Supreme Commander [Scorch]
I present to you all Supreme Commander, an adaption to the massive RTS game Supreme Commander & Supreme Commander: Forged Alliance. Supreme Commander is focused on using an Armored Command Unit (or ACU) to build a base, then upgrading units to reach higher technology tiers, and conquering opponents.
I) Tiers
All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage.
II) Economy
Supreme Commander uses only two resources, Mass and Energy, to produce units. To acquire mass you must construct Mass Extractors on Mass Deposits, several of which are located nearby, others you must expand your base to control. A secondary way to acquire mass is through the construction of Mass Fabricators, these method however is inefficient as there is a rather large amount of energy used to produce mass through these structures. It is also worth noting that Mass Fabricators are volatile, in that they explode when destroyed, damaging all nearby units.
To produce Energy you must construct Power Generators, all generators are volatile as well so be careful when constructing these as you may want to keep them apart from your high-value structures while still keeping them protected from an opponent who seeks to damage your economy.
III) Victory & Defeat
Victory is rewarded to the player who is able to conquer all other players on the map.
You are defeated when your A.C.U. is destroyed in battle.
IV) Changelog V1.18
- AA attack of the EX Aircraft Carrier: CZAR has been upgraded.
- AA attack of the EX Assault Bolt: Megalith has been upgrade.
V) Known Bugs
- The T1 Land Factories model seems to disappear for a short time after being constructed (Cause Unknown at this time.)
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This map is based off both Supreme Commander & it's expansion Supreme Commander: Forged Alliance.
SEARCH FOR: Supreme Commander [Scorch]
- Available on NA servers.
Features I was not able to implement from the original game:
- Adjacency system for economic structures.
- Was only able to half-implement the resource income/cost system.
- There is only one race implemented as there are not nearly enough units to complete all 3 races.
Credits to Gas Powered Games for creating the original Supreme Commander game and inspiring this project.
Once again I have risen from the grave and updated the map again.
"Still" Known bugs
I have recently re-published the map back onto NA Bnet. Enjoy :P
The map is currently on NA and EU servers, just search for the name Supreme Commander on the custom games list.
You may want to bring a few friends however since the map has pretty much dropped off the custom games list sadly :(
Or how how could I play on this map? [:
Can we please get this uploaded to SEA?
so how do i download this map? im new to sc2mapster and heard the you can download maps and stuff here. and this looks like a really cool map i got sup com 1 & 2 (the first one was better)
The map should now be fully localized on EU Bnet.
@Pimpmunkeh:
"My brother had a nice couple of 1v1s when I found this. Nice map. The only real bug I found was the air crash sometimes fails to remove the model. After large air battles, there will be a few of the crashed air craft model on the ground that are un-selectable and black but never go away."
"For game play reasons, a scatter button would be nice. Artillery are just absolutely dominate in this map because SC2 pathing is so good. Units clump so tight that a few good barrages leaves you smashed."
"Also, all munitions in Sup Com are individually simulated. (I'm sure you know this) So, thus, each shot is calculated and has it's own trajectory. Since this map does not have that, the behavior of the battles does differ a little. For instance, you'll still have the SC2 effect of the t2 tanks shooting through buildings to hit targets on the other side."
My brother had a nice couple of 1v1s when I found this. Nice map. The only real bug I found was the air crash sometimes fails to remove the model. After large air battles, there will be a few of the crashed air craft model on the ground that are un-selectable and black but never go away.
For game play reasons, a scatter button would be nice. Artillery are just absolutely dominate in this map because SC2 pathing is so good. Units clump so tight that a few good barrages leaves you smashed.
Also, all munitions in Sup Com are individually simulated. (I'm sure you know this) So, thus, each shot is calculated and has it's own trajectory. Since this map does not have that, the behavior of the battles does differ a little. For instance, you'll still have the SC2 effect of the t2 tanks shooting through buildings to hit targets on the other side.
I also havn't tried it yet, but is it possible to create the Ghetto Gunship still since I'm assuming by the units in the map, this is UEF we're playing?
Gah he said he localized it... I'll talk to him.
Hmm found the game in the list earlier on EU ... doesn't surprise me that it's at < 2 games/hour.
Not localized at all, all buttons have /param/value as tooltip (on german client at least). Better get someone to do the publishing who knows about the localizing ;)
Greetz Raithwall
My EU contact should have the map uploaded sometime tomorrow, I'll see what I can do about the other servers.
Please upload it to SC2mapster for non-NA players. :) Asian B.net is merely a barren. :(
V1.7 is now Live on NA Bnet.
@dra6o0n: Ya the cost over time system is extremely difficult to implement, I've brainstormed the basis for it but theres so many different factors that would mess it up.
@nitroball: I've spoken to Hellgate :P he allowed me to use his system he created for the Air Crash effect in exchange for my units. I'm not to interested in porting in all the units from Supcom though, I have enough troubles with actors as is, I don't want to have to try and code hundreds of them.
@Dodofant: I'll speak to my EU contact and see if he wants to publish it on EU for me :)
@fierc3lemon: Well I've only had 1 real test for the map, sadly both were new to SupCom and only one knew half of what he was doing :(
very nice. How many units was in your biggest battle?
pls EU servers
Wow, that's awesome. I love SupCom back from the Total Annihilation times. Although SupCom isn't the "real" sequel. I started porting SupCom units into SC2 for the (other) http:www.sc2mapster.com/teams/supreme-comander-developer/ group. Let me know if you need some units ported.
The cost over time system basically has em spend 1 unit of resource or more per second I think. It'll have to be triggered via scripting but even then I think it's really hard to do... Supreme Commander has a kind of GUI that allows it, but I'm not so sure about starcraft, where 1 building queues up only 1 unit and the buttons allows only 2 functions (on and off).
To make it work, you gotta modify the game of sc2 itself so the buttons can be left clicked, right clicked, and can "build", "pause", and canceled. You'd have to revamp the entire resource system too because in SupCom every resource can be seemly recycled.
SupCom has a load of feature that's pretty hard to change in SC2 because of the way the engine seems to be locked. You'd have to unlock the entire system and remove each of SC2's feature with scripting so you can embed your own codes in.
@Hookah604: Yup I played the Wc3 SupCom maps all the time lol, I've seen the triggers for the map and everything is heavily coded in JASS (Something I've never been good at hehe..) but at some point I may be able to come up with a way to code the Adjacency bonuses and the resource cost over time for every unit.
@Gregzenegair: In a previous version of the map I had a few units that would fire while attacking and I came across a glitch with most models in that they would pretty much freeze in place while attacking if they were moving at the same time, so I didn't implement it at this stage of the map.
You are able to queue up to 25 units at a time at each factory.
At the moment I did not implement a cap for Energy and Mass for resources this is again due to the fact that I wasn't able to replicate the cost over time system that every unit/structure has in SupCom (Every unit costs their total cost up front.)
@ryyyiu: What do you have against the map?