Supreme Annihilation V1.0
Posted: 04 Mar 2008, 22:28
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.
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.