SCBW has a less sophisticated than SC2 or other newer rts, but to say that unit pathing defines BW is grossly inaccurate. Doing so is an extremely obtuse view of the game imo.
Brood War Unit Pathing - Page 2
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Misrah
United States1695 Posts
SCBW has a less sophisticated than SC2 or other newer rts, but to say that unit pathing defines BW is grossly inaccurate. Doing so is an extremely obtuse view of the game imo. | ||
Mylin
Sweden177 Posts
On June 10 2010 02:05 Misrah wrote: for those players thinking that the tremendous amount of skill needed to play BW is figuring out unit pathing- your wrong. SCBW has a less sophisticated than SC2 or other newer rts, but to say that unit pathing defines BW is grossly inaccurate. Doing so is an extremely obtuse view of the game imo. Noone said that but it's one of many things that together adds up to increase the skill ceiling. | ||
Xenocide_Knight
Korea (South)2625 Posts
On June 09 2010 22:46 D-Lite wrote: on the other hand my unit control in sc2 is (id like to think) above average, dont get me wrong, i dont have a gripe with the entire bw control system, i actually appreciate watching good players even more now that i know what it entails to even move your units around the map. So what, you can kite? I hate the sc2 unit pathing. At least in Broodwar, units moved in a line. Like a parade. And who doesn't like a parade? But in sc2, units are just like, "hey we need to move from point A to point B. I know! let's have an orgy on the way. wooo" All the ground units in sc2 are men. sc2 unit pathing is gay | ||
Severedevil
United States4835 Posts
I think 1a or 1a2a syndrome is harder to break in SC2 (people did it in SC1, it was just 1a2a3a and maybe 4a) because it's actually harder to separate and position your units. | ||
HumanGod
Canada24 Posts
dumber units = smarter players welcome to SC ![]() | ||
samachking
Bahrain4949 Posts
On June 10 2010 01:47 VIB wrote: This is 100% wrong, the colision detection in sc2 is just as 2d as in BW. SC2 is a 2d game displayed in 3 dimensions, the gameplay is still 100% 2d. The pathfinding logic used in sc2 is exactly the same as the one used in BW. Which is also exactly the same used of pretty much any other game that ever existed. Pathfinding is a very known science that any average computer science student knows of. There aren't much new tricks to how it's made in the last decades. http://en.wikipedia.org/wiki/Pathfinding The pathing in WC3 and SC2 only feels smoother than the one in BW because the calculations are done faster. Pathfinding is a very CPU intensive process and it's what games spend most of their processing time doing. Since at the time BW launched the computers were slower, if Blizzard pushed too much into the pathfinding the game would slow down. So they simply made units look for new paths less often and used less "pixels" (known as threads) to calculate paths. So computers of 10 years ago wouldn't crash. In SC2 and WC3, since computers are now faster, Blizzard just made units recalculate more often and use more threads to calculate it. Since now computers can handle it. Other than that, the system is exactly the same. The only difference between BW and SC2 pathing is that SC2 is faster. Nothing else. All those dragoons getting blocked in ramps are just symptoms of units not re-calculating their paths more often into smaller threads. Thanks for the correction and really informative post ^__^. I felt the pathing was similar in both games, but I thought it was due to the 2d spacing rather than the computer calculating pathways, thanks for the correction, I guess this makes sense. But again units in BW still felt like they clumped less( despite clumping i.e moving unseiged tanks) in comparison to SC2 units because they took up more space in general, but I guess pathways work for both, but it's messed up at BW ramps or weird places due to pathfinding I suppose. | ||
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ArvickHero
10387 Posts
On June 10 2010 00:50 Stratos_speAr wrote: I really don't see how people enjoy telling their Dragoon to walk across a bridge and then watching it walk literally in the opposite direction. ...What the hell have you been doing? | ||
SuperJongMan
Jamaica11586 Posts
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Stratos_speAr
United States6959 Posts
If you tell a bunch of Dragoons to move across a small bridge, some will inevitably walk the opposite direction for a certain amount of time because they tried to find a new path due to the fact that other Dragoons block their path. They'll walk a different direction for a certain amount of time before turning around again and actually walking across the bridge. It's the same with ramps and small chokes. | ||
faction123
Australia949 Posts
On June 10 2010 07:06 Stratos_speAr wrote: If you tell a bunch of Dragoons to move across a small bridge, some will inevitably walk the opposite direction for a certain amount of time because they tried to find a new path due to the fact that other Dragoons block their path. They'll walk a different direction for a certain amount of time before turning around again and actually walking across the bridge. It's the same with ramps and small chokes. but with proper control you can make them seamlessly move across, if you a move them yeah of course some are gonna stop in the middle to attack andblock the path of the others and cause them to try to find another way around, but obviously the solution is to manually control your units which is just one of the many reasons bw is an amazingly skillful game vs sc2 | ||
cloudica
England43 Posts
The pathfinding logic used in sc2 is exactly the same as the one used in BW. Which is also exactly the same used of pretty much any other game that ever existed. Pathfinding is a very known science that any average computer science student knows of. There aren't much new tricks to how it's made in the last decades. Not true - flowfield pathing is pretty new and only recent games use it (SupCom may have been the first - please correct me if I'm wrong). That didn't exist back in 1998. Like you say - it wouldn't be possible on decade old computers. This demonstrates the difference pretty well: + Show Spoiler + Pathing feels different in SC2 because it's done differently. Collision detection is only a small part of it; collision avoidance has a higher priority when it comes to pathing (Brood War basically didn't have any ![]() If you tried this in brood war you would be waiting for a very long time: + Show Spoiler + | ||
Stratos_speAr
United States6959 Posts
On June 10 2010 07:12 faction123 wrote: but with proper control you can make them seamlessly move across, if you a move them yeah of course some are gonna stop in the middle to attack andblock the path of the others and cause them to try to find another way around, but obviously the solution is to manually control your units which is just one of the many reasons bw is an amazingly skillful game vs sc2 The problem is that the thing that causes the game to require more skill is simply old and outdated programming that's frustrating. It's a terrible design philosophy to have to rely on archaic UI's in order to force the skill ceiling higher. Games should be evolving to make the skill ceiling raise with deeper strategic thinking and more interesting and complicated tasks. It shouldn't rely on bugs and a crappy UI. | ||
Severedevil
United States4835 Posts
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shalafi
394 Posts
On June 10 2010 08:41 Stratos_speAr wrote: The problem is that the thing that causes the game to require more skill is simply old and outdated programming that's frustrating. It's a terrible design philosophy to have to rely on archaic UI's in order to force the skill ceiling higher. Games should be evolving to make the skill ceiling raise with deeper strategic thinking and more interesting and complicated tasks. It shouldn't rely on bugs and a crappy UI. So you think the macro mechanics should be removed? (Or at least, allow more options, like autocast) | ||
USn
United States376 Posts
On June 10 2010 08:54 Severedevil wrote: It's hard for a large group to move through a narrow passage, and often requires someone directing the flow of traffic if you want it to happen quickly. I dunno why it's unfair and 'outdated programming' for the game to reflect that truth. It's also really hard to shoot flesheating bouncing worms at people. Trotting something like the realism argument out brings the level of the forum down. | ||
Lexpar
1813 Posts
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Prototype
Sweden56 Posts
On June 10 2010 07:44 cloudica wrote: Not true - flowfield pathing is pretty new and only recent games use it (SupCom may have been the first - please correct me if I'm wrong). That didn't exist back in 1998. Like you say - it wouldn't be possible on decade old computers. This demonstrates the difference pretty well: + Show Spoiler + http://www.youtube.com/watch?v=1tGEDppMsHk Pathing feels different in SC2 because it's done differently. Collision detection is only a small part of it; collision avoidance has a higher priority when it comes to pathing (Brood War basically didn't have any ![]() If you tried this in brood war you would be waiting for a very long time: + Show Spoiler + http://www.youtube.com/watch?v=ukmd3-C92ic Indeed. The pathing ai of BW considers other units as simple obstructions, no different from static terrain or dodads. Each unit does not consider the movements of other units, hence why they make no effort to 'unblock' ramps and chokepoints. This problem is 'fixed' in SC2, however it is also worth noting that units will in fact 'artifically' clump (more than in BW) as their normal bounding boxes are actually compromised when they move (as can be seen in the video). | ||
QibingZero
2611 Posts
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FlameSworD
United States414 Posts
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Chef
10810 Posts
On June 10 2010 04:47 samachking wrote: Thanks for the correction and really informative post ^__^. I felt the pathing was similar in both games, but I thought it was due to the 2d spacing rather than the computer calculating pathways, thanks for the correction, I guess this makes sense. But again units in BW still felt like they clumped less( despite clumping i.e moving unseiged tanks) in comparison to SC2 units because they took up more space in general, but I guess pathways work for both, but it's messed up at BW ramps or weird places due to pathfinding I suppose. The beautiful thing about SC1 is that you can force your units to recalculate their path as many times as you want just by spam clicking. It even works if you put move commands in a que (good for getting a big fat tank through your scvs or whatever). Anyway, thanks OP for your beta testing of SC:BW. It's just kind of 10 years too late. Take a look at the system requirements on the side of you SC Box. Do you see the Operating System called Windows 95? You may have never heard of it, but that's what SC was designed to run on. | ||
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