BAD NEWS: Indefinate hiatus
GOOD NEWS: Version 1.0c is out! Should fix up a few things. Hasnt been tested much, so please do comment. Download link is in comment thread, should also be in news soon.

*****Watch News Page for Latest Updates*****

This mod plans to be an expansion to Broodwar, just like how Broodwar was an expansion to Starcraft. It will add new units to all races WITHOUT REPLACING EXISTING ONES!!! We will, however, replace heroes and other non-melee-game units and critter graphics to do this. This is for melee games only. Please e-mail power_Archives123@yahoo.com is you have a suggestion or would like to help out.

The Method:
Graphics for critters and other units not used in melee games will be replaced. Then, I will assign hero units to the newly replaced graphics. The hero units will be modified and will become the new units in this mod.

This mod will also include:
-A campaign telling the events between Broodwar and SC2
-An AI that uses the new units 

New Terran Units:

-Terran Avenger-
Role: Light flyer unit
Strategy: Harass enemies early in the game to gain an advantage
Requires: Academy, Armory, Weapons Center (NEW)
Weapon: Shotgun

-Terran Rocket Trooper-
Role: Heavy assault infantry
Strategy: Since it doesnt have radial splash, it can be used as an infantry support unit
Requires: Academy, Weapons Center (NEW)
Weapon: Long range rockets

-Terran Harbinger-
Role: SUPERUNIT
Strategy: This unit does good damage but is vulnerable to melee units. Be sure to protect your investment.
Requires: Starbase (NEW)
Ground Weapon: Shock cannon barrage
Air weapon: Skyseek missle barrage

-Terran Warcruiser-
Role: Air SUPERUNIT
Strategy: Include a few in your BC fleet...
Requires: Starbase (NEW) 

New Terran Buildings/Addons:

-Terran Weapons Center-
Engineering Bay addon.
Researches building upgrades.

-Terran Accelerator-
Addon for any production building
Requires Armory
Builds the units that are created at whatever it is attached to

-Terran Starbase-
Requires all tech.

New Protoss Units:

-Protoss Knight Templar-
Role: Heavy melee warrior
Strategy: Use with zealots and dragoons
Requires: Templar Archives
Weapon: Dual-edged Psi Saber

-Protoss Ravager-
Role: Ranged support unit
Strategy: These are expensive, keep them in the back of your army for support
Requires: Robotics Facility, Fleet Beacon 

-Protoss Vindicator-
Role: Air SUPERUNIT
Strategy: Use this as the lead unit in an air army. Protect it at all costs.
Requires all tech

-Protoss Marauder-
Role: Air to ground bomber
Strategy: Pair with corsairs for a double whammy!
Requires: Templar Archives, Fleet Beacon
Attack: Anti-matter Bombs

New Protoss Buildings

None for melee games. 

New Zerg Units

-Zerg Crawler-
Role: Ranged fighter
Strategy: Very dragoonlike
Requires: Overmind

-Zerg Leviathan-
Role: Air SUPERUNIT
Strategy: Defend this unit with other air units. It can bombard your foes with some nasty attacks!
Requires all tech
Weapon: Acid Bombs

New Zerg Buildings

-Zerg Cerebrate-
Researches building upgrades
Requires: Lair

-Zerg Overmind-
Trains advanced units
Requires: Cerebrate

Campaign Units:

-Terran Grenadier (UED)-
Role: Heavy support infantry
Strategy: Lay laser drones for defense
Requires: Combat Center
Weapon: Flechette Grenade 

Look in the editor for more!

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gg, purp Leviathans! AI Weapons Center
Blog RSS Feed Report abuse Latest News: After 2 years...Version 1.0c

1 comment by modmaster50 on Aug 12th, 2010

After 2 years, since apparently there is still some interest in the mod, I'm releasing a really quick patch that should fix issues with the Harbinger's unstable fortress mode. Avengers have also had their size increased to their air collision should work a bit better.

The memory patcher was slightly updated to add a new feature to let non-standard buildings set rally points correctly (yay!). However, the data started to look incorrect in the modding utility after I updated the mod to the new version. In-game, the mod appears to work properly though.

Let me know if the crashing is reduced or if I broke something else. Also, theres no editor included with this version, as I dont have the utility needed to make the cool modded editors anymore. I might add it back later on. You can continue to use the old version's editor to make campaign maps though.

Download here:
Mediafire.com

Comments  (80 - 87 of 87)
Kiith-Somtaaw
Kiith-Somtaaw Oct 30 2007, 10:12pm says:
Quote:Currently, I still need a team to work on this mod. I have a friend willing to do balance testing when the alpha is created, but I need modders too.

My Concerns:
I'm concerned about the new Terran superunit: the Harbinger. I plan to use the hero seige tank as a base unit. I will leave the tank base as it is, but I will assign the turret to my replacement of the Sarah Kerrigan ghost (Dont worry, ill make her look like a turret). Will this crash the game?


You don't NEED to use the Siege tank, you really need only apply a proper .LOL/LOX turret offset to any unit you want and mount a subunit onto that.

As for the Sarah Kerigan turret; not totally recommended unless you plan to have it emulate an existing turret. There are many properties in DatEdit and iscript that need to be configured before any unit can become a turret, and often the process is painstaking. Even though the unit may initially be mounted, and will fire and work perfectly, the death animation will cause it to crash. If you're using custom graphics and want to go at it though, then it's up to you.

If you want any help in particular, I'm usually logged onto Starcraft as Kiith-Somtaaw@USEast.

+1 vote     reply to comment
modmaster50
modmaster50 Oct 15 2007, 5:59pm says:

read subject!

+1 vote     reply to comment
xDliverancex
xDliverancex Oct 13 2007, 2:56pm says:

plz tell us you know how to use firegraft...

+1 vote     reply to comment
Psiyon
Psiyon Oct 13 2007, 2:51pm says:

Use neutral grp's, like the datadisk, and uraj and khalis cystals.

+1 vote     reply to comment
modmaster50
modmaster50 Oct 10 2007, 6:44pm says:

Currently, I still need a team to work on this mod. I have a friend willing to do balance testing when the alpha is created, but I need modders too.

My Concerns:
I'm concerned about the new Terran superunit: the Harbinger. I plan to use the hero seige tank as a base unit. I will leave the tank base as it is, but I will assign the turret to my replacement of the Sarah Kerrigan ghost (Dont worry, ill make her look like a turret). Will this crash the game?

If it won't work, I would like some suggestions on an alternative.

-modmaster50

+1 vote     reply to comment
modmaster50
modmaster50 Oct 11 2007, 6:33pm says:

Our first in-game pre-alpha concept experimentation will begin on 10/13/07. I will post screenshots from the test. Have fun!

+1 vote     reply to comment
modmaster50
modmaster50 Oct 11 2007, 8:33pm says:

Are there any empty slots for GRP and flingy in Starcraft? If there is, I can keep the critters and instead, replace these slots.

Thanks

+1 vote     reply to comment
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modmaster50
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Released Dec 30, 2007
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