fine, but then I sieged it over a building... Kaboom! Instant death... It seems that some kind of space check is performed when applying siege mode. I tried everything: reducing the unit size to 0, reducing the turret sub unit size to zero, preventing siege mode over buildings (this worked but sucked a lot), preventing application of the space check. Nothing worked properly. It took me weeks and some grey hairs to find the hilarious solution: Simply spoken, when the Siege Destroyer wants to die in this situation I tell him not to do so... Well, there is some additional mess-up in the internal state of the unit object regarding animation and status, but that was easy to solve.
Don´t stop spinning you stupid Mothership The first animation script of the Mothership showed one major flaw. The animation was reset everytime the animation state changed. (animation states are: hold, moving, attack, cast spell, etc.) This caused realy ugly jumps in the rotation animation when starting or stopping the unit. The solution was again pathetically simple, but hard to find. The actual Mothership main sprite is a just a big red sphere. The graphic you see is a so-called "independent overlay" meaning it is not bound to the units animation cicle. You might furthermore ask: why in the hell is the main sprite a big red sphere? Thats another story. It turned out that the actual pixels of the unit´s main sprite determine where it can be clicked with the cursor. (the color doesn´t matter btw)
Regarding your question concerning visited websites: A good starting point is the well-known StarCraft modding community: BroodWarAI (http://www.broodwarai.com). Furthermore I got some fancy ideas on http://www.modcrafters.com , but this site seems to be quite inactive lately.
If you have any further technical or conceptual questions, please feel free to ask.
Regards, Sahasrahla
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Damn!! This is some good stuff...keep up the good work
What's next?? Starcraft 2 units in Brood War (excluding mothership) ??
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Thats the prettiest mamaship Ive ever seen. And I used to play on Ultra.
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Bump Who will play this with me? I think it would probably be best if I obs though.
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Holy fucking shit this is fantastic
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With the renewed interest in this mod, I decided to knock together a 3v3 map specifically for the mod. Its only rough. Use Map Settings so that players spawn together in the shared mains. Each player gets 3 easy gas bases. Download it from here www.panschk.de Picture + Show Spoiler +
(the renewed interest is in this other thread www.teamliquid.net but I thought Id just post the map here in the main thread.
New gameplay footage from Sahasrahla + Show Spoiler +
btw there are also a few other maps that might be fun for the Super Unit Mod + Show Spoiler +
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The most evil troubles I ran into occurred when I was trying to teach the Siege Destroyer to siege in air. On the first look everything works fine, but then I sieged it over a building... Kaboom! Instant death... It seems that some kind of space check is performed when applying siege mode. I tried everything: reducing the unit size to 0, reducing the turret sub unit size to zero, preventing siege mode over buildings (this worked but sucked a lot), preventing application of the space check. Nothing worked properly. It took me weeks and some grey hairs to find the hilarious solution: Simply spoken, when the Siege Destroyer wants to die in this situation I tell him not to do so... Well, there is some additional mess-up in the internal state of the unit object regarding animation and status, but that was easy to solve.
I believe that this is in the game because once upon a time, Terran players abused the ability to put siege tanks on the inside of buildings. So Blizzard made it so that if you do that, the Siege Tank explodes. Try running StarCraft version 1.00 and do the exploit if you want to see for yourself. Just tell a barracks to land, then move your Siege Tanks in underneath it and siege them up. If they exploded back then, even in 1.0, then I'm wrong.
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On April 05 2012 03:14 Sahasrahla wrote:Show nested quote +On April 04 2012 23:05 CardinalAllin wrote: Hi Sahasrahla, Ive just been looking through your website and Im now grinning ear to ear, it really is pretty darn cool. It would be really interesting to read some information from you, discussing anything you want to say about the mods development. Im sure there would be some very intriguing details about various problems you encountered or moments of passion when something awesome worked for the first time. When did you start working on the mod? How did you get the idea for it? Which websites do you visit for this kind of thing? etc Hi CardinalAllin, well... let me give you some insight regarding motivation and development of this mod. Actually I wanted to write a post like the following one for quite some time, but missed the opportunity. Therefore: thank you for reminding me. The initial idea for this mod was born during the time the first StarCraft II details were revealed. When I saw the SC2 Mothership for the first time I was thinking: Wow! A Super Unit! This damn thing kicks severe ass! Well... and then it turned out that Terran and Zerg will not get a counterpart and then the Mothership was weakened drastically, because it kicked to much ass. ( PLEASE, PLEASE, PLEASE let us not start a BW/SC2-flamewar here. This is not part of this thread.) I questioned myself: A Super Unit that kicks to much ass? Bloody hell! Nonsense! What else shall a Super Unit do than kicking ass?!? So I decided to create my own interpretation of StarCraft with Super Units. I can´t remember when I was actually starting to work on this mod, but it must have been sometime in early 2009. There was a long time of checking the possibilities and realizing some early prototypes. And there were some month when I wasn´t working on the mod at all, especially during summer. Nevertheless I will not try to give an exact estimation of the hours I spent working on it... it must have been hundreds... Quite early I set a bunch of primary goals for myself that I wanted to achieve with SC SUM: Game styleThe new units and skills shall look and feel like original StarCraft. Race styleThe new units and skills shall resemble existing ones of its race. ConceptCreating an extension instead of replacing the original game concept. Balancingthe Super Units shall kick ass like hell, but shall extend existing strategies instead of corrupting them. Hopefully some of these objectives have been met. To give you some ideas of what kind of trouble I ran into during development I will give you two examples: 1. Yeah! The damn Siege Destroyer is invincible... unless it encounters... a buildingThe most evil troubles I ran into occurred when I was trying to teach the Siege Destroyer to siege in air. On the first look everything works fine, but then I sieged it over a building... Kaboom! Instant death... It seems that some kind of space check is performed when applying siege mode. I tried everything: reducing the unit size to 0, reducing the turret sub unit size to zero, preventing siege mode over buildings (this worked but sucked a lot), preventing application of the space check. Nothing worked properly. It took me weeks and some grey hairs to find the hilarious solution: Simply spoken, when the Siege Destroyer wants to die in this situation I tell him not to do so... Well, there is some additional mess-up in the internal state of the unit object regarding animation and status, but that was easy to solve. Don´t stop spinning you stupid MothershipThe first animation script of the Mothership showed one major flaw. The animation was reset everytime the animation state changed. (animation states are: hold, moving, attack, cast spell, etc.) This caused realy ugly jumps in the rotation animation when starting or stopping the unit. The solution was again pathetically simple, but hard to find. The actual Mothership main sprite is a just a big red sphere. The graphic you see is a so-called "independent overlay" meaning it is not bound to the units animation cicle. You might furthermore ask: why in the hell is the main sprite a big red sphere? Thats another story. It turned out that the actual pixels of the unit´s main sprite determine where it can be clicked with the cursor. (the color doesn´t matter btw) Regarding your question concerning visited websites: A good starting point is the well-known StarCraft modding community: BroodWarAI (http://www.broodwarai.com). Furthermore I got some fancy ideas on http://www.modcrafters.com , but this site seems to be quite inactive lately. If you have any further technical or conceptual questions, please feel free to ask. Regards, Sahasrahla
great work man! appreciate the effort 
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Hi guys. I wanted to let you know that I have just released the new version SC SUM 1.43 which enables LAN latency for SC SUM online games. It allows to play games on Bnet emulation servers (like the SC SUM server) with LAN latency by adding the suffix #LL to the game name. If you always wanted to play this mod but missed the LAN latency badly: here it is! See homepage for details.
Oooh... and by the way... did I mention that there is burrowed movement and even BEAM WEAPONS available by now? :-)
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can i use this mod on fish ladder?
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On March 08 2016 08:31 Endymion wrote: can i use this mod on fish ladder?
Hi,
the Mod potentially runs on any Bnet emulation server (like Fish, iCCup, etc.) as long as all game participants have the mod active. I don´t know what rules apply on the fish server with respect to mod usage. Please clarify that before using the mod there. Starcraft mods can be considered as a hack, of course. I do not take any liabilty for banned CD keys or user accounts.
If you just want to check out the mod with some friends, the easiest way is to use the SC SUM server. It is added to the gateway list automatically.
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I freaking love SC Sum. I now play it exclusively (I normally played brood war exclusively anyway). If anyone wants to join on the SC sum channel please come. Or email me if you're there. gaiaguerrilla@gmail.com
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