Staredit Network > Forums > Modding Projects > Topic: STF: Ultimate
STF: Ultimate
Apr 2 2013, 1:14 am
By: Hercanic  

Apr 2 2013, 1:14 am Hercanic Post #1

STF mod creator, admin, staff


U l t i m a t e

I have decided to break my silence and give everyone at SEN a rare sneak peak into what I have in store. A brand-new version of Starcraft Team Fortress, titled Ultimate, is currently in production. It will feature all nine classes from Team Fortress 2, sporting new abilities that will rock your expectations on what is possible in Starcraft 1.

Here is a preview of two STF:U mercs -

  • Direct Fire: AOE skill shot. Launches a high-speed missile at target location, dealing damage in a small radius and pushing away anyone within the blast a short distance. Can be used up to 4 times before going on cooldown. If used at point-blank range the missile will also push the Lancer a great distance backwards, at the cost of some health.

  • Rocket Launcher: Weapon 1. Long range, very slow travel time, and damages all targets in a large radius. A blast indicator is spawned wherever he aimed, allowing enemies to better avoid it or for him to knock enemies back into it with Direct Fire.

  • Rage: Passive. Damage dealt by the Lancer charges a personal shield, helping protect him against self-damage from Direct Fire. When at maximum capacity the shield expands for a short time to protect all nearby allies, absorbing any damage directed at them. The shield depletes itself over time if it remains unchanged for several seconds.

  • Role: Tank. His attack is threatening, but avoidable. However, dodging his rockets means you aren't attacking, either, effectively denying your damage potential in order to avoid this threat. He can also knock enemies back toward the blast radius of his attack with Direct Fire, and quickly re-position himself with a rocket jump. If his damage is not avoided, he gains tankiness through his shield, and if ignored his shield will expand to protect his allies.

  • Crackshot: Global line skill shot. Fires a massive concussive bullet that stuns the first enemy hit along its path and grants vision of them. The further the distance, the longer the stun duration -- up to 5 seconds. Vision lasts 10 seconds.

  • Headshot: Weapon 1. The Sniper's very first autoattack is a Headshot attempt that deals triple damage, but easily misses if the target is moving.

  • Sniper Rifle: Weapon 2. Extremely long range, very long cooldown, and high damage. Follow-up shots are bodyshots that do not miss but deal normal damage.

  • Focus: Passive. When holding position, weapon range is doubled while sight range is reduced to 2.

  • Role: Assassin. Able to take out key targets from afar, he relies on allies to give him vision when Focus is active. His Crackshot-Headshot combo is particularly devastating if it lands. However, with no vision of his own when deployed, he is quite vulnerable to flanking attacks if his nest is discovered.

That's all I can show for now. Stay tuned for more as STF:U's release draws near!

Post has been edited 1 time(s), last time on Apr 2 2013, 4:06 am by Hercanic.

Apr 2 2013, 5:43 am pastelmind Post #2

Sounds very interesting. Does this support single player vs computer? Also, I'm wondering how you implemented this push-away mechanic. Does it involve modifying the unit's velocity/acceleration stuff? Or do you manually change the unit sprite's position?


Apr 2 2013, 6:06 am TF- Post #3


Campaign plz!


Apr 2 2013, 8:31 am Hercanic Post #4

STF mod creator, admin, staff

It wouldn't be much of a push mechanic if all it did was bonk a unit's graphic around without actually moving the unit itself!

A campaign is outside the scope of this project, sorry! However, I wouldn't be opposed to supporting a fan-made one!

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[10:42 pm]
pallfy -- use bgh
[10:40 pm]
pallfy -- Wow thanks
[10:18 pm]
Suicidal Insanity -- On game start you could detect who is at which start location, store that in switches / dcs, and use that to permanently force alliances. Lots of combinations though
[09:43 pm]
MTiger156 -- That 2v2v2v2 mapping problem does sound like an interesting challenge. Its worth putting some experimentation into. I could make an example map for combining locked alliances (based on lobby forces) + random start location. Though an EUD solution would be the most efficient, I will avoid that for the sake of simplicity.
[08:53 pm]
NudeRaider -- *compromises
[08:52 pm]
NudeRaider -- pallfy
pallfy shouted: thanks, but that sounds complicated
well, that's the gist of sc mapping. Either accept the limits sc sets for you and work within those parameters, or get creative and find complicated solutions to achieve what you want. The latter can be most satisfying. Sometimes comprised are inevitable though. Also see my respnse in the thread.
[08:13 pm]
pallfy -- thanks, but that sounds complicated
[08:13 pm]
pallfy -- hey raider
[2019-3-21. : 7:18 am]
NudeRaider -- FaRTy1billion
FaRTy1billion shouted: also ya, I showed her my chair wasn't scary and now whenever I'm not in the chair she is
hard to believe that they are predators with almost no enemies in the wild
[2019-3-21. : 7:17 am]
NudeRaider -- Suicidal Insanity obviously francis
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