Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.
The map plays out in space but one of the main aspects of the game is the inside of the battlecruiser. Not only can you fly around in space, you can also run around inside the battlecruiser.
This is vital part of the game because managing a battlecruiser is not an easy task. There's a multitude of things for all the crew members to do. When you are in battle with the enemy on your heels, your shield offline, fires everywhere and 3 crew members unconscious you will wish you had three times the crew members.
Project details
We've been working on this since autumn 2011. Current team: Siretu(Data/Triggers), exuvo(Triggers), Syndrome(Terrain).
We're not in a dire need of more people. But if you're great at data/triggers, we might be interested since exuvo barely have any time for the project anymore. Also, if you're a good terrainer who'd like to design spaceship interiors, we might be interested in having you help Syndrome in case we decide to expand with more ship types. A good modeler would be great, since we have several models we need.
If you don't fit any of these descriptions, we still want your help. Suggestions, bug reports and balance discussion helps us improve the game. Make your voice heard on the forums here: http://www.cruisercommand.com/
I will personally read all your feedback and probably comment on it with what I think about it and potential issues.
Content
Early game miningWraith harassing an undefended minerUsing teamwork to bring down the enemy wraithUsing the Battlecruiser's broadiside lasers to deter an enemy wraithThe dual lasers can be aimed anywhere on the screen. One shot is fired from each wing and they cross paths in the point you right-clickedLots of firepowerEnemy shields are finally going down. Almost there!When the shields are down, the ship really starts to take damage. The inside is now a dangerous place to be.Here's the PoV of the losing team's power engineer using the power interface to divert more power to everything. Unfortunately, the main capacitor is quickly running dry and they wont be able to keep it up for long. For the record, they survived the fight with 400hp. The game continued for another 50 minutes before we finally defeated them.Elevator and door to the left hangarThe shield core on the second floorCorridor between the shield core and the hangar
We have several concepts that weren't in the warcraft 3 version. To list a few:
Boarding/Sabotage (NYI)
Two floors
Advanced AI players to make up for the lack of human players(so you don't need to find 10 friends to play it) (Still buggy)
Broadsides(Since battles used to consist of just ramming the enemy battlecruiser while firing all your lasers and missiles while hugging the enemy battlecruiser, we decided to add broadside lasers to try and encourage a more strategic attack plan.
This looks awesome! I loved the Warcraft 3 version despite its lack of popularity. It's a great concept and I hope you guys do it justice.
One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.
Good luck with the project though. I look forward to seeing this map in the future.
I havn't played the Warcraft version, but I have to say that it looks intriguing.
That shield core looks sweet, one thing though:
The transition between the black walkway texture and the floor texture doesn't really do the rest of the terrain justice, if you cover the sides up with decals (like the white lines), I think it could look better.
This looks awesome! I loved the Warcraft 3 version despite its lack of popularity. It's a great concept and I hope you guys do it justice.
One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.
Good luck with the project though. I look forward to seeing this map in the future.
We will try to find an incentive to fight earlier. I think the risk for enemies boarding will make the early game interesting. You may even board the enemy's battlecruiser and steal as much of their minerals as you can carry.
I havn't played the Warcraft version, but I have to say that it looks intriguing.
That shield core looks sweet, one thing though:
The transition between the black walkway texture and the floor texture doesn't really do the rest of the terrain justice, if you cover the sides up with decals (like the white lines), I think it could look better.
Looking forward to seeing how this turns out (:
Thanks for noting the ugly transition. It's fixed now :)
Hi!! i've replied your PM anyway, it's a Great!! project!! u've made a HUGE progress.... and i'll try to help u with everything i can...
what are u doing first?? are u going to make the same upgrades that in the original map?? i mean.. same projectiles.. same skills... same consoles....
and how works the second floor!!!??? it's a great idea!!! but... it's fast to get there??doesn't it slow the game? and.... isn't better that in the second floor there would be the "Ship bay"? and about the mining vessel it's ok to use the model of the medvac, but isn't more apropiate maybe (just maybe) the colonial ships used to evac the poeple on the first mission of ariel Hanson? all of this are opinions.. don't take it too serious.
Thanks for everything and i'd like to see it released soon!!
We're probably going to take a lot of upgrades from the original game but we will probably also add our own. There will be some new consoles like the damage control.
I think the second floor will work out fine. It will add a bit more space to make boarding more interesting. I can't really tell you for sure that it wont slow down the game but I think it'll work out fine. We'll see when we get a playable version up.
The ship bay(or hangar as we call it) is on the second floor. The second floor is the bottom floor so the original floor is on the top.
The mining vessel will not have the medivac model, it is just temporary. The mining beam shown in the picture is also already replaced with something a bit more fancy.
One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.
Perhaps active combat is the only way to get credits or the like with which to improve your cruiser, if there was a mechanic to FORCE the opponents to play by making combat help them improve, instantly you will find combat is more regular (i guess :-/ ). Look at DOTA, only way to improve is by killing things...
Hi!! i see this post isn't correctly actualizated anyway, i'll help Siretu.
Recently, he opened a page in wordpress to discuss all the new stuff he's doing and he's actualizaing it quickest than this post. Here is the direction:
http://starcrafteditorial.wordpress.com/ So please to everbody interested in the project, come, comment and participate if u want to make a good game!!! also i'm sure people will enjoy to see how the game get more things finished. The last thing he actually did was the radar skill of the mining vessel.
Right now it just hava a couple of articles, but Siretu hopes to make more in a days.... he explains all in that posts.
Thanks!
Great news!!! the map has been released!!! at least!!! :D right now i just now that it has been just in the US servers, and it's on page4 of custom games; but i don't know about the EU version.. anyway, you'll find a really good Tutorial in the Worpress page that i posted before.
Its released on EU since a long time or at least I played it months ago and I did play it about a week ago too with much more updated version.
The main problem with the map it lacks of nice tooltips and some kind of tutorial.
(also he could have made it more open ended, like infinite upgrades with increasing costs)
Yeah, I've been working on it for a long time now, publishing new versions every now and then. I think most of themaster2012's message was written on another site several months ago, and he just copied it over. Right now the wordpress page has a decent amount of posts, even if I don't have time to post regularly. I've obviously come a long way since then.
I'm not quite sure which tooltips are lacking. I think the only tooltips that I've left empty were the increase/decrease core production, and that was only for a patch or so.
Infinite upgrades is not something I have even considered. It's something I'll have to think about at a later time.
Did you play it by yourself, or did you get others to play with? It can be rather boring in single player.
@Siretu: Go
I played with others. Actually last time I won with Ducky against 4 players, was pretty epic.D
Ahh this reminds me that you should make the engine's power consumption not linear. I turned of the engines and put all the power on weapons, thats how we could win in 2v4. (it should be something like this: Speed = (power^0.6)*x )
About tooltips, I not remember very well but I think some of them lacked basic information, like how much damage do the torpedoes, also some of them are bit too long, if you make it long anyway at least color the important parts. (yellow color grabs the most attention)
Also, you probably know that bots (drones) dont mine and have trouble with torpedoes.D. You should make a message when player leaves that you can use them as drones, because it took me half hour to figure that out. Also if the leaver player was mining, his ship should return automatically...
I'm not sure I understand your reason for making engine's power consumption non-linear.
I'll try to fix the tooltips. I know the missile tooltips lack damage information. I'll add that in.
I'm not sure when you played, but drones mine pretty well and I've never had any problems with them loading missiles. At least not since I updated them a couple of weeks ago. They can now actually transition between different orders without being stuck on one order forever.
There is a message when the player leaves that tells you that you can use them as drones. However, I don't think many people notice it since it's in the middle of the "XXXX left the game. etc etc etc." And most people just read the first part.
I agree that the ship should return, I'll see what I can do about that.
Here's a preview of the upcoming hacking feature. It's going to be released along with boarding and the new terrain as well as an in-game single player tutorial mode. It'll hopefully be released around the same time as the SC2 1.5 patch.
New terrain?
I played 2-3 days ago and I didnt find any bug which is really nice. However that mining ships which eats the asteroid is really hard to use...
I suggest you should change the lightning of the map. The arcade space platform lightning really works well in space maps.
And increase the start hp of the mining ships from 1 hp. As I can instantly kill them with mining ships by attacking them with the mining laser.
Also maybe add option to vote for noob mode where your main cruiser is revived if it dies (like max 5 times). If the teams unbalanced you may want more than 1 chance to fight until death:D
And I see what you want with the green resource, so the ships must fight for something. But if you win the first battle over it, than you are really far ahead of the other team. Maybe you should add capture able points (for example planets), which would give small mining bonus or dont know what, but it would result in continuous fighting over the points and it wouldnt give big lead for any of the teams.
Oh damn. The miner health was a debug thing. I'll upload a new version.
The new terrain is coming with the next patch. I'll see how the lightning looks.
I'm don't know if I want a respawn feature. I am going to implement a rematch feature though.
For the green resource, I might change it entirely to some income based thing. I could also make something else happen at around the same time so you get a choice.
What do you think about the hacking? Too hard? Too easy? Too boring? Too complex?
I see hacking as surplus.. I dont think thats what people want to play...
Well about the green thing. I think you need to add something which people must fight for and I would like if this thing would be at several places on the map. So you could assault on it with small ships.
hmmm If you add revive you could add different modes: For example a FPS conquest mode, where you have flags on the map and you have to hold it (in these case it could be planets or something like that). Or a mode where you have to mine x amount of a resource type to win the map.
I think these would make the game more interesting... as it currently really just upgrade your ship to max and attack the other ship and thats all the game ends there... Its pretty straight forward...
HI!! first of all, i'm really surprised to see people talikng about this map (even if it's just you two xD) anyway, it's good to know that people show some interest . About my post, i used to rewrite it, to not make double or triple-post talikng about updates and stuff.. that's why m post doesn't have so much information.
Anyway, will you update the info in the first post to show the progress of the game??, also you should say something about the new forums, the chat channel, and all the other webs about this map. I've another question; are you InsOmi?? or you know someone with that nickname in battlenet?? he's the uploader of the map; it's that you Siretu? he talked to me last time, but i was playing with a friend, and couldn't response him.
Now, talking about the map... about the hacking feature, the idea it's great!! but it seems pretty hard to use for non-programmers users, and when u infiltrate into the enemy's cruiser, u'll want to make some direct damage like steal minerals or kill someone; i see it as a great tool, and i'll try to use it when it's implemented (to unstabilice the core and make them blow up :D), but i don't think it will be used so often.
Now that you're implementing weapons for the boarding, plz, don't use friendly fire, because it will be used to kill people in a console to get that console xD.
I've also read all about the green minerals that you're talking about, right now, i think it's a great method to add some early fights with the vessels, but as u said before, the one who takes it, has a HUGE advantage in that moment, so now that you're adding boarding, you could add some orbital instalations, that can be captured and gives green minerals over time; of course,you can add this stations for every kind of mineral, and to not abuse it from the begining, it can be really well protected; (so you need some good equipment to achieve it).
Also, there can be some random green minerals all over the place like in the WIII map with the purple mineral.
For last, about creating new modes and diferent ways to play... i'm not agree, the point of the game it's quite simple: Destroy the enemy's cruiser.
if you start adding diferent missions to it, you'll convert this map into somekind of minigame arenas, and i don't like minigames arenas.
What i want it's to manage a cruiser with my friends in a team, and launch missiles, fire lasers, mine, upgrade, and boarding, and... well all the stuff you can imagine with a cruiser, but i don't like to have diferent main missions, maybe, you can implement those as secondary objectives, and maybe they grant some bonus to the first team who achieves them, but the main objective has to be always the same: to crush the enemy's cruiser!!!
I think that's all, also, i remember to everyone interested in this that now there a chat channel ingame called Cruiser Command.
There's a blog called http://starcrafteditorial.wordpress.com/
This map is based on the Warcraft 3 custom map Cruiser Command.
Forums: http://www.cruisercommand.com/
Blog: starcrafteditorial.wordpress.com
Chat channel: Cruiser Command
Published on: NA and EU
What is Cruiser Command?
Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.
The map plays out in space but one of the main aspects of the game is the inside of the battlecruiser. Not only can you fly around in space, you can also run around inside the battlecruiser.
This is vital part of the game because managing a battlecruiser is not an easy task. There's a multitude of things for all the crew members to do. When you are in battle with the enemy on your heels, your shield offline, fires everywhere and 3 crew members unconscious you will wish you had three times the crew members.
Project details
We've been working on this since autumn 2011. Current team: Siretu(Data/Triggers), exuvo(Triggers), Syndrome(Terrain).
We're not in a dire need of more people. But if you're great at data/triggers, we might be interested since exuvo barely have any time for the project anymore. Also, if you're a good terrainer who'd like to design spaceship interiors, we might be interested in having you help Syndrome in case we decide to expand with more ship types. A good modeler would be great, since we have several models we need.
If you don't fit any of these descriptions, we still want your help. Suggestions, bug reports and balance discussion helps us improve the game. Make your voice heard on the forums here: http://www.cruisercommand.com/
I will personally read all your feedback and probably comment on it with what I think about it and potential issues.
Content
Early game mining Wraith harassing an undefended miner Using teamwork to bring down the enemy wraith Using the Battlecruiser's broadiside lasers to deter an enemy wraith The dual lasers can be aimed anywhere on the screen. One shot is fired from each wing and they cross paths in the point you right-clicked Lots of firepower Enemy shields are finally going down. Almost there! When the shields are down, the ship really starts to take damage. The inside is now a dangerous place to be. Here's the PoV of the losing team's power engineer using the power interface to divert more power to everything. Unfortunately, the main capacitor is quickly running dry and they wont be able to keep it up for long. For the record, they survived the fight with 400hp. The game continued for another 50 minutes before we finally defeated them. Elevator and door to the left hangar The shield core on the second floor Corridor between the shield core and the hangar
We have several concepts that weren't in the warcraft 3 version. To list a few:
This looks awesome! I loved the Warcraft 3 version despite its lack of popularity. It's a great concept and I hope you guys do it justice.
One of the biggest problems I noticed in the WC3 version was the general lack of action. Most of it consisted of getting your BC ready for 20 minutes before one team either maxed their BC out or got bored enough to initiate combat. If there was some kind of incentive to fight all the time it might fix that issue. Maybe even some AI enemies flying around for you to shoot down.
Good luck with the project though. I look forward to seeing this map in the future.
I havn't played the Warcraft version, but I have to say that it looks intriguing.
That shield core looks sweet, one thing though:
The transition between the black walkway texture and the floor texture doesn't really do the rest of the terrain justice, if you cover the sides up with decals (like the white lines), I think it could look better.
Looking forward to seeing how this turns out (:
We will try to find an incentive to fight earlier. I think the risk for enemies boarding will make the early game interesting. You may even board the enemy's battlecruiser and steal as much of their minerals as you can carry.
We will consider AI enemies.
Thanks for noting the ugly transition. It's fixed now :)
Hi!! i've replied your PM anyway, it's a Great!! project!! u've made a HUGE progress.... and i'll try to help u with everything i can...
what are u doing first?? are u going to make the same upgrades that in the original map?? i mean.. same projectiles.. same skills... same consoles....
and how works the second floor!!!??? it's a great idea!!! but... it's fast to get there??doesn't it slow the game? and.... isn't better that in the second floor there would be the "Ship bay"? and about the mining vessel it's ok to use the model of the medvac, but isn't more apropiate maybe (just maybe) the colonial ships used to evac the poeple on the first mission of ariel Hanson? all of this are opinions.. don't take it too serious.
Thanks for everything and i'd like to see it released soon!!
We're probably going to take a lot of upgrades from the original game but we will probably also add our own. There will be some new consoles like the damage control.
The main thread is at http://www.thehelper.net/forums/showthread.php/166933-Project-Cruiser-Command?p=1369317 where I also did a write up on the current progress. You can find a description about the damage control console there as well.
I think the second floor will work out fine. It will add a bit more space to make boarding more interesting. I can't really tell you for sure that it wont slow down the game but I think it'll work out fine. We'll see when we get a playable version up.
The ship bay(or hangar as we call it) is on the second floor. The second floor is the bottom floor so the original floor is on the top.
The mining vessel will not have the medivac model, it is just temporary. The mining beam shown in the picture is also already replaced with something a bit more fancy.
This looks sick :D
Perhaps active combat is the only way to get credits or the like with which to improve your cruiser, if there was a mechanic to FORCE the opponents to play by making combat help them improve, instantly you will find combat is more regular (i guess :-/ ). Look at DOTA, only way to improve is by killing things...
Hi!! i see this post isn't correctly actualizated anyway, i'll help Siretu.
Recently, he opened a page in wordpress to discuss all the new stuff he's doing and he's actualizaing it quickest than this post. Here is the direction:
http://starcrafteditorial.wordpress.com/ So please to everbody interested in the project, come, comment and participate if u want to make a good game!!! also i'm sure people will enjoy to see how the game get more things finished. The last thing he actually did was the radar skill of the mining vessel.
Right now it just hava a couple of articles, but Siretu hopes to make more in a days.... he explains all in that posts.
Thanks!
Great news!!! the map has been released!!! at least!!! :D right now i just now that it has been just in the US servers, and it's on page4 of custom games; but i don't know about the EU version.. anyway, you'll find a really good Tutorial in the Worpress page that i posted before.
Its released on EU since a long time or at least I played it months ago and I did play it about a week ago too with much more updated version.
The main problem with the map it lacks of nice tooltips and some kind of tutorial.
(also he could have made it more open ended, like infinite upgrades with increasing costs)
Yeah, I've been working on it for a long time now, publishing new versions every now and then. I think most of themaster2012's message was written on another site several months ago, and he just copied it over. Right now the wordpress page has a decent amount of posts, even if I don't have time to post regularly. I've obviously come a long way since then.
I'm not quite sure which tooltips are lacking. I think the only tooltips that I've left empty were the increase/decrease core production, and that was only for a patch or so.
Infinite upgrades is not something I have even considered. It's something I'll have to think about at a later time.
Did you play it by yourself, or did you get others to play with? It can be rather boring in single player.
Looks great! Here's a suggestion: use the old nomad model for the mining ship, looks a lot more like a mining ship than the medivac.
That's an old picture. I agree with you that the medivac is not the best model for it.
I am currently using the blimp (no ads) model for the miner and the nomad model for the mine layer ship.
@Siretu: Go I played with others. Actually last time I won with Ducky against 4 players, was pretty epic.D
Ahh this reminds me that you should make the engine's power consumption not linear. I turned of the engines and put all the power on weapons, thats how we could win in 2v4. (it should be something like this: Speed = (power^0.6)*x )
About tooltips, I not remember very well but I think some of them lacked basic information, like how much damage do the torpedoes, also some of them are bit too long, if you make it long anyway at least color the important parts. (yellow color grabs the most attention)
Also, you probably know that bots (drones) dont mine and have trouble with torpedoes.D. You should make a message when player leaves that you can use them as drones, because it took me half hour to figure that out. Also if the leaver player was mining, his ship should return automatically...
Nice to know some players actually play it on EU.
I'm not sure I understand your reason for making engine's power consumption non-linear.
I'll try to fix the tooltips. I know the missile tooltips lack damage information. I'll add that in.
I'm not sure when you played, but drones mine pretty well and I've never had any problems with them loading missiles. At least not since I updated them a couple of weeks ago. They can now actually transition between different orders without being stuck on one order forever.
There is a message when the player leaves that tells you that you can use them as drones. However, I don't think many people notice it since it's in the middle of the "XXXX left the game. etc etc etc." And most people just read the first part.
I agree that the ship should return, I'll see what I can do about that.
@Siretu: Go Seems like I played an older version than, with the drones. (actually I not really saw if they work or not, just a guy said in the game)
About engine:
if its non-linear, than players wont get much advantage from turning them totally off, when they battle.
Also its more realistic...
Here's a preview of the upcoming hacking feature. It's going to be released along with boarding and the new terrain as well as an in-game single player tutorial mode. It'll hopefully be released around the same time as the SC2 1.5 patch.
Anyway, here's the video:
New terrain?
I played 2-3 days ago and I didnt find any bug which is really nice. However that mining ships which eats the asteroid is really hard to use...
I suggest you should change the lightning of the map. The arcade space platform lightning really works well in space maps.
And increase the start hp of the mining ships from 1 hp. As I can instantly kill them with mining ships by attacking them with the mining laser.
Also maybe add option to vote for noob mode where your main cruiser is revived if it dies (like max 5 times). If the teams unbalanced you may want more than 1 chance to fight until death:D
And I see what you want with the green resource, so the ships must fight for something. But if you win the first battle over it, than you are really far ahead of the other team. Maybe you should add capture able points (for example planets), which would give small mining bonus or dont know what, but it would result in continuous fighting over the points and it wouldnt give big lead for any of the teams.
Oh damn. The miner health was a debug thing. I'll upload a new version.
The new terrain is coming with the next patch. I'll see how the lightning looks.
I'm don't know if I want a respawn feature. I am going to implement a rematch feature though.
For the green resource, I might change it entirely to some income based thing. I could also make something else happen at around the same time so you get a choice.
What do you think about the hacking? Too hard? Too easy? Too boring? Too complex?
I see hacking as surplus.. I dont think thats what people want to play...
Well about the green thing. I think you need to add something which people must fight for and I would like if this thing would be at several places on the map. So you could assault on it with small ships.
hmmm If you add revive you could add different modes: For example a FPS conquest mode, where you have flags on the map and you have to hold it (in these case it could be planets or something like that). Or a mode where you have to mine x amount of a resource type to win the map.
I think these would make the game more interesting... as it currently really just upgrade your ship to max and attack the other ship and thats all the game ends there... Its pretty straight forward...
HI!! first of all, i'm really surprised to see people talikng about this map (even if it's just you two xD) anyway, it's good to know that people show some interest . About my post, i used to rewrite it, to not make double or triple-post talikng about updates and stuff.. that's why m post doesn't have so much information.
Anyway, will you update the info in the first post to show the progress of the game??, also you should say something about the new forums, the chat channel, and all the other webs about this map. I've another question; are you InsOmi?? or you know someone with that nickname in battlenet?? he's the uploader of the map; it's that you Siretu? he talked to me last time, but i was playing with a friend, and couldn't response him.
Now, talking about the map... about the hacking feature, the idea it's great!! but it seems pretty hard to use for non-programmers users, and when u infiltrate into the enemy's cruiser, u'll want to make some direct damage like steal minerals or kill someone; i see it as a great tool, and i'll try to use it when it's implemented (to unstabilice the core and make them blow up :D), but i don't think it will be used so often.
Now that you're implementing weapons for the boarding, plz, don't use friendly fire, because it will be used to kill people in a console to get that console xD.
I've also read all about the green minerals that you're talking about, right now, i think it's a great method to add some early fights with the vessels, but as u said before, the one who takes it, has a HUGE advantage in that moment, so now that you're adding boarding, you could add some orbital instalations, that can be captured and gives green minerals over time; of course,you can add this stations for every kind of mineral, and to not abuse it from the begining, it can be really well protected; (so you need some good equipment to achieve it). Also, there can be some random green minerals all over the place like in the WIII map with the purple mineral.
For last, about creating new modes and diferent ways to play... i'm not agree, the point of the game it's quite simple: Destroy the enemy's cruiser. if you start adding diferent missions to it, you'll convert this map into somekind of minigame arenas, and i don't like minigames arenas. What i want it's to manage a cruiser with my friends in a team, and launch missiles, fire lasers, mine, upgrade, and boarding, and... well all the stuff you can imagine with a cruiser, but i don't like to have diferent main missions, maybe, you can implement those as secondary objectives, and maybe they grant some bonus to the first team who achieves them, but the main objective has to be always the same: to crush the enemy's cruiser!!!
I think that's all, also, i remember to everyone interested in this that now there a chat channel ingame called Cruiser Command. There's a blog called http://starcrafteditorial.wordpress.com/
And there are new oficial forums at http://sc2cc.forumotion.com/