The Concept
Starcraft Team Fortress, commonly referred to as STF for short, is a TC (Total Conversion) for Starcraft. Based on the popular Half-Life mod, TFC (Team Fortress Classic), the goal was to merge the unit concepts of TFC with the Real-Time Strategy environment of Starcraft, and create an entirely new style of gameplay. In a typical RTS, you have what are called Tech Trees, where you must build certain structures before being able to create more advanced units and buildings. In STF, the tech tree system is completely eliminated. Instead, there is a primary structure called a Hub, and from it five different types of add-ons can be built. Each add-on can create two specialized units, but a Hub can only have one add-on at a time. So, the player must choose his add-on carefully.
Unlike in the Tech Tree stucture, there is no hierarchy of units. Rather, every unit in STF can stand their own against any other unit. This creates a choice system in which the player decides how they will play the game, rather than eventually build up to it as standard in RTS games.
This is the pinnicle innovation of STF, creating a new type of gameplay never before seen. Simple, elegant, and fun, the key ingredient is choice.


The Gameplay
Each add-on's units are tailored to appeal to different playing styles. The Assault Facility is for those who like the direct approach. Tough, powerful, but slow would characterize the units of Assault. The Pyrotechnic Facility is for those who like mass destruction, explosions, and fire. It requires a little more tact than Assault, but can be just as hard-hitting. The Espionage Facility, on the other hand, is for those who like the stealth approach. Knocking off units one at a time or confusing the enemy is what Espionage is all about. The Support Facility emphasizes speed and special abilities, making them perfect for players whom enjoy harassing their opponent. Finally, the Siege Facility is most desirable to the methodical, calculating attacker. With the units it can produce, a well-planned and orchestrated pincer attack can level an enemy fortification within moments.
A Hub is quite expensive, but a player isn't limited to just one. So, later on in the game, the player will be able to build a second Hub when they can afford it, but then they must decide once more, which add-on will they choose to compliment their already existing one?
Unlike most RTS games, STF emphasizes small squad tactics, rather than massive armies. Through a system of high costs and low supply head, the game becomes a skirmish war, rather than one giant build-up of units and a single ultimate 12-second end-game battle. An individual unit's importance is much greater in STF, and keeping him alive is key. In combat, tactics are what win in STF, not build strategy and overwhelming massing. One beta tester commented after losing a game of STF, "This is intense!"


The History
STF has been in developement for well over a year, having started as the brainchild of Hercanic on June 5th, 2001. After three months of basic developement, Hercanic managed to recruit the likes of JackBlack, and upon producing the first unit graphics, launched a sensation that landed the STF Team a spot on the popular gaming site, Campaign Creations. From there, the staff has grown with great talents like Edgen and Xealous. Our goal is to create the first complete Total Conversion ever made for Starcraft, and we aim to please.