After months upon months of on-and-off development; after battling with Schizophrenia's bouts, finicky PC components and the occasional oddities of life. Legendary modder Iskatumesk has finally brought the mod Armageddon Onslaught to the StarCraft community!
Quote from IskatuMesk
Armageddon Onslaught is a proof of concept and a technical demonstration. Pitting 7 Terran and Protoss players against a single computer-controlled Armageddon race, the battle for survival begins! AO 3.0 introduces a wide variety of stunning new effects and mechanics over the old release and should provide a far greater challenge. Included is a test map placing control of Armageddon's units in the hands of the player to see them in action in a controlled environment.
It is with my greatest regret to inform you that I was forced to release the mod with the unknown end-game crash still unsolved. Schizophrenia has crippled my ability to work on this mod and a lot of things didn't get added or finished that I wanted done. I had several testers including Baja put significant effort into trying to find the cause of the crash. I am very sorry. This will most likely mean that a full game cannot actually be played as it will almost always end in a crash.
Note that attempting to use any of the abilities on Armageddon's units in the test map WILL crash and are unrelated, since the AI doesn't use them.
Armageddon Onslaught was planned to have a variety of things that never made it in. A 500x500 unit, the Tiamat, remains in testing stages without a weapon or a proper graphic. Several individuals had said they'd make me some better maps, and they did not. Shadowflare said she could fix the playlist plugin that was goofing up with Firegraft, but did not, so there is no custom soundtrack save the odd bits that preatormike made and the odd other track for defeat/victory. I was going to make a CGI intro, but my hardware limited me too much. poiuy_qwert was working on an iscript expander, but hit a wall in the final stages of completion. I was going to have p_q make victory conditions for defeating TGD, but the crash made me decide it's not worth troubling him over it. A lot of polish didn't make it in. My battle with schizophrenia has not gone well, and AO suffers most because of it.
I thank all of you who put time into this project. Included in the package is a detailed credits list and more information about the mod and the concept. I've included both my test map and my gameplay test map. I had originally planned to include difficulties but later deemed it redundant as the AI doesn't really adhere to the timings as it is.
I hope you can find the time to enjoy AO for what it is. A lot of work went into this project and despite its shortcomings I believe it puts to rest my modding days with something worthy of being remembered. I've included my entire directory of iscript code to help budding modders understand how AO's units work. May I create a better incarnation in Starcraft 2 that will do everything I had dreamed of doing and more.
Strike the earth!
www.doack.campaigncreations.org/AO3.0.7z
What happens now?
With AO's release I will fade away from the spotlight. My role as a point of drama and excitement in the community is to draw to an end. Although I will still hang around, I don't plan to be as flamboyant or public about my activities. I think the biggest lesson of the past ten years was the lesson that addiction to hype and publicity is a drug and it's lethal when you get addicted to it. Almost all of my mods have succumb to broken promises and weakness as an individual.
AO is my last major mod for a long time. I plan to make the real thing in Starcraft 2, but who knows how long it will take for me to get my hands on that game. For the time being I'm going to take a very long needed break and sit back to smell the roses. I think I've earned a bit of respite. Maybe I'll work a bit on the Captain Planet RPG or even Project Loli, both projects I backburned when AO was resurrected.
I am going to be withdrawing from most of the forums and communities I once visited, although I've done most of that already. With the battle against Schizophrenia becoming more and more difficult, I feel that I have stretched myself too thin to prepare myself for a future with Starcraft 2.
But I will always be here in heart, in soul, and in flames of the forge of creation.
It is with my greatest regret to inform you that I was forced to release the mod with the unknown end-game crash still unsolved. Schizophrenia has crippled my ability to work on this mod and a lot of things didn't get added or finished that I wanted done. I had several testers including Baja put significant effort into trying to find the cause of the crash. I am very sorry. This will most likely mean that a full game cannot actually be played as it will almost always end in a crash.
Note that attempting to use any of the abilities on Armageddon's units in the test map WILL crash and are unrelated, since the AI doesn't use them.
Armageddon Onslaught was planned to have a variety of things that never made it in. A 500x500 unit, the Tiamat, remains in testing stages without a weapon or a proper graphic. Several individuals had said they'd make me some better maps, and they did not. Shadowflare said she could fix the playlist plugin that was goofing up with Firegraft, but did not, so there is no custom soundtrack save the odd bits that preatormike made and the odd other track for defeat/victory. I was going to make a CGI intro, but my hardware limited me too much. poiuy_qwert was working on an iscript expander, but hit a wall in the final stages of completion. I was going to have p_q make victory conditions for defeating TGD, but the crash made me decide it's not worth troubling him over it. A lot of polish didn't make it in. My battle with schizophrenia has not gone well, and AO suffers most because of it.
I thank all of you who put time into this project. Included in the package is a detailed credits list and more information about the mod and the concept. I've included both my test map and my gameplay test map. I had originally planned to include difficulties but later deemed it redundant as the AI doesn't really adhere to the timings as it is.
I hope you can find the time to enjoy AO for what it is. A lot of work went into this project and despite its shortcomings I believe it puts to rest my modding days with something worthy of being remembered. I've included my entire directory of iscript code to help budding modders understand how AO's units work. May I create a better incarnation in Starcraft 2 that will do everything I had dreamed of doing and more.
Strike the earth!
www.doack.campaigncreations.org/AO3.0.7z
What happens now?
With AO's release I will fade away from the spotlight. My role as a point of drama and excitement in the community is to draw to an end. Although I will still hang around, I don't plan to be as flamboyant or public about my activities. I think the biggest lesson of the past ten years was the lesson that addiction to hype and publicity is a drug and it's lethal when you get addicted to it. Almost all of my mods have succumb to broken promises and weakness as an individual.
AO is my last major mod for a long time. I plan to make the real thing in Starcraft 2, but who knows how long it will take for me to get my hands on that game. For the time being I'm going to take a very long needed break and sit back to smell the roses. I think I've earned a bit of respite. Maybe I'll work a bit on the Captain Planet RPG or even Project Loli, both projects I backburned when AO was resurrected.
I am going to be withdrawing from most of the forums and communities I once visited, although I've done most of that already. With the battle against Schizophrenia becoming more and more difficult, I feel that I have stretched myself too thin to prepare myself for a future with Starcraft 2.
But I will always be here in heart, in soul, and in flames of the forge of creation.
Screenshots:
None.