Edit: I've discontinued working on this mod. Feel free to ask about anything, though.SC:ONE v0.2 is released--see second postHello, folks. I've recently began dabbling in StarCraft modding, and this is my first project that I have been working on for a few months. By now I think this mod is mostly playable and would like to receive some feedback.
This is a partial StarCraft conversion into StarCraft 2. Partial, because many of StarCraft 2 features are difficult, if not impossible to emulate in SCBW. Instead, I'm trying to make a mod that focuses on what can be done and how they mix in with the rest of the game, as well as being playable within existing melee maps.
Compatible with SCBW 1.16.1Terran Units
Marine
Description: Small ground unit, capable of attacking both air and ground units. Can use Stim Packs to boost attack speed and movement at the cost of 10 HP.
Strong against: Zergling, Scout, Mutalisk
Marauder
Description: Small ground unit. Attacks slowly, dealing explosive damage. Can use Stim Packs.
Strong against: Dragoon, Goliath, Ultralisk
Ghost
Description: Small ground unit. Can use EMP shockwave against other spellcasters, and Lockdown to temporarily stun any unit.
Strong against: Any spellcaster/tough unit
Hellion
Description: Fast medium-sized unit that shoots flames, dealing concussive splash damage against ground units.
Strong against: Marine, Zergling, Zealot
Siege Tank
Description: Large mechanical unit. While in siege mode, can attack faraway units, dealing explosive splash damage.
Strong against: Marine, Hellion, Hydralisk, Lurker
Goliath
Description: Large mechanical unit that with a strong normal-damage ground attack and long-range concussive aerial attack with splash.
Strong against: Marine, Hellion, Mutalisk
Viking
Description: Large air unit with long-ranged aerial attack. Can plant up to 10 Spider Mines per ship.
Strong against: Void Ray, Devourer, Battlecruiser
Banshee
Description: Medium aerial bomber with strong normal-damage ground attack. Can use Cloaking Field.
Strong against: Marine, Goliath
Medivac
Description: Large transport that can heal nearby friendly ground units.
Strong against: -
Science Vessel
Description: Slow aerial spellcaster. Can use Irradiate to snipe biological units, Insert Nanotag to spy on another player's unit, or Disruption Web to temporarily disable ground forces.
Strong against: Defiler, Mutalisk
Battlecruiser
Description: Large, slow battleship that attacks very quickly.
Strong against: Marine, Mutalisk, Corsair
Protoss Units
Zealot
Description: Small tough melee warrior. Can charge toward enemies within a range of 4 with 50% increased speed.
Strong against: Zergling, Marauder, Siege Tank
Dragoon
Description: Large ground attacker that deals explosive ground damage and normal air damage.
Strong against: Goliath, Hydralisk, Ultralisk
Observer
Description: Permanently cloaked small detector.
Strong against: -
Shuttle
Description: Fast transport unit.
Strong against: -
Reaver
Description: Heavy mobile robotic factory. Considerably faster than in SCBW. Shoots scarabs that deal 100 explosive splash damage.
Strong against: Marine, Hydralisk, Lurker
High Templar
Description: Slow spellcaster. Can cast Psionic Storms that deal 80 damage within an area, and Feedback on other spellcasters.
Strong against: Marine, Marauder, Hydralisk, Zergling, Zealot, Mutalisk
Archon
Description: Large psionic entity that deals normal splash damage. Has exceptionally strong armor that can withstand heavy blows even after losing its shields.
Strong against: Zergling, Mutalisk, Siege Tank, Goliath
Dark Templar
Description: Permanently cloaked melee warrior, now attacks more quickly than in SCBW.
Strong against: Marine, Zergling, Zealot
Dark Archon
Description: Strong psionic spellcaster. Can cast Maelstrom, Mind Control strong enemies, or create hallucinations.
Strong against: biological units/strong units
Corsair
Description: Fast aerial fighter that deals normal splash damage. Can attack without turning its nose, as well as cast Defensive Matrix to support friendly units.
Strong against: Mutalisk, Viking
Scout
Description: Attacks rapidly, dealing explosive damage that increases over time. The charged state can be maintained with Hold control.
Strong against: Battlecruiser, Goliath, Devourer
Carrier
Description: Launches interceptors that fly around, attacking the target.
Strong against: Mutalisk, Corsair, Goliath
Zerg Units
Zergling
Description: Small, cheap, and fast melee unit
Strong against: Marauder, Dragoon, Goliath
Hydralisk
Description: Medium ranged unit that deals normal damage.
Strong against: Marine, Zealot, Zergling, Mutalisk
Scourge
Description: Small agile suicide unit. Deals 35 normal damage in a 70x70 area.
Strong against: Marine, Marauder, Zergling, Zealot
Lurker
Description: Large unit that can attack only while burrowed. Shoots subterranean spines that deal 30 explosive damage.
Strong against: Marine, Zergling, Hydralisk, Zealot
Mutalisk
Description: Small aerial attacker. Attacks slightly faster than in SCBW.
Strong against: Dragoon, Viking, Scout
Devourer
Description: Large heavy attacker that covers the enemy with Acid Spores. Does not require a Greater Spire.
Strong against: Mutalisk, Corsair, Battlecruiser, Carrier
Queen
Description: Large ground spellcaster. Uses Ensnare, Spawn Broodlings, and Restoration.
Strong against: Goliath, Ultralisk, Lurker, Siege Tank
Guardian
Description: Large slow flying siege unit. Deals 27 normal damage that bounces 2 times.
Strong against: Marine, Goliath, Hydralisk
Ultralisk
Description: Large melee fighter. Unlike in SCBW, it can now burrow.
Strong against: Marine, Zealot, Hellion
Defiler
Description: Medium spellcaster. Virtually unchanged from SCBW. Can use Dark Swarm, Ensnare and Plague.
Strong against: Any ranged unit (including all air units)
Discussion
Lockdown:
I thought this spell was a reasonable replacement for the Snipe ability, since both can instantly knock out important units in battle.
Restoration:
Can be used on Plagued/Locked/Ensnared/Irradiated/Nanotagged friendly units, protecting them from further harm.
Spider Mines:
Vikings can shoo away enemy detectors, increasing the effectiveness of the mines.
Disruption Web:
Similar to SC2 Ravens's Point Defense Drone, this temporarily prevents ground units in a small area from attacking. Since Terrans have the most ranged units, I thought they could utilize this spell most effectively.
Defensive Matrix:
Since the Protoss have many units vulnerable to sniping (High Templar, Dark Templar, Observer, etc), this spell would probably be very useful for the Protoss.
Reaver:
To make Terran Infantry play more viable vs. Protoss, I made the reaver deal explosive damage. The Scarab Damage upgrade is much more useful than in SCBW, since it allows 1-shotting Hydralisks, Queens, upgraded Marines, and 2-shotting Zealots and Lurkers.
Archon:
With the increase in stronger units, the Archon seemed too fragile, especially with its shields always receiving full damage. In acknowledgement of my inability to create a properly functioning Immortal, I gave the Archon 100 armor. Mass Marines, Zerglings, Zealots, upgraded Reavers, Battlecruisers and Carriers are practical solutions for breaching its armor.
Building Working Animations:
The animation on each building can give the opponent much information, increasing the importance of scouting. I added working animations for all buildings. Admittedly, some look ugly and out-of-place.
Screenshots:Marines, Marauders, and MedivacsBarracks and Tech LabsProxy NydusScanner Sweep and Gateway Working AnimationScourges--They are more than meets the eye.Ka-boom!Some anticipated questions:Q: Why didn't you use StarCraft 2's graphics?A: I decided to stick to StarCraft's graphics because (a) it fits the atmosphere better, and (b) I'm too lazy to find or make every single unit.
Q: Why are buildings kept to StarCraft's dimensions?A: I've already tried StarCraft 2's building dimensions. Square dimensioned buildings (especially the Bunker and the Robotics Facility) looked weird when put together with other buildings, creating vast gaps that units could not pass through. It also interfered with walling in most melee maps. This is why I abandoned square dimensions and came back to SCBW's dimensions, which fit better in its isometric view. However, I decided that the consistent walling mechanics of SC2 is worth incorporating, and thus made unit sizes and building gaps consistent -- no ground units will pass through two adjacent buildings.
Q: Why didn't you use plug-ins?A: I wanted to make a mod that works with 1.16.1, and could not find how to make a plug-in that works with 1.16.1. This also explains why most of the potentially useful FireGraft EXE-edits were not used.
If anyone knows how to make a 1.16.1-compatible plug-in, please tell me!Q: Can I play vs. AI scripts in Single Player?A: Yes, the melee AI scripts are modified to accept and use new units (except the Scourge). I'm planning to add new builds (e.g. 1 Stargate Void Ray rush, fast Battlecruiser) in the future. Alas, the AI cannot be taught how to utilize abilities moved to different units.
Q: Why is resource harvesting exactly same as SC1?A: I heard that StarCraft 2's improved pathing AI allows for more efficient resource harvesting, which puts the actual harvesting speed at approximately the same level as SCBW.
Q: What's the deal with the Tech Lab, the Machine Shop, and the Control Tower?A: I implemented the add-ons as some sort of cross between a SC2 Tech Lab and Reactor, because I could not find a way to (a) re-attach different production buildings onto a single add-on, and (b) make add-ons behave differently depending on its main building. Also, they are not Tech Reactors.
Q: Why do many new units not follow SC2's or SC1's specs?A: To bypass hardcoded limitations with no available EXE edits, or for balance reasons.
Q: Why does unit A have ability B?A: I wanted to give abilities to the race that can utilize them best, or that fits best with the intended role in StarCraft 2.
Q: No easter eggs?A: Try infesting a Terran Command Center and harvest nearby minerals.
Post has been edited 6 time(s), last time on Oct 22 2012, 4:39 am by RadiganP.
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