Revolution MOD

This mod will add new units, upgrades, abilities and bring some changes to existing ones to improve the gameplay and bring more strategy to the game.

Mayor changes (Version 1.6)

-Rally points can be placed on minerals or extractor/refinery/assimilator to make workers automatically start harvesting resources when created.
-Increased starting minerals
-Changed damage formula: now modifiers are applied before Shields/Armor (this improves a lot armor and protoss shields for some units).
-Energy upgrades reworked and different for each race:
-Zerg: energy regenerates 50% faster (200 max, 50 starting).
-Terran: energy regenerates 25% faster, +25 max energy, +12.5 starting (225 max, 62.5 starting).
-Protoss: +50 max energy, +25 starting (250 max, 75 starting).
-Added icons and descriptions for passive skills.
-Added new graphics and sounds.

-Rally point can be used separately for workers.
-New unit: Baneling
-Ground suicide unit. Very effective against groups of units.
-Centrifugal Hooks upgrade: Increase movement speed.
-New unit: Roach
-Ground armored unit. Great to soak damage and counter small units.
-Organic Carapace upgrade: Increases armor and grant immunity to irradiate, plague, snare, blind and maelstrom.
-Improved regeneration:
-Burrowed units regenerate 3 times faster.
-Ultralisk regenerate 2 times faster.
-Hydralisk regenerate 4 times faster (12 while burrowed).
-Improved Mitosis upgrade (buildings morph 25% faster and regenerate faster).
-Swarm Seeds ability for Guardians: Each attack spawns a Broodling.
-Rapid Genesis upgrade for Scourges: Drastically decrease train time.
-Ultralisk attack deals splash damage.
-Queen Spawns Broodling replaced with Fungal Scourge (Deals damage to target unit and creates an AoE damage zone)
-Queen can infest Barracks and produce Infested Terrans.
-Frenzied ability for Infested Terrans: attack speed increased when health its low.
-Nydus exit don’t require creep to morph.
-Hive and Greater Spire research upgrades 50% faster.
-Spore Colony and Sunken Colony can morph in each other.

-New unit: Stormraven
-Ground assault/support unit.
-Electrostatic Discharge upgrade: Stromraven attack can slow down enemies making it a good counter against close combat units.
-Medic Reworked:
-Restoration spell now work in an AoE (removes acid spores, snare, plague, maelstrom, blind, parasite and irradiate).
-Caduceus Reactor replaced with Stabilizer Med-packs upgrade (Increase healing amount and reduce energy consumption of Heal)
-Ghost Reworked:
-Sniper Round ability: deals 80 ignore armor damage to an organic target.
-Moebius reactor replaced with Moebius Suit upgrade: (Reduce cloak energy consumption and increase shield regeneration rate)
-Can build Tech Labs (allows to train advanced units) and Reactors (reduce train time) that can be switched between Barrack, Factory and Starport.
-Building Armor upgrade: Increase all buildings armor by 2 and stops burning damage.
-SCV Auto repair command: idles SCVs automatically repair the nearest damaged unit or building in its range.
-Incinerator Gauntlets upgrade for Firebats: change damage to normal and improve splash area.
-Salvage ability for Bunkers: return 75 minerals.
-Supply Depots can burrow!
-Extra Supplies add-on for Supply Depots: add 4 to supply limit.

-New unit: Sentry
-Ground support unit. Effective against small units.
-Seismic Shockwave ability: Slow ground units. Burrowed units are forced to unburrow. Destroy Spider mines and unsiege tanks.
-Plasma Surge ability: Instantly restore shields to nearby ground units.
-Shields work like SC2:
-Shield regeneration is 6 times faster but start recharging if units don't receive damage after 15 seconds (30 seconds for buildings).
-Each Shield upgrade slightly increases shield regeneration (with 3 shield upgrades, regeneration is 50% faster).
-Reduced cost for shield upgrades.
-Chrono Boost ability for Nexus (Target building research upgrades or train units 50% faster for 50 seconds).
-Overload ability for Dragoons: increase rate of fire but cannot move and gets disabled for a while.
-Psi Rage ability for Zealots: reduce shields and increase damage, attack speed increases the longer it remains attacking a single target.
-Carrier Capacity upgrade also reduce Interceptors train time.
-Archon and Dark Archon regenerate up to 150 shield points to nearby units while warping.

If find bugs, balance issues, or want to make suggestions feel free to send a pm or post a comment.
You can also use the Forum to share any thought about this mod.

-The mod only works with Broodwar version 1.16.1 (you can get the patch in the official stacraft site)

Image RSS Feed Latest Screens
Reworked Plague Crhono Boost (by TychusFindlay) New Protoss Graphic Effects
Blog RSS Feed Report abuse Latest News: 1.5 Version is Out!

17 comments by RavenWolf on Jan 15th, 2013

This new version brings a lot of new visual effect, reworked upgrades, some new abilities and improved game mechanics. There are also lots of balance changes and of bugs fixed.
Check the last version (1.6) here

1.5 Main Changes

Reworked sentry

Now the Sentry is a spell caster and its focused on support ground armies. The new Sentry has the Plasma Surge spell that allows to instantly recharge ground allied shields.

Reworked Sentry

It also has a reworked version of seismic shockwave that can slow ground units, making it useful to hold a choke point, or difficult an enemy retreat. But this ability also affects your own units, so its works better with support of ranged units. It still disables Tanks, and Spider Mines, and now it unburrow any burrowed units, so it will help against Lurkers.

Terran bio

Medics have increased cost and the healing rate its lower, but they can heal from a further distance so they can be safer from splash weapons. Also they healing capabilities can be improved with the new Stabilizer Med-packs upgrade.

Terran Bio

Science Facility has been lowered in the tech tree and only requires a Factory. So you can have access to infantry upgrades and unlock Ghost earlier.

Vehicle and ship upgrades now require a fusion core to unlock the higher levels.

Zerg new tactics

Queen now have a new spell that replaces Spawn Broodlings: Fungal Scourge

It can be used to snipe key units like before, but also can be used to harass worker lines, or deal damage to groups of clumped units, it synergy well with Ensnare.

The new Nydus Canal doesn't need creep to place the exit, so it can be used to infiltrate behind the enemy lines. The Improved Mitosis upgrade makes it a lot better as it reduce its morph time.

There is a lot of stuff that I haven't the time to add yet, so this release doesn't have new units, some spells where temporary removed and some units are still incomplete and will be reworked for future versions. As I wont be able to work for a while, I decided to release a more complete and solid version than the last one (and hopefully with less bugs).

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
SC Revolution Mod 1.6

SC Revolution Mod 1.6

Feb 12, 2013 Full Version 49 comments

New version that fix some bugs, add some new features and balance changes.

SC Revolution Mod 1.5

SC Revolution Mod 1.5

Jan 15, 2013 Full Version 3 comments

This new version brings a lot of new visual effect, reworked upgrades, some new abilities and improved game mechanics. There are also lots of balance...

SC Revolution Mod 1.1

SC Revolution Mod 1.1

May 26, 2012 Full Version 17 comments

Fixed some bugs, reintroduce Infested Terrans, added new game mechanics and made some balance changes.

SC Revolution Mod 1.0

SC Revolution Mod 1.0

Oct 6, 2011 Full Version 11 comments

New version compatible with Broodwar 1.16.1. This version bring some changes including a new zerg unit.

Sc Revolution Mod 0.4

Sc Revolution Mod 0.4

Aug 9, 2011 Full Version 7 comments

This version Fix a lot of bugs and some crashes, add some new features, balance changes and improve AI scripts. Rally points now works for resource mining...

SC Revolution Mod 0.3

SC Revolution Mod 0.3

Jun 22, 2011 Demo 5 comments

Revolution AI included (still need work). Terrans now have Tech Labs and Reactors that can be switched between Barrack, Factory and Starport. Added some...

Post comment Comments  (40 - 50 of 249)
XXX1994 May 6 2013, 10:23pm says:

I have some questions:

First,if I have BWAI scripts (like Green Tea AI for SC2,but this for SC1 :BW),then can I play this mod with BWAI ,because old AI is very easy to win :P

Second,why do only Zerg have more than 2 rally points ? When I play Zerg,I can set a rally point to mineral and the other to somewhere else,but Terran and Protoss can't do this :(

Maybe I don't understand the rally point system in this mod or SC2 ...

+1 vote     reply to comment
RaptorStrain May 30 2013, 10:19am replied:

I think, it's because of all the zerg units hatched inside a building (hatchery), of workers (drones) and fighter (zergling, hydra etc). so, it is not possible to put one point realy, realy pont because if it is devoted to all zerg units ...... something will happen :)

+1 vote     reply to comment
RavenWolf Creator
RavenWolf May 7 2013, 5:02pm replied:

Tech tree and units/upgardes have some changes from normal BW, so im not sure that BWAI scrips will work (but you can give it a try, i think that prtoss and zerg scripts can work).
I will improve the AI scripts when i have more free time.

And for rally points, like Lagi said, terran and protoss only have workes on the main building(for now).

+3 votes   reply to comment
Łagi May 7 2013, 3:42pm replied:

Terran and Protoss can produce only one unit (worker:SCV or Probe) in Main building (CCener or Nexus). What for they need 2 rally points?

+1 vote     reply to comment
XXX1994 Jun 1 2013, 6:11am replied:

Thanks for all of your does make sense to me :D

+1 vote     reply to comment
Schnapsdrossel85 May 3 2013, 7:12pm says:

pls next update :)

and pls with vikings XDD

+1 vote     reply to comment
RavenWolf Creator
RavenWolf May 4 2013, 12:51pm replied:

I wil be uploading some videos this week, but the next release will take some time.

And sorry, no vikings for this mod.

+1 vote   reply to comment
Schnapsdrossel85 May 4 2013, 4:41pm replied:

its ok :)

thx for this mod :)

+2 votes     reply to comment
Somebody_Someone Apr 29 2013, 9:54am says:

Hi RavenWolf! I have a question for you: will you change old anims of SCBW to anims of SC2?

+1 vote     reply to comment
RavenWolf Creator
RavenWolf Apr 29 2013, 7:36pm replied:

Hi Somebody :)
Im adding some SC2 graphics, but i want to keep the graphics close to the original BW.
Also, i dont have the time (or the skills) to rip SC2 graphics. But other modders already have shared their work whit me, so im editing some graphics to make them fit.

+3 votes   reply to comment
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RavenWolf Creator
RavenWolf May 2 2013, 5:14pm replied:

There are new units beign developed.
Larva sub-menu have a small bug. it only works well for spawning two units from an egg, other way the spawned unit will keep the larva sub menu until selected again.
Regeneration for lurkers can be OP considering that they will regenerate much faster while burrow and still can attack.
THanks for your suggestions.

+2 votes   reply to comment
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Release Date
Released Mar 31, 2011
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Highest Rated (11 agree) 10/10

Great Work!

Jun 16 2011, 4:12am by icesheep

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