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SC2 Commander

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[MAP] SC2 Commander

This is a project I started working on earlier in the week and it's came along pretty well in my opinion ^_^. Introducing, SC2 Commander!


*The left screenshot showcases a rather low key base, and is outdated. The screenshot on the right was created just to showcase the amount of unit's you may or may not control in a game (I could have built more units but I couldn't have shown them all.)*

The project is based off of the game Supreme Commander, some of you probably have played it or the version that was created for Wc3, well I decided to try my hand at making an SC2 version :) I however based it more off of Supreme Commander 2 as there were less units to deal with and it was easier to create and balance. All 3 races are included and you can choose which you would like to play in the game lobby.

If you are unfamiliar with the game Supreme Commander it an RTS that involves controlling large masses of units and using them strategically to destroy your opponents ACU, the ACU being your "Supreme Commander". You construct a base using your ACU and begin to amass a huge force of units to conquer your foes. These units can range from a small scout unit to a massive experimental unit that when used strategically can turn the tide of battle in your favor. There are currently 3 experimental units available for each race.

=================================================================

Changelog
* Research Trees added for each race, to gain Research Points you must build a Research Station which name varies by race.
* Resource income is now handled entirely by the structures themselves and is no longer controlled by triggers.
* Converters must now be used manually and convert 1000 power into 100 minerals.
* Resource income occurs every 4 seconds instead of 2 for balancing with several research techs.
* Shield Generators can no longer absorb an entire nuclear explosion resulting from a dying CU.
* Experimental factories can no longer be built unless the player has at researched at least one type of Experimental unit.
* Corrected the sight radius of all units
* All Command Units now have the Overcharge ability, which increases damage by 500% for 10 seconds at the cost of 2000 Power.
* All splash radius damage effects have been corrected to different specifications.
* All CU's now deal splash damage.

* The Raven is now a Bomber class unit.
* The Banshee is now a Gunship class unit.
* The Silverback's range has been reduced from 10 to 6.
* The Thor's damage has been reduced from 1500*2 to 1350*2.
* The Sensor Tower now has the proper amount of health.
* Implemented the Fortified Artillery (Artillery Station.)

* The Guardian now has splash damage.
* Extractor's health changed to the proper amount.
* Ultralisk's speed increased to 1.6 from 1.0.
* Spine Burrow's attack rate increased to 1.0 from 0.5 to offer a better visual effect, damage increased from 150 to 300.
* Queen's damage increased from 17 to 68, attack rate increased from 0.4 to 0.8.
* The Brood Lord's broodling swarm now properly attacks.
* Digestion Chamber health increased.
* Implemented the Long Range Spore Colony (Long Range Artillery.)

* The Disruptor can no longer attack air targets.
* PCU's damage increased from 150 to 200, and attack rate increased to 2.0 from 1.5.
* Decreased the collision radius of the Void Ray.
* Increased the collision radius of the Carrier.
 
Last edited:
Level 11
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Jul 25, 2005
Messages
573
*RESEARCH TECH TREES*


Protoss Research Tech Tree


1) Land Unit Training I

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


2) Land Unit Training II

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


3) Land Unit Training III

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


4) Land Unit Training IV

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


5) Land Unit Training V

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]

-------------------------------------------------------
1) Land Build Cost Reduction

"Reduces build cost by 5%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Land Build Time Reduction

"Reduces build time by 10%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


3) Land Health Regeneration Boost

"Increases health regeneration by 150%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


4) Land Personal Shielding

"Grants a weak personal shielding system."

[Effects: Immortal, Stalker and Archanist.]


5) Land Personal Shield Boost

"Increases the health of personal shields."

[Effects: Immortal, Stalker and Archanist.]

-------------------------------------------------------
1) Damage Boost I

"Increases damage by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


1) Colossus (Experimental Assault Mech)

"Allows the Protoss Colossus to be warped in at the Experimental Gateway."


3) Damage Boost II

"Increases damage by 25%."

[Effects: All Land Units, exluding CU's and Experimental Units.]

-------------------------------------------------------
1) Vision

"Increases vision by 75%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Weapon Range Boost

"Increases attack range by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


3) Paladin (Experimental Anti-Air)

"Allows the Protoss Paladin to be warped in at the Experimental Gateway."


1) Air Unit Training I

"Increases damage and health by 10%."

[Effects: All Air Units.]


2) Air Unit Training II

"Increases damage and health by 10%."

[Effects: All Air Units.]


3) Air Unit Training III

"Increases damage and health by 10%."

[Effects: All Air Units.]


4) Air Unit Training IV

"Increases damage and health by 10%."

[Effects: All Air Units.]


5) Air Unit Training V

"Increases damage and health by 10%."

[Effects: All Air Units.]

-------------------------------------------------------
1) Build Cost Reduction

"Reduces build cost by 5%."

[Effects: All Air Units, exluding Experimental Units.]


2) Health Boost

"Increases health by 15%."

[Effects: All Air Units, exluding Experimental Units.]


3) Personal Shielding

"Grants a weak personal shielding."

[Effects: All Air Units, exluding Experimental Units.]


4) Health Regeneration Boost

"Increases health regeneration by 125%."

[Effects: All Air Units, exluding Experimental Units.]

-------------------------------------------------------
1) Warp Prism (Transport)

"Allows the Protoss Warp Prism transport to be warped in at an Air Factory."


2) Transport Capacity Boost

"Increases the cargo capacity of the Warp Prism by 10."

[Effects: Warp Prism.]

-------------------------------------------------------
1) Damage Boost

"Increases damage by 15%."

[Effects: All Air Units, exluding Experimental Units.]


2) Void Ray (Gunship)

"Allows the Protoss Void Ray gunship to be warped in at an Air Factory."


3) Mothership (Experimental Saucer)

"Allows the Protoss Mothership to be warped in at an Experimental Gateway."


1) Structure Training I

"Increases damage and health by 10%."

[Effects: All Structures.]


2) Structure Training II

"Increases damage and health by 10%."

[Effects: All Structures.]


3) Structure Training III

"Increases damage and health by 10%."

[Effects: All Structures.]


4) Structure Training IV

"Increases damage and health by 10%."

[Effects: All Structures.]


5) Structure Training V

"Increases damage and health by 10%."

[Effects: All Structures.]

-------------------------------------------------------
1) Personal Shielding

"Grants a weak personal shielding."

[Effects: Photon Cannon.]


2) Psionic Force Generator (Shield Generator)

"Allows the Psionic Force Generator to be warped in."


3) Damage Boost

"Increases damage by 10%."

[Effects: Photon Cannon.]

-------------------------------------------------------
1) Power Income Boost

"Increases Power income by 25%."

[Effects: Psi Core.]


2) Research Income Boost

"Increases Research income by 20%."

[Effects: Templar Archives.]


3) Mineral Income Boost

"Increases Mineral income by 25%."

[Effects: Mineral Assimilator.]


4) Power Synthesizer (Mineral Converter)

"Allows the Protoss Power Synthesizer to be warped in."


1) PCU Training I

"Increases damage and health by 10%."

[Effects: PCU.]


2) PCU Training II

"Increases damage and health by 10%."

[Effects: PCU.]


3) PCU Training III

"Increases damage and health by 10%."

[Effects: PCU.]


4) PCU Training IV

"Increases damage and health by 10%."

[Effects: PCU.]


1) PCU Training V

"Increases damage and health by 10%."

[Effects: PCU.]

-------------------------------------------------------
1) Damage Boost

"Increases damage by 30%."

[Effects: PCU.]


2) Movement Speed Boost

"Increases movement speed by 25%."

[Effects: PCU.]


3) Weapon Range Boost

"Increases attack range by 50%."

[Effects: PCU.]


4) Personal Shielding

"Grants a powerful personal shielding."

[Effects: PCU.]

Zerg Research Tech Tree


1) Land Unit Training I

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


2) Land Unit Training II

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


3) Land Unit Training III

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


4) Land Unit Training IV

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


5) Land Unit Training V

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]

-------------------------------------------------------
1) Land Health Regeneration Boost

"Increases health regeneration by 100%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Land Repair Rate Boost

"Reduces Repair time by 50%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


3) Land Health Boost

"Increases health by 20%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


4) Land Attack Speed Boost

"Increases attack speed by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]

-------------------------------------------------------
1) Land Vision Boost

"Increases sight radius by 75%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Infestor (Heavy Anti-air)

"Allows the Zerg Infestor to be mutated at a Land Hatchery."


3) Hydralisk Range Boost

"Increases attack range by 40%."

[Effects: Hydralisk.]

-------------------------------------------------------
1) Land Movement Speed Boost

"Increases movement speed by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Ultralisk (Experimental Assault Creature)

"Allows the Zerg Ultralisk to be mutated at an Experimental Hatchery."


1) Air Unit Training I

"Increases damage and health by 10%."

[Effects: All Air Units.]


2) Air Unit Training II

"Increases damage and health by 10%."

[Effects: All Air Units.]


3) Air Unit Training III

"Increases damage and health by 10%."

[Effects: All Air Units.]


4) Air Unit Training IV

"Increases damage and health by 10%."

[Effects: All Air Units.]


5) Air Unit Training V

"Increases damage and health by 10%."

[Effects: All Air Units.]

-------------------------------------------------------
1) Air Vision Boost

"Increases sight radius by 75%."

[Effects: All Air Units, exluding Experimental Units.]


2) Air Health Regeneration Boost

"Increases health regeneration by 100%."

[Effects: All Air Units, exluding Experimental Units.]


3) Air Movement Speed Boost

"Increases movement speed boost by 5%."

[Effects: All Air Units, exluding Experimental Units.]


4) Air Health Boost

"Increases health by 30%."

[Effects: All Air Units, exluding Experimental Units.]

-------------------------------------------------------
1) Overlord (Transport)

"Allows the Zerg Overlord to be mutated at an Air Hatchery."


2) Overseer (Experimental Giant Transport)

"Allows the Zerg Overseer to be mutated at an Experimental Hatchery."

-------------------------------------------------------
1) Air Attack Speed Boost

"Increases attack speed by 30%."

[Effects: All Air Units, exluding Experimental Units.]


2) Mutalisk (Air Assault Creature)

"Allows the Zerg Mutalisk to be mutated at an Air Hatchery."


3) Air Damage Boost

"Increases damage by 35%."

[Effects: All Air Units, exluding Experimental Units.]


4) Brood Lord (Experimental Assault Creature)

"Allows the Zerg Brood Lord to be mutated at an Experimental Hatchery."


1) Structure Training I

"Increases damage and health by 10%."

[Effects: All Structures.]


2) Structure Training II

"Increases damage and health by 10%."

[Effects: All Structures.]


3) Structure Training III

"Increases damage and health by 10%."

[Effects: All Structures.]


4) Structure Training IV

"Increases damage and health by 10%."

[Effects: All Structures.]


5) Structure Training V

"Increases damage and health by 10%."

[Effects: All Structures.]

-------------------------------------------------------
1) Harvester Efficiency

"Decreases build cost by 30%."

[Effects: Mineral Extractor, Brain Warren and Ambiotic Pool.]


2) Hand of Kerrigan (Shield Generator)

"Allows the Hand of Kerrigan to be mutated."


3) Digestion Chamber (Mineral Converter)

"Allows the Zerg Digestion Chamber to be mutated."

-------------------------------------------------------
1) Structure Health Regeneration Boost

"Increases health regeneration by 100%."

[Effects: All Structures.]


2) Structure Vision Boost

"Increases sight range by 75%."

[Effects:Spore Burrow, Spine Burrow and Long Range Spore Colony]


3) Structure Attack Speed Boost

"Increases attack speed by 30%."

[Effects:Spore Burrow, Spine Burrow and Long Range Spore Colony.]


4) Long Range Spore Colony (Long Range Artillery)

"Allows the Zerg Long Range Spore Colony to be mutated.]


1) Infested TCU Training I

"Increases damage and health by 10%."

[Effects: Infested TCU.]


2) Infested TCU Training II

"Increases damage and health by 10%."

[Effects: Infested TCU.]


3) Infested TCU Training III

"Increases damage and health by 10%."

[Effects: Infested TCU.]


4) Infested TCU Training IV

"Increases damage and health by 10%."

[Effects: Infested TCU.]


1) Infested TCU Training V

"Increases damage and health by 10%."

[Effects: Infested TCU.]

-------------------------------------------------------
1) Vision Boost

"Increases sight range by 150%."

[Effects: Infested TCU.]


2) Movement Speed Boost

"Increases movement speed by 50%."

[Effects: Infested TCU.]


3) Attack Speed Boost

"Increases attack speed by 30%."

[Effects: Infested TCU.]


4) Health Boost

"Increases health by 75%."

[Effects: Infested TCU.]
 
Last edited:
Level 11
Joined
Aug 1, 2009
Messages
963
Just played this online, fun game.

Few comments, though.

-The Ultralisk, pretty sure its a zerg experimental unit, seemed to rip right through my entire army of Goliaths. Kinda unfair as those are the strongest non-experimental ground units I can get, maybe if we had T1-T3 units like in the real Supcom they would stand more of a chance. I ended up killing it with two Thors, but that was after I lost like 20 Goliaths, :\

-Zerg Extractors seem to be very low HP compared to the Terran Extractors, 500 HP for hte zerg versus like 4000 for the Terran.
-The zerg units in general seemed to be weaker for each one than the Terran, I was able ot easily fend off a single roach with a single tank, though I'm unsure if this is intended.
-Bombers should probably have less range and just fly directly over their targets to bomb, looks kinda silly when they are shooting missiles from behind.

Aside from that, rather fun. Would like to see a Sup-com style tech tree, maybe the ability to assist with building, maybe making creating units/buildings cost money over time too.
 
Level 11
Joined
Jul 25, 2005
Messages
573
The entire map is based more off of SupCom 2, it's much easier to work with unit's from the sequel since there aren't multiple tiers (bit more noob-friendly would be the best term).

-The Ultralisk, pretty sure its a zerg experimental unit, seemed to rip right through my entire army of Goliaths. Kinda unfair as those are the strongest non-experimental ground units I can get, maybe if we had T1-T3 units like in the real Supcom they would stand more of a chance. I ended up killing it with two Thors, but that was after I lost like 20 Goliaths, :\

The Ultralisk is an anti-ground experimental that pushes through defenses, counter it with Thors, gunship type air units, or if protoss a mothership will tear it in half. Regular ground forces will have a very hard time taking it down due to it's damage and health pool.

-Zerg Extractors seem to be very low HP compared to the Terran Extractors, 500 HP for hte zerg versus like 4000 for the Terran.

Forgot to edit their healthpool, its fixed in the version im working on right now.

-The zerg units in general seemed to be weaker for each one than the Terran, I was able ot easily fend off a single roach with a single tank, though I'm unsure if this is intended.

The zerg don't have a "tank" ground unit, they have a scout (roach) artilery (hydra) and assault (queen). The roach and queen are slightly stronger than their counterparts to make up for no tank unit, and the Hydras make up for the firepower loss of no tank. Also Tank > Scout lol.

-Bombers should probably have less range and just fly directly over their targets to bomb, looks kinda silly when they are shooting missiles from behind.

This was the best I could do for them, if I could somehow force them to behave like supcom bombers that would be amazing but I have virtually no idea how that would be even possible, thus they require a bit of microing to be used to their full potential.

Aside from that, rather fun. Would like to see a Sup-com style tech tree, maybe the ability to assist with building, maybe making creating units/buildings cost money over time too.

Atm I'm just trying to get all the units balanced :) due to the lack of having every single unit and building compared to supcom 2 though I don't know if I'll have the tech tree implemented any time soon. Also I have no idea how I would do the assist thing either :p

Also in Supcom 2 they took a step away from the whole cost per second thing that they did with everything in Supcom 1, everything is a flat cost now which in my opinion is much easier and less stressful to deal with :)
 
Last edited:
Level 11
Joined
Aug 1, 2009
Messages
963
I don't really see how UI would help the game, seems like it would just be excessive as the current UI provides pretty much everything you need to know. Unless he wanted to emulate the entire interface, but jeez, that would be a lot of work for nothing.
 
Level 11
Joined
Jul 25, 2005
Messages
573
I don't really see how UI would help the game, seems like it would just be excessive as the current UI provides pretty much everything you need to know. Unless he wanted to emulate the entire interface, but jeez, that would be a lot of work for nothing.

lol that it would, bout the only thing I would like to change is the icon for vespene to something like the psionic storm icon since it's supposed to be "Power" and not gas, and if I could add something to show your current mineral/power income at a constant rate that would be nice too :p but I can't figure that out at all xD
 
Level 11
Joined
Aug 1, 2009
Messages
963
I'm pretty sure you could do that just by overwriting the icon files for them with a new icon, ie,
Assets\Textures\icon-gas.dds
Assets\Textures\icon-gas-protoss.dds
Assets\Textures\icon-gas-terran.dds
Assets\Textures\icon-gas-zerg.dds
 
Level 11
Joined
Jul 25, 2005
Messages
573
Good news! I hit a huge break-thru in the map and figured out how to implement something as close to the SupCom2 research tech tree as I could! This will definately improve on balancing and will add a bit to the gameplay and allow people to come up with actual strategies instead of just rushing to Thors/Motherships/Ultralisks since now those will require researching to obtain and such.

At the moment I only have the Protoss tree done and plan on working on the other 2 soon enough. (Yes the research tree might seem complicated but I assure you in game it is very easy to understand.)

Protoss Research Tech Tree


1) Land Unit Training I

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


2) Land Unit Training II

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


3) Land Unit Training III

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


4) Land Unit Training IV

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]


5) Land Unit Training V

"Increases damage and health by 10%."

[Effects: All Land Units, exluding CU's.]

-------------------------------------------------------
1) Land Build Cost Reduction

"Reduces build cost by 5%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Land Build Time Reduction

"Reduces build time by 10%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


3) Land Health Regeneration Boost

"Increases health regeneration by 150%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


4) Land Personal Shielding

"Grants a weak personal shielding system."

[Effects: Immortal, Stalker and Archanist.]


5) Land Personal Shield Boost

"Increases the health of personal shields."

[Effects: Immortal, Stalker and Archanist.]

-------------------------------------------------------
1) Damage Boost I

"Increases damage by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


1) Colossus (Experimental Assault Mech)

"Allows the Protoss Colossus to be warped in at the Experimental Gateway."


3) Damage Boost II

"Increases damage by 25%."

[Effects: All Land Units, exluding CU's and Experimental Units.]

-------------------------------------------------------
1) Vision

"Increases vision by 75%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


2) Weapon Range Boost

"Increases attack range by 15%."

[Effects: All Land Units, exluding CU's and Experimental Units.]


3) Paladin (Experimental Anti-Air)

"Allows the Protoss Paladin to be warped in at the Experimental Gateway."


1) Air Unit Training I

"Increases damage and health by 10%."

[Effects: All Air Units.]


2) Air Unit Training II

"Increases damage and health by 10%."

[Effects: All Air Units.]


3) Air Unit Training III

"Increases damage and health by 10%."

[Effects: All Air Units.]


4) Air Unit Training IV

"Increases damage and health by 10%."

[Effects: All Air Units.]


5) Air Unit Training V

"Increases damage and health by 10%."

[Effects: All Air Units.]

-------------------------------------------------------
1) Build Cost Reduction

"Reduces build cost by 5%."

[Effects: All Air Units, exluding Experimental Units.]


2) Health Boost

"Increases health by 15%."

[Effects: All Air Units, exluding Experimental Units.]


3) Personal Shielding

"Grants a weak personal shielding."

[Effects: All Air Units, exluding Experimental Units.]


4) Health Regeneration Boost

"Increases health regeneration by 125%."

[Effects: All Air Units, exluding Experimental Units.]

-------------------------------------------------------
1) Warp Prism (Transport)

"Allows the Protoss Warp Prism transport to be warped in at an Air Factory."


2) Transport Capacity Boost

"Increases the cargo capacity of the Warp Prism by 10."

[Effects: Warp Prism.]

-------------------------------------------------------
1) Damage Boost

"Increases damage by 15%."

[Effects: All Air Units, exluding Experimental Units.]


2) Void Ray (Gunship)

"Allows the Protoss Void Ray gunship to be warped in at an Air Factory."


3) Mothership (Experimental Saucer)

"Allows the Protoss Mothership to be warped in at an Experimental Gateway."


1) Structure Training I

"Increases damage and health by 10%."

[Effects: All Structures.]


2) Structure Training II

"Increases damage and health by 10%."

[Effects: All Structures.]


3) Structure Training III

"Increases damage and health by 10%."

[Effects: All Structures.]


4) Structure Training IV

"Increases damage and health by 10%."

[Effects: All Structures.]


5) Structure Training V

"Increases damage and health by 10%."

[Effects: All Structures.]

-------------------------------------------------------
1) Personal Shielding

"Grants a weak personal shielding."

[Effects: Photon Cannon.]


2) Psionic Force Generator (Shield Generator)

"Allows the Psionic Force Generator to be warped in."


3) Damage Boost

"Increases damage by 10%."

[Effects: Photon Cannon.]

-------------------------------------------------------
1) Power Income Boost

"Increases Power income by 25%."

[Effects: Psi Core.]


2) Research Income Boost

"Increases Research income by 20%."

[Effects: Templar Archives.]


3) Mineral Income Boost

"Increases Mineral income by 25%."

[Effects: Mineral Assimilator.]


4) Power Synthesizer (Mineral Converter)

"Allows the Protoss Power Synthesizer to be warped in."


1) PCU Training I

"Increases damage and health by 10%."

[Effects: PCU.]


2) PCU Training II

"Increases damage and health by 10%."

[Effects: PCU.]


3) PCU Training III

"Increases damage and health by 10%."

[Effects: PCU.]


4) PCU Training IV

"Increases damage and health by 10%."

[Effects: PCU.]


1) PCU Training V

"Increases damage and health by 10%."

[Effects: PCU.]

-------------------------------------------------------
1) Damage Boost

"Increases damage by 30%."

[Effects: PCU.]


2) Movement Speed Boost

"Increases movement speed by 25%."

[Effects: PCU.]


3) Weapon Range Boost

"Increases attack range by 50%."

[Effects: PCU.]


4) Personal Shielding

"Grants a powerful personal shielding."

[Effects: PCU.]
 
Last edited:
Level 8
Joined
May 8, 2009
Messages
443
Oh damn. I so wish I had the beta, just for this alone. When SC2 comes out, this will be the first map I get, I swear on it.
Quick question:
Are you going to do Commander/Unit/Structure upgrades, as per Supreme Commander 2, where you can research something to give X% damage/hp/shield strength/speed/etc.?
 

CyberDuelX16

C

CyberDuelX16

I just got 666 posts i am satan reincarnate.
XD. Ofc you are! We knew it all along.

Looks interesting enough, I'll have to play it some time! =D
 

CyberDuelX16

C

CyberDuelX16

Hmm, I think it's just cus I'm having a trip in china right now, they block imageshack =D
 
Level 11
Joined
Jul 25, 2005
Messages
573
2nd post in the thread has been editted to include the Research Tech Trees for both the Protoss and Zerg. I will probably be working on the Terran tech tree tomorrow as I'm kinda burned out for the day (Probably gonna end up working on it again after a few games on BC2 though lol)

Feedback on the tech trees appreciated.
 
Level 8
Joined
May 8, 2009
Messages
443
They look good so far, but what about new, custom units? Perhaps make naval units as well, or new multi-purpose units?
 
Level 1
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Feb 24, 2010
Messages
62
I'm a huge fan of SupCommander games (still playing both Forged Alliance and #2 now and then), and I have to say that this looks amazing.
I'd say, keep up the good work, and I'm definitely going to try this out once the beta continues / it's out for testing.
 
Level 11
Joined
Jul 25, 2005
Messages
573
I'm a huge fan of SupCommander games (still playing both Forged Alliance and #2 now and then), and I have to say that this looks amazing.
I'd say, keep up the good work, and I'm definitely going to try this out once the beta continues / it's out for testing.

Heh thanks, I would post the terran tech tree but it's a bit of an annoyance to type out so much text including all the text tags for the researches.

The map definately plays alot more like SupCom 2 now that I've included the researches, before I implemented them it pretty much was all about which team could push the other back and expand to more mineral fields first, or put out an Experimental unit as quickly as possible.

Now there will be plenty of strategy involved :) in fact since my tech trees aren't quite the same scale as SupCom2's I kinda designed em to where there would be a certain strategy in going into different parts of the tech trees.

For example, the Zerg are able to add a weapon to the Drone (Their Engineer unit) allowing them to be used offensively. Coupled with the repair rate boost for land units if you combined them with other land units they would attack enemies and repair land units quickly.
 
Level 11
Joined
Jul 25, 2005
Messages
573
Alright so I did a quick in game test to check everything out..

Thanks to the new patch heres a list of what broke that I have to fix:

* Alot of icons in the research tech tree malfunctioned.
* 100% of all weapons for units reverted to normal or have malfunctioned.
* Abilities for many units have malfunctioned.

Edit: Omfg, that list doesn't even begin to show how much is broken thanks to the patch... By the time I get this sorted out the game is gonna be out. Every upgrades name was reverted to Protoss Ground Weapons (I copied the protoss ground weapon upgrade for the very first upgrade and just kept copying it when I started making the researches awhile ago) for one is going to take awhile to fix as I have to go through each one, figure out which upgrade it was and change the name back.

Ugh... this is not what I needed... Thanks blizz!
 
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CyberDuelX16

C

CyberDuelX16

Lol, that sucks bad...Sorry dude :(. Here's a complimentary rep!
 
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Lol, that sucks bad...Sorry dude :(. Here's a complimentary rep!

I got most of the weapons to work... but still soooo many things are messing up.

* For some reason the roaches missile goes straight down and doesn't actually hit the target.
* The Hydra's artillery style attack broke and after tinkering with it to fix it I can't get an impact effect to show up again which is slightly annoying.

I can't remember what else right this moment but it's still alot of annoying things I'm having issues fixing.
 

CyberDuelX16

C

CyberDuelX16

You'll be able to fix it, I'm sure. If you need any help, I've got a friend that might know =D
 
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Alright so checked my map last night, it's still broken. So at this point I'll either go with the slightly redone map (If it didn't break now that the retail version is out vs. 2nd phase beta) or start from scratch now that theres also alot more units I could use from the campaign.
 
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I have discovered that if a map has been 'broken' by a patch, it is almost always easier to recreate the entire thing from scratch.

Most often, there will be strange errors forever after if you continue to use a map that has survived through breaking and being fixed.
 
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Alright! So after pushing the whole day to finish fixing the map it's up and running! You can find it probably at the bottom of the list due to the crappy popularity system, or search for it when you create a game :)

Just an fyi on some issues from a test game with 2 friends and my brother though:

* SCV's can build Shield Generators and Fortfied Artillery without researching the proper tech, this will be fixed tomorrow.
* The revamped Brood Lord, which should now function as an airborne factory is completely imbalanced and will be tuned up tomorrow.

These were the only 2 issues I came across from that game due to my brother completely devastating everything with a single Brood Lord lol.


Bring it up in popularity my fellow hive members! Search for SC2 Commander when you goto create game and host it as often as possible!
 
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Level 31
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If you REALLY want it to be like SupCom, then slow all the units down, create a mass energy storage system (probably not hard in the GE), and most of all make all of the units shoot projectiles that can hit anything (Even your own units). Also let units with turret heads attack while moving. And personally, I would make all the non experemental units have the same size comparison they had, but make make everything half as big. Also, make all the experimentalist twice as big. So, mothership, ultralisk, and thor are all massive. But, everything else is small. Even the buildings. D: Would be far more SupCom ish.

I actually haven't played the map, nor do I have SC2...so you may have done all this already. D:
 
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If you REALLY want it to be like SupCom, then slow all the units down, create a mass energy storage system (probably not hard in the GE), and most of all make all of the units shoot projectiles that can hit anything (Even your own units). Also let units with turret heads attack while moving. And personally, I would make all the non experemental units have the same size comparison they had, but make make everything half as big. Also, make all the experimentalist twice as big. So, mothership, ultralisk, and thor are all massive. But, everything else is small. Even the buildings. D: Would be far more SupCom ish.

I actually haven't played the map, nor do I have SC2...so you may have done all this already. D:

Lol... ya thats all done... You really think I would have done all the units like that and had the normal sc resource gathering system? Also its based off Supcom 2, much easier to make compared to Supcom 1.
 
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Update

A new version of the map has been released, this version offers a new style of terrain that makes ground units more viable compared to Mar Sara. The map also offers a few changes:

* Radars now reveal the fog of war in their detection radius and can see over cliffs.

* The Protoss may now warp in the Twilight Council when unlocked thru the Research Tree. The Twilight Council functions as a semi-experimental building, for the cost of 100 Minerals and 1000 Gas the Twilight Council produces 144 Research Points.

* Mutalisks can no longer attack air, this was a bug.

* The following units now behave similar to that of an Interceptor, in that they attack their target and move away, Bomber class units will attack their target and loiter much further away while they reload. AA units will more or so orbit around their targets. [Phoenix, Viking, Corruptor, Raven, Guardian]


Please search for SC2 Commander - [Ulnar] in the custom games list, and Enjoy!
 
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Level 8
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I played the map yesterday, and it was fun, except I had nobody to play it -with-... But anyways.
The Raven's 'bomb' damaged itself as well as it's targets when it hit, essentially limiting them to 3 bombs unless you stopped to repair them.
The TCU would build a structure and get stuck. I had to make a transport just to make him able to move again. Not sure if this is a constant problem, it happened only one game.
Also, the research requirements would always say 'Protoss Ground I' or something like that. I assumed this is because you were going to fix them later on.
Other than the above, everything went well. I found no bugs with the Protoss.
I have yet to test the Zerg, because little me is creeped out by the Infested TCU's portrait... Minor, I know, but it still manages to keep me away from trying them. >.<
 
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I played the map yesterday, and it was fun, except I had nobody to play it -with-... But anyways.
The Raven's 'bomb' damaged itself as well as it's targets when it hit, essentially limiting them to 3 bombs unless you stopped to repair them.

I'll check to see what could be causing this.

The TCU would build a structure and get stuck. I had to make a transport just to make him able to move again. Not sure if this is a constant problem, it happened only one game.

I've never had a CU get stuck after building something =/ I've had a drone get stuck multiple times and I'm working on a solution but never a CU.

Also, the research requirements would always say 'Protoss Ground I' or something like that. I assumed this is because you were going to fix them later on.

You will never see that requirement unless your queuing up researches while the CU is building something, and the reason it says Protoss Ground I instead of the name of the actual research before is because the names of Upgrades in the map never stay the same, they always reset everytime I close the editor, no clue why this occurs.
 
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