Archive for the 'Mods' Category

Playing with Total Annihilation-style metal maps

Friday, August 3rd, 2007

Once upon a time, there was a game called Total Annihilation. It was very much like Supreme Commander, except the models were simpler and mass was metal, oh and there were no annoying Jehova’s Witness aliens with overpowered tech 1 tanks. Anyway, while the economy was much more unforgiving to those who failed Resource Management […]

The SCA UI mod

Wednesday, June 27th, 2007

Unlike some other big name PC games in recent memory (I’m looking at you, Oblivion!), SupCom ships with a fairly respectable default interface. There are a few little annoyances, like the upgrade system, but it is by and large intuitive and functional. Because of this, most players probably don’t feel the need for a user […]

Art of Defense review and replay

Friday, June 15th, 2007

A recent addition to the GPGnet map vault is Saya’s “Supreme Art of Defense” custom map. While simple, the gameplay proves to be quite challenging and addicting. Basically, up to four players line up and each one attempts to survive for as long as possible against wave after wave of enemies. The player starts out […]

Mods and units should come to The Vault

Tuesday, June 12th, 2007

The Vault on GPGnet has much potential that it isn’t living up to. Right now the only user-uploadable category it has is maps. This has done wonders for the custom maps scene in multiplayer. You actually see people regularly playing custom maps these days, which is great. And if you haven’t downloaded some custom maps […]

A review of “Zone Control”: the new custom map sweeping GPGnet

Thursday, May 31st, 2007

Saya and AngryZealot have just released Zone Control, and it is now up to version 2 on the map vault. Already big name players such as Unconquerable have picked up the game mode, and soon after the map vault was released both versions had over 100 downloads and 5 star ratings. In addition, the most […]

GPG: You must implement automatic custom map downloading

Wednesday, May 16th, 2007

One of the largest deficiencies in Supreme Commander custom multiplayer right now that will only be made even more obvious with the release of the new patch is the lack of automatic transmission of custom game elements (such as units, maps, and mods) between players. This lack means that, in order to play a custom […]

All the mod news that’s fit to print

Sunday, April 29th, 2007

A lot is going on in the mod community, and those crazy helpful GPG employees are posting like mad, so heres a quick rundown of whats going on with those crazy modders and mappers. O has just confirmed that replays storing chat is planned, though it won’t be in the next patch. For anyone interested […]

Third party Mod Vault

Saturday, April 28th, 2007

Thanks to Jotto for pointing me to the Supreme Commander Mod Vault. It’s a free third-party application made by D2K Studios that basically works as a vault for mods in the same way that GPGnet works as a vault for replays. As of this moment the mod vault has 34 different mods in it available […]

Davids v Goliath

Thursday, April 26th, 2007

While waiting for the next patch, I’ve come up with a 1v1 custom game idea significantly different from normal gameplay that doesn’t require any of the new custom map code coming in the new patch. Here’s how it works. Select a small, flat map. Set the options as follows: fog of war: none, unit limit […]

The State of the Mods Address

Friday, April 13th, 2007

Mods are flourishing right now in Supreme Commander, and it’s only going to get better. The next patch is going to be amazing for the mod community, including improvements to the way mods and maps are handled, an official map editor, and the continued promise of help and support from the GPG team. The mod […]