SC SUM - StarCraft Super Unit Mod - Page 8
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letian
Germany4221 Posts
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Itachii
Poland12466 Posts
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Sahasrahla
Germany22 Posts
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 | ||
gulshngill
Malaysia140 Posts
What's next?? Starcraft 2 units in Brood War (excluding mothership) ?? | ||
Alpino
Brazil4390 Posts
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Jukado
805 Posts
Who will play this with me? I think it would probably be best if I obs though. | ||
Bswhunter
Australia954 Posts
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Jukado
805 Posts
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 + (8)Heights of Succession 2.1 by Falling + Show Spoiler + http://www.mediafire.com/download/y8yxwrryr17ilvs/Heights of Succession 2.1.scx (6)Blueprint + Show Spoiler + www.teamliquid.net/forum/brood-war/329205-map-6blueprint (6)Alcazar + Show Spoiler + 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 + www.panschk.de/mappage/comments.php?mapid=4490 (6)Ancient Bridges by NegativeZero + Show Spoiler + www.panschk.de/mappage/comments.php?mapid=4492 and others http://www.teamliquid.net/forum/brood-war/309902-fun-casual-maps-shared-base-database | ||
vOdToasT
Sweden2870 Posts
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. | ||
JieXian
Malaysia4677 Posts
On April 05 2012 03:14 Sahasrahla wrote: 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 | ||
Jukado
805 Posts
Download from here www.panschk.de + Show Spoiler + | ||
Sahasrahla
Germany22 Posts
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 | ||
Endymion
United States3701 Posts
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Sahasrahla
Germany22 Posts
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. | ||
Gaiaguerrilla
1 Post
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