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SC SUM - StarCraft Super Unit Mod

Forum Index > BW General
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Sahasrahla
Profile Joined February 2012
Germany22 Posts
Last Edited: 2012-03-23 10:38:42
March 08 2012 23:32 GMT
#1
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)
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2012-03-09 00:23:12
March 09 2012 00:11 GMT
#2
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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fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
March 09 2012 00:50 GMT
#3
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..
"When the geyser died, a probe came out" - SirJolt
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
March 09 2012 00:52 GMT
#4
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?
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ImbaTosS
Profile Blog Joined January 2009
United Kingdom1689 Posts
March 09 2012 00:55 GMT
#5
Dude, you are... there are no words. True dedication. I will definitely be having some fun on this.
EleGant[AoV]
writer22816
Profile Blog Joined September 2008
United States5775 Posts
March 09 2012 01:04 GMT
#6
This is so awesome!
8/4/12 never forget, never forgive.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 01:05 GMT
#7
so the BC can siege, nuke, cloak, speed boost and shoot like valks......you play terran don't you? lol
Gogleion
Profile Blog Joined June 2009
United States534 Posts
Last Edited: 2012-03-09 01:08:12
March 09 2012 01:07 GMT
#8
Oh my god that is so awesome.

I'm going to have nightmares about this now
EffOrt. That is all.
Dakkas
Profile Joined October 2010
2550 Posts
March 09 2012 01:09 GMT
#9
Wow holy crap the Mothership looks REALLY good in this, doesn't look too pixellated at all
sour_eraser
Profile Joined March 2011
Canada932 Posts
March 09 2012 01:10 GMT
#10
Looks friggin awesome bro.
I will definately try it when I get home
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
FinestHour
Profile Joined August 2010
United States18466 Posts
March 09 2012 01:18 GMT
#11
LOL This looks freakin amazing nice work dude!
thug life.                                                       MVP/ex-
DorF
Profile Blog Joined July 2009
Sweden961 Posts
March 09 2012 01:21 GMT
#12
Wow... I am impressed :O
And the mothership looks so sick in BW, I will so download this !!
BW for life !
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
March 09 2012 01:22 GMT
#13
This looks interesting! That eradicator 0.0...
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-03-09 01:50:52
March 09 2012 01:44 GMT
#14
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 [image loading]
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Zero[1159]
Profile Joined April 2011
Brazil101 Posts
March 09 2012 02:02 GMT
#15
Wow! Nice mod! Playing now
kidcrash
Profile Joined September 2009
United States620 Posts
March 09 2012 02:09 GMT
#16
Ahahaha lol this is great. Good work making this for sure!
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
March 09 2012 02:10 GMT
#17
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!
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 09 2012 02:16 GMT
#18
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.
ㅇㅅㅌㅅ
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
March 09 2012 02:21 GMT
#19
Plus these super units are actually interesting.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
March 09 2012 02:21 GMT
#20
Hahahahahahaha this looks awesome, will try out.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
March 09 2012 02:22 GMT
#21
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.
ॐ
Spekulatius
Profile Joined January 2011
Germany2413 Posts
March 09 2012 02:26 GMT
#22
This looks so damn godlike.
Always smile~
]343[
Profile Blog Joined May 2008
United States10328 Posts
March 09 2012 02:28 GMT
#23
LOL looks amazing
Writer
slappy
Profile Blog Joined March 2010
United States1271 Posts
March 09 2012 02:30 GMT
#24
wow man... awesome!
jaedong imba
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
Last Edited: 2012-03-09 02:34:13
March 09 2012 02:31 GMT
#25
flying invisible siege tanks that shoot air? You sick bastard.

edit: oh and it has a rechargeable nuke...
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 02:40 GMT
#26
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
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-03-09 02:45:12
March 09 2012 02:44 GMT
#27
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.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 02:49:55
March 09 2012 02:44 GMT
#28
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.)
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
March 09 2012 02:49 GMT
#29
SK Planet ProLeague Season 2?

:D :D :D
Starleague Forever. RIP KT Violet~
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
March 09 2012 02:54 GMT
#30
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.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Selth
Profile Blog Joined July 2010
United States469 Posts
March 09 2012 02:58 GMT
#31
What unholy nightmares have you unleashed?!

This is the sickest thing I've ever seen for a mod. Amazing job on making this happen.
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
March 09 2012 03:03 GMT
#32
Does this interfere with the regular game, or does it stay after I download it?
kiss kiss fall in love
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 09 2012 03:06 GMT
#33
Siege Cruiser still is not enough to beat (T)Flash.

Neither is the Mothership or the giant Zerg cockroach bug thing.
ㅇㅅㅌㅅ
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 03:11 GMT
#34
On March 09 2012 12:06 eviltomahawk wrote:
Siege Cruiser still is not enough to beat (T)Flash.

Neither is the Mothership or the giant Zerg cockroach bug thing.


siege cruiser is flash's wet dream
nosliw
Profile Blog Joined December 2008
United States2716 Posts
March 09 2012 03:14 GMT
#35
looks great
Archers_bane
Profile Joined February 2011
United States1338 Posts
March 09 2012 03:15 GMT
#36
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
Starcraft's BW glory days have passed, RIP Jaedong's dominance - 2013...EDIT 2017: WE BACK BOYS
sour_eraser
Profile Joined March 2011
Canada932 Posts
March 09 2012 03:26 GMT
#37
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."
"What's the f*cking point of censoring a letter if everyone and their mother knows what it stands for.... F*cking morons"
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 03:36 GMT
#38
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.
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-03-09 03:42:16
March 09 2012 03:39 GMT
#39
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
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-03-09 04:10:25
March 09 2012 04:06 GMT
#40
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 (T)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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
March 09 2012 04:08 GMT
#41
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 (T)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.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
Hinanawi
Profile Blog Joined July 2009
United States2250 Posts
March 09 2012 04:11 GMT
#42
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.
Favorite progamers (in order): Flash, Stork, Violet, Sea. ||| Get better soon, Violet!
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 09 2012 04:20 GMT
#43
holy shit i am super glad i clicked this
Black[CAT]
Profile Blog Joined July 2010
Malaysia2589 Posts
Last Edited: 2012-03-09 04:33:16
March 09 2012 04:32 GMT
#44
MOther of god...this looks amazing! DAT mothership!
How does one turn a 3D mothership into sprite like that?
You mean ESPORTS isnt a synonym for SC2? ¯\_(ツ)_/¯ -Proud owner of a Filco Majestouch 2 with Cherry Blue Switches- BW or SC2? Why not both?
Hinanawi
Profile Blog Joined July 2009
United States2250 Posts
March 09 2012 04:35 GMT
#45
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.
Favorite progamers (in order): Flash, Stork, Violet, Sea. ||| Get better soon, Violet!
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
Last Edited: 2012-03-09 04:38:30
March 09 2012 04:37 GMT
#46
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.
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
shaftofpleasure
Profile Blog Joined December 2011
Korea (North)1375 Posts
Last Edited: 2012-03-09 04:50:00
March 09 2012 04:45 GMT
#47
HJAHAHAHAHAHAHA

This needs to be spot-lighted.
It's either the holes of my nose are getting smaller or my fingers are getting bigger. /// Always Rooting for the Underdog. Hyuk/Sin/Jaehoon/Juni/Hyvva/Hoejja/Canata //// Hiding in thread somewhere where BW is still in it's pure form here on TL.
rupp_lekkens
Profile Joined February 2012
Chile64 Posts
March 09 2012 04:46 GMT
#48
My SC crash when i execute it
please correct me if I'm wrong in my english
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
March 09 2012 04:47 GMT
#49
downloading, gonna play around with it a bit, looks like you put in a lot of effort and it seems really cool!
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
shaftofpleasure
Profile Blog Joined December 2011
Korea (North)1375 Posts
Last Edited: 2012-03-09 04:49:46
March 09 2012 04:49 GMT
#50
opps sry
It's either the holes of my nose are getting smaller or my fingers are getting bigger. /// Always Rooting for the Underdog. Hyuk/Sin/Jaehoon/Juni/Hyvva/Hoejja/Canata //// Hiding in thread somewhere where BW is still in it's pure form here on TL.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-03-09 05:06:38
March 09 2012 05:03 GMT
#51
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.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
March 09 2012 05:07 GMT
#52
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
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Taekwon
Profile Joined May 2010
United States8155 Posts
March 09 2012 05:09 GMT
#53
This was very

very entertaining to play.
▲ ▲ ▲
Hinanawi
Profile Blog Joined July 2009
United States2250 Posts
March 09 2012 05:11 GMT
#54
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.
Favorite progamers (in order): Flash, Stork, Violet, Sea. ||| Get better soon, Violet!
kidcrash
Profile Joined September 2009
United States620 Posts
March 09 2012 05:31 GMT
#55
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?
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
March 09 2012 05:36 GMT
#56
Damn props.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
March 09 2012 05:44 GMT
#57
Holy balls.... its a siege tank riding a battlecruiser!
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
March 09 2012 05:48 GMT
#58
looks pretty awesome.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 06:49 GMT
#59
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
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 07:09:49
March 09 2012 07:07 GMT
#60
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.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 07:11 GMT
#61
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
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 07:15:46
March 09 2012 07:13 GMT
#62
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
Sinedd
Profile Joined July 2008
Poland7052 Posts
March 09 2012 07:26 GMT
#63
looks..

interesting
T H C makes ppl happy
Sayle
Profile Joined October 2010
United Kingdom3685 Posts
March 09 2012 07:28 GMT
#64
Siege tanks that can fly. I just shat myself.
Torenhire
Profile Blog Joined April 2009
United States11681 Posts
March 09 2012 07:51 GMT
#65
What the butt-shit!!!

Flying BC/Valk/SiegeTank Hybrids?!?!!

WHAAAAAAT
SirJolt: Well maybe if you weren't so big and stupid, it wouldn't have hit you.
skzlime
Profile Joined July 2005
Hungary462 Posts
March 09 2012 08:05 GMT
#66
lol so random
i was half expecting the eradicator to lay eggs that spawn little maggots
life is balanced, L2P
alypse
Profile Joined May 2010
2771 Posts
Last Edited: 2012-03-09 08:19:41
March 09 2012 08:16 GMT
#67
Hats off to you dude. Amazing work 0_O

Man, look at that "Siege Destroyer" - Flying Siege Tank, together with Valkyrie's Halo rockets...
KT Violet 1988 - 2012
Loanshark
Profile Blog Joined December 2008
China3094 Posts
March 09 2012 08:39 GMT
#68
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!
No dough, no go. And no mercy.
kewlpotato
Profile Joined July 2011
Canada41 Posts
March 09 2012 08:39 GMT
#69
respect...too bad i can't upvote
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 09 2012 08:46 GMT
#70
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... ;-)
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 08:53 GMT
#71
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!
kidcrash
Profile Joined September 2009
United States620 Posts
March 09 2012 09:12 GMT
#72
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.
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 09:52:50
March 09 2012 09:26 GMT
#73
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
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 09 2012 09:50 GMT
#74
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.
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
March 09 2012 10:02 GMT
#75
Holy shit, looks amazing.
La parole nous a été donnée pour déguiser notre pensée
rabidch
Profile Joined January 2010
United States20289 Posts
March 09 2012 10:15 GMT
#76
rofl this looks so crazy, i alughed when i saw those siege tanks + battlecruisers + wraiths
LiquidDota StaffOnly a true king can play the King.
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
March 09 2012 10:24 GMT
#77
Sweet god, i love the Diablo imports for zerg!
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
kamikami
Profile Joined November 2010
France1057 Posts
Last Edited: 2012-03-09 10:37:29
March 09 2012 10:36 GMT
#78
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 ???
Khassar de Templari
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
March 09 2012 11:51 GMT
#79
Looks super fun
Nostalgia is not as good as it used to be.
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
March 09 2012 12:49 GMT
#80
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.
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
March 09 2012 14:14 GMT
#81
I. Am. So. Ready.
tocrushabunchofAIsonBGH

YAAAAAAA
[TLMS] REBOOT
sinistral
Profile Joined October 2010
Singapore859 Posts
March 09 2012 14:27 GMT
#82
This looks so much fun!
(´・ω・`)
shadymmj
Profile Joined June 2010
1906 Posts
March 09 2012 15:06 GMT
#83
looks awesome; needs spotlight!
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Sum41
Profile Joined November 2011
Chile345 Posts
March 09 2012 16:01 GMT
#84
it looks interesting, but Battle crusiers that can do anything? WTF that's scary. i will download it :D
Hydralisk so fasts and dangerous :D
[Cute]Pjnkje
Profile Joined December 2010
Vietnam50 Posts
March 09 2012 16:22 GMT
#85
Wow. Just... wow
Mothership warping ability is fucking awesome. Anywhere u want, lol, EMP is shit now
High APM is when you press the "gg + ctrl + Q + Q" combination before your opponent has chance to reply "gg"
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
March 09 2012 16:31 GMT
#86
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
In the woods, there lurks..
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50245 Posts
Last Edited: 2012-03-09 16:33:42
March 09 2012 16:33 GMT
#87
wait the mother the what the shit!

I'd like to see a stream/rep/vod of someone playing this mod so bad now.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
March 09 2012 16:34 GMT
#88
Also please make a mini idiot safe install / uninstall guide for people like me who dont know how mod works to safe their life
In the woods, there lurks..
HerrS
Profile Joined March 2012
Germany5 Posts
Last Edited: 2012-03-09 18:54:10
March 09 2012 17:20 GMT
#89
@Iplaythings: Just go to www.scpnt.de/SC_SUM -> FAQ
BW for life!
Battleship789
Profile Joined March 2010
United States415 Posts
March 09 2012 17:52 GMT
#90
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]

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.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19248 Posts
March 09 2012 18:12 GMT
#91
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.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 18:33:59
March 09 2012 18:16 GMT
#92
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.
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
March 09 2012 19:07 GMT
#93
Then we have to mind-control an SCV and build the sick-cruiser:-)
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
Battleship789
Profile Joined March 2010
United States415 Posts
Last Edited: 2012-03-09 19:18:17
March 09 2012 19:12 GMT
#94
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?
KRaver
Profile Joined February 2010
Canada1264 Posts
March 09 2012 19:17 GMT
#95
lol fucking amazing love these kind of mods
Duo Maxwell: If you're joking that's just cruel, but if you're being sarcastic, that's even worse.
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 09 2012 19:31 GMT
#96
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
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
March 09 2012 20:05 GMT
#97
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:-)
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
March 09 2012 21:38 GMT
#98
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
Dead9
Profile Blog Joined February 2008
United States4725 Posts
March 09 2012 22:33 GMT
#99
iirc mods work over fish/iccup/battlenet but only if both of you have the mod installed
otherwise bw crashes
Kuja
Profile Blog Joined May 2011
United States1759 Posts
March 09 2012 23:17 GMT
#100
really interesting idea and really awesome turn out!
“Who's to say that my light is better than your darkness? Who's to say death is better than your darkness? Who am I to say?”
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
March 09 2012 23:31 GMT
#101
Tried it out, T is IMBA.

Does anyone see the value of the Mothership in the game?
kiss kiss fall in love
0kz
Profile Joined January 2010
Italy1118 Posts
March 09 2012 23:53 GMT
#102
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
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
Last Edited: 2012-03-10 00:08:22
March 09 2012 23:56 GMT
#103
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~!
La parole nous a été donnée pour déguiser notre pensée
ArcTimes
Profile Joined January 2011
Peru269 Posts
March 10 2012 02:38 GMT
#104
i want to try this, it seems like a great mod.
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
March 10 2012 03:06 GMT
#105
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."
[TLMS] REBOOT
Taekwon
Profile Joined May 2010
United States8155 Posts
March 10 2012 03:58 GMT
#106
Mothership for playing actual games

SD for maximum OP

Eradicators for the effing lulz
▲ ▲ ▲
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
Last Edited: 2012-03-10 05:13:16
March 10 2012 05:12 GMT
#107
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
ArcTimes
Profile Joined January 2011
Peru269 Posts
March 10 2012 05:37 GMT
#108
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.
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
Last Edited: 2012-03-10 05:40:37
March 10 2012 05:40 GMT
#109
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.
Taekwon
Profile Joined May 2010
United States8155 Posts
March 10 2012 05:41 GMT
#110
I tried recalling a warping mothership...


my game crashed...
▲ ▲ ▲
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 10 2012 10:55 GMT
#111
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.
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
kamikami
Profile Joined November 2010
France1057 Posts
March 10 2012 12:24 GMT
#112
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.
Khassar de Templari
ArcTimes
Profile Joined January 2011
Peru269 Posts
March 10 2012 13:11 GMT
#113
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 >.<
HerrS
Profile Joined March 2012
Germany5 Posts
Last Edited: 2012-03-10 19:27:35
March 10 2012 19:16 GMT
#114
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.. ;-) ).
BW for life!
Kyuukyuu
Profile Blog Joined January 2009
Canada6263 Posts
March 10 2012 19:53 GMT
#115
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
Thratur
Profile Blog Joined June 2008
Canada917 Posts
March 10 2012 21:14 GMT
#116
Muahahah, the Siege Destroyer is soooooo good

I love you for doing this.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
March 10 2012 22:18 GMT
#117
If two players play this mod on iCCup in a ladder game, will it count towards ladder rank? :D
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ArcTimes
Profile Joined January 2011
Peru269 Posts
March 11 2012 03:10 GMT
#118
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.
HerrS
Profile Joined March 2012
Germany5 Posts
March 11 2012 11:03 GMT
#119
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.
BW for life!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50245 Posts
March 11 2012 11:24 GMT
#120
more reps/streams/vods please
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Boundz(DarKo)
Profile Joined March 2009
5311 Posts
March 11 2012 13:54 GMT
#121
Im up for playing a ton of these games on fish if anyone wants to? pm :x
Crissaegrim
Profile Blog Joined June 2009
2947 Posts
March 11 2012 15:20 GMT
#122
Everything seems to be really well done. From the icons to the wireframe. Very nice~
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
March 11 2012 17:25 GMT
#123
Is it possible to use these units in the editor?
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
ArcTimes
Profile Joined January 2011
Peru269 Posts
March 12 2012 00:28 GMT
#124
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.
Jukado
Profile Blog Joined May 2011
805 Posts
March 12 2012 01:32 GMT
#125
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.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Meth
Profile Blog Joined November 2007
Canada396 Posts
March 12 2012 03:22 GMT
#126
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?!
Brood War for life
Sahasrahla
Profile Joined February 2012
Germany22 Posts
Last Edited: 2012-03-13 12:10:58
March 12 2012 08:42 GMT
#127
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.
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
March 12 2012 11:56 GMT
#128
This looks amazing :3
Writerdamn, i was two days from retirement
HerrS
Profile Joined March 2012
Germany5 Posts
March 12 2012 13:00 GMT
#129
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!
BW for life!
Meth
Profile Blog Joined November 2007
Canada396 Posts
March 12 2012 21:27 GMT
#130
Anyone wanna get some games going later?
Brood War for life
Sahasrahla
Profile Joined February 2012
Germany22 Posts
Last Edited: 2012-03-13 14:26:10
March 12 2012 23:50 GMT
#131
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
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Meth
Profile Blog Joined November 2007
Canada396 Posts
March 13 2012 04:52 GMT
#132
I can log on to iCCup with the MOD but I have yet to play it. I'm sure it works.
Brood War for life
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 16 2012 21:37 GMT
#133
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
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
PuPu
Profile Joined September 2011
Finland120 Posts
March 17 2012 00:45 GMT
#134
Nice job :D
"Mmm, It's nice"
Toasterbaked
Profile Blog Joined September 2011
United States160 Posts
March 17 2012 02:30 GMT
#135
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?
Aka lossmule.sky in east
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 21 2012 11:00 GMT
#136
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
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
RHCPgergo
Profile Blog Joined June 2005
Hungary345 Posts
March 21 2012 12:40 GMT
#137
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
ArcTimes
Profile Joined January 2011
Peru269 Posts
Last Edited: 2012-03-21 13:02:53
March 21 2012 13:01 GMT
#138
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
Jukado
Profile Blog Joined May 2011
805 Posts
April 04 2012 14:05 GMT
#139
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
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Skwid1g
Profile Joined April 2011
United States953 Posts
April 04 2012 14:17 GMT
#140
That mothership.... wow... that honestly looks ridiculously good.
NaDa/Fantasy/Zero/Soulkey pls
letian
Profile Blog Joined May 2010
Germany4221 Posts
April 04 2012 14:53 GMT
#141
shit shit shit, how could I have missed it, oh, the awesomeness
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
April 04 2012 17:14 GMT
#142
More people should see this unappreciated mod/thread, so bump for Sahasrahla!
La parole nous a été donnée pour déguiser notre pensée
Sahasrahla
Profile Joined February 2012
Germany22 Posts
Last Edited: 2012-04-04 20:50:57
April 04 2012 18:14 GMT
#143
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
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
gulshngill
Profile Joined December 2010
Malaysia140 Posts
April 04 2012 19:33 GMT
#144
Damn!! This is some good stuff...keep up the good work

What's next?? Starcraft 2 units in Brood War (excluding mothership) ??
Alpino
Profile Joined June 2011
Brazil4390 Posts
April 04 2012 19:49 GMT
#145
Thats the prettiest mamaship Ive ever seen. And I used to play on Ultra.
20/11/2015 - never forget EE's Ember
Jukado
Profile Blog Joined May 2011
805 Posts
May 25 2013 20:22 GMT
#146
Bump
Who will play this with me? I think it would probably be best if I obs though.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
May 26 2013 05:52 GMT
#147
Holy fucking shit this is fantastic
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2015-10-05 16:52:22
October 05 2015 16:37 GMT
#148
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 +
[image loading]


(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 +

(8)Heights of Succession 2.1 by Falling
+ Show Spoiler +
[image loading]

http://www.mediafire.com/download/y8yxwrryr17ilvs/Heights of Succession 2.1.scx

(6)Blueprint
+ Show Spoiler +
[image loading]

www.teamliquid.net/forum/brood-war/329205-map-6blueprint

(6)Alcazar
+ Show Spoiler +
[image loading]

www.teamliquid.net/forum/brood-war/329208-map-6alcazar
I actually shouted out to the Super Unit Mod in this thread heh.

(6)Ascend by NegativeZero
+ Show Spoiler +
[image loading]

www.panschk.de/mappage/comments.php?mapid=4490

(6)Ancient Bridges by NegativeZero
+ Show Spoiler +
[image loading]

www.panschk.de/mappage/comments.php?mapid=4492

and others
http://www.teamliquid.net/forum/brood-war/309902-fun-casual-maps-shared-base-database
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2015-10-05 18:30:28
October 05 2015 18:26 GMT
#149
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.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
October 06 2015 10:09 GMT
#150
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 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


great work man! appreciate the effort
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-03-09 21:33:36
October 07 2015 18:00 GMT
#151
A 3v3 map for this mod:
Download from here
www.panschk.de
+ Show Spoiler +

[image loading]
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Sahasrahla
Profile Joined February 2012
Germany22 Posts
Last Edited: 2016-03-08 00:19:19
March 07 2016 23:24 GMT
#152
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? :-)


Mothership Beam Weapons
http://www.youtube.com/watch?v=NnOzfX1P86I

Eradicator Burrowed Movement/Casting
http://www.youtube.com/watch?v=FtBDwL80mu4
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Endymion
Profile Blog Joined November 2009
United States3701 Posts
March 07 2016 23:31 GMT
#153
can i use this mod on fish ladder?
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Sahasrahla
Profile Joined February 2012
Germany22 Posts
March 10 2016 00:12 GMT
#154
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.
SC SUM - Starcraft Super Unit Mod: www.scpnt.de/SC_SUM
Gaiaguerrilla
Profile Joined December 2016
1 Post
December 31 2016 18:48 GMT
#155
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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