Staredit Network > Forums > SC1 Map Showcase > Topic: Project: Nemesis
Project: Nemesis
Jan 15 2018, 11:06 am
By: Pr0nogo  

Jan 15 2018, 11:06 am Pr0nogo Post #1

Rewrite history.


Project: Nemesis flips the perspectives of campaign missions, pitting three human players against one or sometimes
two AI enemies. Each mission will have its own executable and a large host of balance changes. Story context isn't
important; the focus instead lies in creating compelling large-scale build and destroy maps with one faction
challenging (and sometimes beating) multiple human players.
Key Features:

‎* SC:R compatible
‎* Custom AI
‎* New heroes
‎* Modified techtrees
* Boss battles (soon)

Map size: 192x192
Par time: 50 mins

The final mission of Brood War.
Take command of one of three fleets and destroy Kerrigan's swarm.
Taken from OMEGA


Lead Designer:

Quality Assurance:
DarkenedFantasies, Vorgozz, TF-, Nekron, lil-inferno,
Voyager7456, Corbo, Dem0n, HoopThrower, TheShambler,
Excalibur, Baelethal, Max734734, sherk, Connor5620

Mod Support:
Neiv, Nekron, poiuy_qwert, Suicidal Insanity,
Voyager7456, Excalibur

Team Spirit:
drunk corbo and a dog
Courtesy of MEGA

OMEGA -- Latest
Last updated 20 Jan 2018

OMEGA -- Deprecated
Last updated 18 Jan 2018

Post has been edited 16 time(s), last time on Jan 20 2018, 8:41 am by Pr0nogo.

Jan 15 2018, 11:12 am Pr0nogo Post #2

As of right now Omega is not final and will continue to be updated, but I figure it functions well enough to open it up to the general public. Looking for suggestions re: making the AI perform better and the players enjoy the map more.

Current suggestions are as follows:
-Change/add spell effects to parasite/ensnare - would probably make parasite EMP or something, might let the AI build Matriarchs and make them cast plague or psi storm. Maybe Unclean Ones with maelstrom or mind control as well.
-Make AI train heroes - probably will happen, just a matter of figuring out where to put it into the script.
✓Buff Dominion units - DONE as of 15/1/18 (see below).
✓Buff heroes - DONE as of 15/1/18.

And if anyone's curious, some technical notes:
-Most zerg units cost half supply. Drones/zerglings/scourge cost none. Overlords provide 10 instead of 8 and move much faster.
-AI expands up to 7 times if left unchecked.
-Some zerg spells have reduced energy costs to encourage more spellcasting. (ensnare is not one of them, I don't know why it does that)
-Dominion can build nukes, UED cannot.
-Mengsk and DuGalle have been given custom soundsets and all heroes have buffed weapons/upgrade bonuses.
-Dominion: Wraith -> Phoenix (missiles vs. air and ground), Siege Tank -> Salvo Tank (missiles vs. ground and air, siege -> missile barrage vs. ground)
-UED: Battlecruiser -> Dreadnought (halo rockets vs. air and ground)

Post has been edited 4 time(s), last time on Jan 16 2018, 1:59 am by Pr0nogo.

Jan 15 2018, 8:07 pm Pr0nogo Post #3

Omega has been updated with a fix that hopefully makes the AI more prone to expanding (needs more testing). All heroes have also been buffed with new/modified weapons. Thanks to Excalibur for standardizing the resource areas - should make everything a bit more palatable, even if it looks significantly worse aesthetically.

Next step is probably the new Dominion units and making the AI attack with more variance (its loops are pretty static atm).

Post has been edited 1 time(s), last time on Jan 16 2018, 1:56 am by Pr0nogo.

Jan 16 2018, 9:20 am Pr0nogo Post #4

Big update!

Firebat -> Flametrooper; regenerates health, enhanced survivability, attacks ignore armor
Siege Tank -> Salvo Tank; air and ground attack in tank mode, longer range but more inaccurate in siege mode, friendly fire
Wraith -> Phoenix; durable heavy fighter with short-range missiles vs all targets
Science Vessel; casts restoration instead of EMP

Battlecruiser -> Dreadnought; single-target homing rocket attacks, extra armor
(more changes pending)

High Templar; new attack vs. air and ground, concussive damage
Scout; reduced mineral cost by 50, increased base armor by 1
Arbiter; reduced gas cost by 100, increased base armor by 1
(more changes pending)

Defends and attacks with heroic units in the late-game
Randomizes attack patterns on a per-player basis

More ground pathways have been opened up, and more preplaced units and structures will allow the AI to interact with the player more in the early game

Open to further suggestions re: balancing and new stuff for the players. Special thanks to Excalibur for donating his thoughts and terrain work, and to all the testers that helped out.

Post has been edited 1 time(s), last time on Jan 16 2018, 12:26 pm by Pr0nogo.

Jan 17 2018, 1:03 am Pr0nogo Post #5

New patch has hit. AI expands better, uses heroes to greater effect, defends better with guardians and devourers, and has access to new units:
-Infested Zealot (fast-moving melee)
-Skitterer (cloaked scourge)

Various tweaks to the players' new tech are in and building armor is now on the engineering bay and forge.

Jan 17 2018, 8:26 am Corbo Post #6


Quealtitu assurance should be corbos and drunkas corbo ok bye

fuck you all

Jan 18 2018, 4:52 am Pr0nogo Post #7

New patch has hit.

-Now build Spectres instead of Ghosts; explosive damage, can cast Feedback.

-Now build Scythes instead of Vultures; normal aoe damage, permacloaked.
-Now build Purifiers instead of Goliaths; same as normal but with an added flamethrower for close range targets.
-Now can cast Lockdown on biological targets and buildings. (reduced duration)

-Can now cast Disruption Web from Scouts.
-Can now use modified Interceptors for increased air superiority. (corsair splash)
-Can no longer build Corsairs.

-Cycles through various defense profiles. Will definitely need tweaking to ensure performance isn't hit too hard.
-No longer sends attacks to players that have lost the majority of their base. Resets after all players have lost the majority of their base and checks again for any would-be roaches.
-Has enhanced targeting for dark swarm.
-Researches plasma shields for infested zealots.
-Takes back mind controlled torrasques after a few minutes.
-Has frailer queens (120 -> 90 hp) but casts spawn broodling more frequently.
-Harasses in lesser-traveled locations.
-Attacks slower in the early game, faster in the late game, and with a generally more dynamic army composition.
-Probably something else

Post has been edited 4 time(s), last time on Jan 18 2018, 11:50 am by Pr0nogo.

Jan 19 2018, 6:17 am Pr0nogo Post #8

New patch up!

-Reworked a few ramps.
-Increased supply cap to 300.
-Added a 4th infested command center.
-Added detection to all player heroes.
-Fixed resource layout in Dominion main.
-Plague and Ensnare last a shorter amount of time.
-Added 500-2000 gas per geyser depending on their proximity to the zerg.

-Vultures may now attack air targets.
-Goliath air attack now does splash damage.
-Phoenix attack now deals increased damage.

-Scythes may no longer attack air targets.
-Purifiers have a slightly smaller area of effect for their flamethrower attack.
-Fixed Ghost Lockdown targeting on organic units.

-Lowered cost of Mind Control to 125 energy.

-Now train Infested Templars from Infested Command Centers; can cast Mind Control and will do so primarily on enemy zerg units.
-Now train Infested Ghosts from Infested Command Centers; can cast Lockdown only on mechanical units. (nuking coming soon!)
-Now train Psikolisks from larva; flying heroic Defilers that can cast Psionic Storm and Feedback.
-Now use Spawn Broodling less frequently on SCVs.
-Infested Zealots can now cast Hallucination.
-Now take longer to reach maximum strength.

Post has been edited 2 time(s), last time on Jan 20 2018, 1:43 am by Pr0nogo.

Jan 20 2018, 9:33 am Pr0nogo Post #9

I have reworked a significant amount of the AI script and mod. To preserve the latest version, it has been separated from this new, experimental commit. You can find links to both in the OP. The old URL will remain valid for finding the latest version.

Additionally, I have been silently updating the MEGA link several times, which could easily lead to version mismatches and unnecessary confusion. From now own, pre-release versions will be placed in the 'Pre-release' folder in the main directory, and the main package will remain unedited until I post new patch notes.

Lastly, I plan on archiving release versions from now on, in case I need something in an older version.


-Removed most AI guards, replacing some with a separate computer player's. The new player does not have an active script and will not restock the guards.
-Removed most of the AI's starting base, keeping some static defense for creep and anti-cheese. The AI will now build up its tech from a humble beginning.
-Relocated the Infested Command Centers and added two total. The outlying ICCs will arm Nuclear Silos as time goes on, and the AI will use them to nuke (hopefully).
-Added the framework for two new infested units.
-Added an extra proxy position for the AI.
-The AI will no longer target the same player with back-to-back large attacks. Harassment attacks will select as per usual.
-Added a few additional prepare and target zones for the AI.

-Their Comsat Station now scans a nearby expansion at game start.
-Made a drop zone unbuildable to prevent the AI from "defending" the Dominion base.

-They now start with an Observer overlooking a nearby expansion.
-Added an extra Pylon and rearranged a few base structures.
-Replaced Scouts with Skywings.

-They now start with a Marine guarding a nearby expansion.

Jan 20 2018, 2:11 pm Pr0nogo Post #10

Pushed a new patch that regulates AI defense more tightly, governs all spellcasting much more explicitly, and hopefully fixes some minor issues with AI town management.

Jan 21 2018, 7:04 am Pr0nogo Post #11

Patched to a new version that takes care of some balance issues re: Infested Zealot and UED Scythe. Unclogged the request log for the better portion of the early game, reinstated Queens, and added a lot of code that should make the AI soft counter binary comps depending on what the players build, though it hasn't been debugged yet. Max AI expansions down from 12 to 9, and cleaned up the proxy Hatchery code.

-Improve nuke protocols (how frequently, what to target as priority)
-Add more harassments
-Experiment with more smaller attacks vs. less larger ones
-Debug adaptation code
-Audit request log, unclog if necessary (remove guards, probably)
-Add counterattack protocols (will be stupid to do, as AI can not attack without micromanagement if they're in the process of defending)
-Transfer ownership of P5 guards to P4 once they expand to a nearby area
-Add code to increase defense strength once the main cluster is threatened, and revert to a calmer state once the threat is alleviated

Once the AI is in a satisfactory state I will see about implementing the boss battle idea I have in mind for Kerrigan. This would also shorten the macro portion somewhat significantly as the only requirement for activating it would be to destroy Kerrigan's Hive, so I'll have to keep that in mind going forward.

Thanks to everyone who has tested and chimed in with feedback!

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