Supreme Annihilation V1.0

Supreme Annihilation V1.0

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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Supreme Annihilation V1.0

Post by Tired »

Supreme Annihilation V1.0 http://img27.picoodle.com/img/img27/4/3 ... 0e03ef.jpg

Latest SA by Gota: http://spring.jobjol.nl/show_file.php?id=1225

What it is:

Supreme Annihilation is the latest in a series of modifications to the RTS classic Total Annihilation as modified to fit the Spring engine. This mod is based on an Absolute Annihilation / Balanced Annihilation / Tired Annihilation for unit options and basic gameplay, and has many elements of lua and special effects found in Complete Annihilation and XTA.


List of significant changes from its predecessors:

Supreme Annihilation├óÔé¼Ôäós unit balance is based on a refined costing formula established for a proof-of-concept in Tired Annihilation. Many unit options / bugfixes have been integrated back in from Balanced Annihilation. SA features advanced effect options (LUPS from Complete Annihilation and BA, Dinamic Shadows) and integrates autoloading support for AF├óÔé¼Ôäós Music AI to facilitate dynamic background music, along with several other sound tweaks (BLURBBLURBBLURB when units can├óÔé¼Ôäót move, for example, has been removed).

Several notable gameplay factors include functional artillery, effective ground-based anti-air, standardized Build Times, functional mobile anti-nukes, radar units that don├óÔé¼Ôäót attack, and a variety of functional, effective starting options that don├óÔé¼Ôäót force competitive players down narrow build paths. SA features CA lua effectively integrated into BA core gameplay, such as unit morphing, cloaking fields, and Unit Transport. SA features TA innovations such as Commando bomb planting, false radar signatures, and additional floating units in the form of floating nano towers, floating shields, and AA LRPC ships.


A Note on Graphics:

At this time, SA is not using certain new models, in particular new Commanders and Mr.D├óÔé¼Ôäós Core+1 series. This is because, while many new units are very nice, and in some cases improvements on the old, they do not fit into a consistent visual theme. Core+1, lacking Arm+1, for example, serves only to make the old models look worse by comparison. Certain weapon effects, most especially those that XTA and CA are becoming known for, fall into this category as well.


Where to get it:

http://www.tasdownloads.com/download.php?m=SA.sd7


Credits:

OTA

Project Leader Chris Taylor

Design Chris Taylor

Art Lead Clayton Kauzlaric

Assistant Producer Jacob McMahon

Game Programming Chris Taylor

Programming Jonathan Mavor, Jeff Petkau, Brian W. Brown

Additional Design Ron Gilbert, Jacob McMahon, Richard W. Smith

Musical Composition Jeremy Soule

Sound Design Frank Bry

A.I. Programming Bartosz Kijanka, Jeff Petkau

Producer Ron Gilbert

Lead Mission Design Nathan Doster

3D Units & Buildings J. Clayton Corbisier, Mike Fisher, Kevin Pun

Movie Supervisior Kevin Pun

Movie Team Rebecca Coffman, J. Clayton Corbisier, Mike Fisher, Scott Robinson, Steve Thompson

Network Programming Rick Lambright, Kurt Pfiefer

Background Art John Baron, C.H. Burpee, Clayton Kauzlaric, Steve Thompson, Mark D. West

Interface Art Adrian Bourne, Rebecca Coffman, Mark Collen, Cory Hamilton

Mission Paintings Jarrett Holderby

Frontend Programming Kurt Pfiefer, Kevin Smith

Editors and Tools Jason King, Brad P. Taylor, Brian W. Brown

Mission Assistants Bradley Keith Lyons, Matthew D. Schroeder, Jason Stiney

Production Assistants Shane Hendrix

Production Lawton Watkins

Writer David Grossman

Quality Assurance Manager David Nixon

Test Lead Ruth A. Lopez

Quality Assurance Hardware Technician Cullen Hadersburger

Playtesting Ruth A. Lopez, Kyle Casperson, Todd Clausen, Casey D. Stein, Eric Helbig, Dirk Hunter, Justin Isaac Copeland, Matt Julich, Aaron Kempf, Marcus King, James Krieger, Steven Kuo, Miene Lee, John R. Lewis, Garrett Link, Bradley Keith Lyons, Bryan Macdonald, Joe Mullenix, Randy Ochs, Wade Racine, Charles Roberts, Tariq Sahal, Matthew D. Schroeder, Eric Snyder, Jason Stiney, James Willich, Tim Wright

Narrator John Patrick Lowrie

Conductor Cullen Thomas

Music Coordinator Audrey deRoche

Orchestra Recorded and Mixed by Rick Winquest

Orchestration Larry Kenton

Computer Score Transcription Benoit Grey

Orchestra Contractor Simon James

Studio Manager Reed Ruddy

2nd Engineers John Burton, Sam Hofstedt

Special Thanks To Ralph Giuffre, William Kidd, Sam Linse, Patricia Longeran, Marsh Macy, Mark Maling, Dave Timoney, John Uppendahl


Absolute Annihilation for Spring

Caydr

Balanced Annihilation

[WarC]NOiZE
[WarC]DayWalkeR
[WarC]Sleksa

LUA support

jK
The CA design team
Noruas
[TN]Ray

Modelling / Texturing/Art

Mr.D
Machio


Unit Balance and Testing

The Spring online community
Some fbi n00b


If you feel you should be on this list but don├óÔé¼Ôäót see your name, post here or PM Tired.
Last edited by Tired on 20 Jul 2008, 07:39, edited 3 times in total.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Supreme Annihilation V1.0

Post by tombom »

sounds nice i'll try it later
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Supreme Annihilation V1.0

Post by Machiosabre »

yay! BA replacement time!
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Re: Supreme Annihilation V1.0

Post by Day »

good stuff, play it people
yosemite
Posts: 49
Joined: 08 Aug 2007, 21:26

Re: Supreme Annihilation V1.0

Post by yosemite »

i want to try that sounds interesting
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Supreme Annihilation V1.0

Post by Beherith »

Great balance, snappy gameplay, no limits.

Almost no unnessecary micro is needed, the mod works for you, not against you.

Whorey, porcy, spammy.

Play SA, it eez deeelishus.
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Peace
Posts: 101
Joined: 16 Sep 2005, 07:20

Re: Supreme Annihilation V1.0

Post by Peace »

Sounds awesome. Hosting right now.... ;)
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Supreme Annihilation V1.0

Post by Teutooni »

Hm, 'take best features out of each mod and combine them into a consistent game' sounds really promising.
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Supreme Annihilation V1.0

Post by Peet »

hueg list of credits
You forgot the maker of uberhack
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Supreme Annihilation V1.0

Post by LordLemmi »

It´s nice that you learned to add credits ;) maybe you should add the name of The Registered One, for the talon Ufo, it´s still in your modfile.

So i say good work when you really havent stolen and quested everyone ! :)

Maybe now i like to play it too.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Supreme Annihilation V1.0

Post by Otherside »

lol @ the credits

just another *A sure it will have solid "balanced" gameplay but no innovation and near identical factions again wats the fun in that

- 1 boring
Last edited by Otherside on 04 Mar 2008, 23:13, edited 1 time in total.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Supreme Annihilation V1.0

Post by REVENGE »

Is this actually good? I enjoyed TiA quite a bit.
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Peace
Posts: 101
Joined: 16 Sep 2005, 07:20

Re: Supreme Annihilation V1.0

Post by Peace »

Otherside wrote:lol @ the credits

just another *A sure it will have solid "balanced" gameplay but no innovation and near identical factions again wats the fun in that

- 1 boring
Go away pls nub. You didnt even try it.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Supreme Annihilation V1.0

Post by [Krogoth86] »

Why didn't you fix the floating shield textures? It's a 1 minute job...
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Supreme Annihilation V1.0

Post by Tired »

Because no one complained about them. Feel free to fix them yourself and mail in the edit. =P

Edit: Thanks. =)
Last edited by Tired on 04 Mar 2008, 23:55, edited 2 times in total.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Supreme Annihilation V1.0

Post by [Krogoth86] »

Tired wrote:Because no one complained about them. Feel free to fix them yourself and mail in the edit. =P
Piece of cake (attached files to this posting). Don't forget to fix the buildpics too... :wink:
Attachments
floating shield core part 02.7z
Fixed Floating Shield Textures Core Texture2
(79.7 KiB) Downloaded 70 times
floating shield core part 01.7z
Fixed Floating Shield Textures Core Texture1
(181.22 KiB) Downloaded 87 times
floating shield arm.7z
Fixed Floating Shield Textures Arm
(231.69 KiB) Downloaded 97 times
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RedDragon
Posts: 44
Joined: 12 May 2005, 05:39

Re: Supreme Annihilation V1.0

Post by RedDragon »

Pwnage 2b.

I shall rule once more!
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Supreme Annihilation V1.0

Post by Neddie »

My only objection thus far to SA is in the generic feel it reintroduces to the same old content. It's not any worse balanced than BA or TiA, but it seems much less fun. Perhaps this will change as I play more.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Supreme Annihilation V1.0

Post by rattle »

Another soup mod for the hall of shame? :P
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Supreme Annihilation V1.0

Post by BaNa »

Theres a reason that a ton of veterans and GOOD players play this mod. It really is good. No strange or foreign changes to the gameplay that made TA-AA-BA good, but a nice balance and it really is fun to play.

Go play a game now.
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