This project was originally planned for Starcraft 2, but as Blizzard continually let us down by refusing to acknowledge the modding community, its questions and concerns, and instead focusing on mappers, I decided to move on to a much more flexible and thought-out engine. This project is the compilation of over a decade of writing in both humor and science fiction in an original universe of my creation.

This compilation is to be known as - In The Admiral's Service Ultimate Showdown.

Much like its ancestors, ITASUS will focus on ridiculous gameplay involving outrageously powerful weaponry and space ships, humor, and advanced AI.

About the mod itself -

ITASUS is focused on epic fleet warfare, spanning across five factions - the power-hungry Confederacy, the brain-eating Undead, the fanatical Pants Legion, the advanced League of Mailmen, and the completely deranged Space Cowboys. Each faction will present a unique tech tree, style of play, and massive selection of units. As with all of my previous endeavors, this project will strive to deliver a lasting experience with advanced computer players, well-thought balancing schemes, and enough insanity to last you a lifetime.

Using advanced scripting and high-detail models, I plan to deliver a unique, high-quality experience catered to top-notch systems.

Updated Details (Updated Feb 7th)

Here's some more info about what I have planned.

Races

For sure, we'll have the Confederacy, the Undead, and the League of Mailmen. Since supcom is amazing, we'll see additional races; the Pants Legion, and the Space Cowboys, the Xy`Kranasha, and possibly the Asthurr.

The Confederacy enjoys employing large capital ships coated with weaponry and engage in long-range tactics, while the Undead enjoy giant swarms and absurd superweapons. It is not yet decided how the League of Mailmen will fight, but they possess some pretty crazy ships of their own, such as the Starbuster.

Music

I had originally planned to compose music for ITAS but due to lack of skill and motivation in that department I am withdrawing that comment. If you're a skilled composer and would like to lend a hand, feel free to PM me some samples of your work. I'll be needing at least 3-4 tracks for each race, a menu track, and possibly some others. Each race will have a unique theme to their music.

SFX

Almost all of this mod's SFX will be "homebrewed". Debris clangs, machinery, ect will mostly be recorded and processed by me. I did this in MFTGATRL and in other mods, and it gives the mod an extremely unique and canon-to-the-webshows style.

Voice Acting

I will be voice acting at least 90% of all units and dialog. I will be posting examples of the voice acting in the near future. I will also be doing all sound editing. All units will have unique voice response sets.

Models

I will be able to create most of the models for this conversion over time, but skinning, texturing, and animating are going to be a different story.

Texturing/animating/ect

At this time I am not too worried about these, but if you are skilled in them and will be available in the future, feel free to give me a ring. It is probably necessary to have skill in 3ds max, since that is the application supported by Supreme Commander.

Check out my mods and projects at www.campaigncreations.org and www.samods.org.

 

I will release media as I make progress in my learning and experimentation with the engine.

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Blog RSS Feed Report abuse Latest News: Aaand I spoke too soon.

2 comments by IskatuMesk on Mar 2nd, 2008 digg this super bookmark


So. I spoke too soon with the last news post.

While great progress was being made, there was an issue I was trying to sort out.

Ordinarily you cannot have stationary air units in supreme commander. This is an enormous limitation, and quite frankly, an enormous oversight on behalf of the developers. Why an engine cannot have stationary air units, something absolutely critical to having any kind of logical space-based game involving capital ships, is beyond me.

But I wasn't about to give up there. I then tried to give the ships deployment sequences. This is what you see the Judginator using in that video. But this introduced a whole wad of more issues. For starters, the unit would often 'snap' to face a target and would snap back to place after having lost a target. Worst of all, the unit would acquire a target within its acquisition range and stop moving and try to engage it, ignoring any commands you gave it.

This is fatal to the conversion. I will not be visiting this site anymore or posting anymore updates on any of these profiles unless something specific happens, which is unlikely.

If you need it clear in stone; this mod is dead, and I am now retired from modding. Farewell.

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Kharaak Voice (Eternity)

Kharaak Voice (Eternity)

Jul 15, 2007 Players Audio 0 comments

This is Kharaak's voice from my unreleased Eternity Wc3 campaign. This voice is a heavier rendition of the Undead v5.2 editing suite as seen with the...

LTX-133 Responses (ITAS)

LTX-133 Responses (ITAS)

Jul 15, 2007 Players Audio 0 comments

These are the responses I made for the LTX-133 Dragon in the SC1 rendition of ITAS. They are a good example of heavier Undead voice acting that is extremely...

Xy`Kranasha Ultimum version 3

Xy`Kranasha Ultimum version 3

Jun 07, 2007 Music 0 comments

Yet another track from the Fury OST. This one resembles future Undead tracks. This was composed entirely freehand using a keyboard.

Mauu's Theme

Mauu's Theme

Jun 07, 2007 Music 0 comments

A track from the Fury OST. This is the theme of one of the main characters from my novel "Throne of Armageddon". It is heavily oriental inspired....

Desolace

Desolace

Jun 07, 2007 Music 0 comments

Another track from the Fury OST. A more of a choral, ambient theme.

Baletongue, and the SpireStorm

Baletongue, and the SpireStorm

Jun 07, 2007 Music 0 comments

Another music track composed a while back, titled 'Baletongue, and the Spirestorm'. A part of the Fury OST, music composed in direct relation...

Comments  (0 - 10 of 87)
mdplyr442
mdplyr442 Aug 24 2008, 11:44am says:

wich one do i download :s

+1 vote     reply to comment
IskatuMesk
IskatuMesk Sep 2 2008, 10:55pm replied:

rofl

+1 vote     reply to comment
Correnos
Correnos Jul 29 2008, 12:11pm says:

What do you mean, air units must move? maybe i'm remembering wrong, but the gunships in SupCom don't move, do they?

+1 vote     reply to comment
IskatuMesk
IskatuMesk Aug 3 2008, 6:57pm replied:

They circle around, and they maintain max range while firing. So, if you have two gunships shooting at each other (Yes, they're Anti-surface, but give them anti-air attacks) they will constantly be at max range. Set one of the gunships to have slightly smaller range, and the one with longer range will relentlessly backpedal - even outside of the mapspace. I had ships so far out of the mapspace you couldn't even see them.

+1 vote     reply to comment
IskatuMesk
IskatuMesk Aug 3 2008, 7:03pm replied:

There's also the fact that even if this were somehow possible to bypass, SupCom's camera system is really unintuitive for this style of a mod.

+1 vote     reply to comment
Harimau
Harimau Jul 22 2008, 6:49am says:

well.. thats pretty frikkin sad.

+1 vote     reply to comment
Correnos
Correnos Jul 29 2008, 12:09pm replied:

good idea. He did take the cruiser in the latest video from sins...

+1 vote     reply to comment
IskatuMesk
IskatuMesk Aug 3 2008, 7:00pm replied:

If they softcode sins I'd think about it, but with the mess it is right now, I'm not even considering it.

+1 vote     reply to comment
IskatuMesk
IskatuMesk Jul 21 2008, 1:41pm replied:

Not with the limits sins has. No animated turrets, 9 capital ships per race, hardcoded AI? Just some of the things I've been hearing.

+1 vote     reply to comment
Bubb9
Bubb9 Jul 21 2008, 7:21pm replied:

Yeah they claimed it was going to be extremely modifiable but it ended up having half of its features hard coded. Though it is still fun when you mix in the right mods.

+1 vote     reply to comment
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