An interview with the Devs of StarCraft: Remastered - Page…
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SchOOl_VicTIm
Greece2394 Posts
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LegalLord
United Kingdom13775 Posts
I personally don't prescribe to the "BW's bugs are actually features" position. Some bugs were actually better left in the game than corrected because they added to the depth of play. But many bugs are really just bugs. Let's face it, BW is a pretty buggy game that we as older players have learned to come to terms with. Doesn't mean that in some ways the game is somewhat obsolete. Line rally, mild resolution changes, the game not bugging out - these are gameplay changes that contribute very positively to QOL but little to balance, so they are good gameplay changes. More non-neutral changes like scarabs detonating... well that's worthy of a real debate. Much of the problem lies in that it took at least 5 years to flesh out the fundamentals that ushered in "modern style" Brood War. Arguably Savior's contributions to Zerg macro mechanics redefined the game in ways not previously seen - and that came not from balance, but experience. Any non-insignificant changes could open a new style, that could either open a new style or make one race horribly overpowered. | ||
Yamaeda
Sweden13 Posts
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TanksALot
United States153 Posts
"20 years from now you'll be playing StarCraft Remastered, it's the same, just looks better" -Me in high school | ||
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Poopi
France12758 Posts
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Musicus
Germany23570 Posts
On March 28 2017 08:29 Poopi wrote: When will we be able to download BW for free? Thursday | ||
duke91
Germany1458 Posts
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bITt.mAN
Switzerland3689 Posts
It'd be great to be able to zoom out, you'd feel like a whole battlefield commander, not trapped to a tiny view range. | ||
L_Master
United States8017 Posts
1) When a dragoon goes to shoot and a unit moves away or something during the attack animation (or something similar) the goon locks up and does nothing. 2)This shit: ![]() #2 absolutely should be fixed. I personally think fixing #1 is okay as well, but #2 is stupid. You can't free the units when it happens either. Seen it happen with goliaths and other units as well. | ||
Sero
United States692 Posts
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[sc1f]eonzerg
Belgium6504 Posts
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integral
United States3156 Posts
On March 28 2017 00:31 R1CH wrote: Wow, that looks pretty crazy. That also reminds me, I wonder if Blizzard will also be fixing security issues like uninitialized memory reads from UMS maps or the various buffer overflows. Probably a pre-requisite for a working anticheat. They will be removing EUD, according to a korean interview, to handle these security concerns. Unfortunately, this breaks extended supply (exceeding supply cap) and at least half the current UMS maps which use features like building upgrades for cannons. And if they remove a lot of the extended and unused units, this will also severely limit the number of death counts that mapmakers can use as variables. Mapmaking in BW is already like coding when you're only allowed to have ~100 variables, so any reduction at all there will be extremely painful. BW:Remastered might be nice for the core game and very simple UMS maps, but for most of the current custom maps scene this looks like a complete disaster. It remains to be seen whether the influx of new players will offset the catastrophic loss of the current map pool. Many of these maps are not played very much anyway right now due to inactivity, so for those it's a wash already, but there are several that are still quite active... | ||
st4ck0v3rfl0w
79 Posts
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Poly_Optimize
Canada156 Posts
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Yoshi Kirishima
United States10292 Posts
Seriously though this is fucking amazing! Some of the sprite changes are kind of weird, but I understand that it can be difficult. Overall they are close enough, and if I'm playing SC:R and don't have a reference to compare it to, I won't really be able to tell the differences or things that I liked more about the original sprites. I'm so impressed that they went through the trouble of making them the same game basically and compatible. Can't wait to see what the comic/interludes are going to be like Also I read that the audio is re-recorded, does that mean they got the VAs to voice all their lines again or what? | ||
fluidrone
France1478 Posts
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Freakling
Germany1526 Posts
On March 28 2017 10:32 L_Master wrote: So there are two "dragoon" issues: 1) When a dragoon goes to shoot and a unit moves away or something during the attack animation (or something similar) the goon locks up and does nothing. this is what they said they'd fix (and hopefully not just for goons). 2)This shit: ![]() #2 absolutely should be fixed. I personally think fixing #1 is okay as well, but #2 is stupid. You can't free the units when it happens either. Seen it happen with goliaths and other units as well. This is not a Dragoon-specific problem in any way. In fact, the easiest way to reproduce this is by morphing some Lurkers on the ramp, so they overlap when hatching. The problem here is: Can this be fixed without affecting pathfinding in other ways as well? And if not, would it be an acceptable change? Personally I'd say: Fixing it would probably affect path-finding in fringe cases, but it should be done either way, as this bug is completely game-breaking and an absolute pain to avoid from the map-makers' side – at best! (unless good pathing prediction/simulation in-editor actually becomes available, but so far it does not seem that they are working on an editor update...) | ||
Freakling
Germany1526 Posts
On March 28 2017 10:48 Sero wrote: That's more of an FS ramp issue (in that particular spot) than a dragoon issue. It's happened to my mech army multiple times in the same position. It is map dependant. However, it affects many maps, not just FS (FS just happens to be the map that everybody knows in and out). Dantes Peak has multiple of these, for example. It happens with certain tiles (that have unwalkable subtiles in the bottom right corner, in most cases) at specific locations on specific maps (as with all things pathing-related, fixing that problem in a map does not necessarily require changing the ramp itself – any other change with influence on path-finding on the map might do the job...) | ||
Freakling
Germany1526 Posts
On March 28 2017 10:58 [sc1f]eonzerg wrote: from the openbw thread was discovered that it was caused by the map protection. This is simply and utterly wrong. It is the pathfinding algorithm that causes this, and map protection (unless it is the weird kind that introduces null-tiles in the bottom row) has no influence on that. | ||
Freakling
Germany1526 Posts
On March 28 2017 11:28 integral wrote: They will be removing EUD, according to a korean interview, to handle these security concerns. Unfortunately, this breaks extended supply (exceeding supply cap) and at least half the current UMS maps which use features like building upgrades for cannons. And if they remove a lot of the extended and unused units, this will also severely limit the number of death counts that mapmakers can use as variables. Mapmaking in BW is already like coding when you're only allowed to have ~100 variables, so any reduction at all there will be extremely painful. BW:Remastered might be nice for the core game and very simple UMS maps, but for most of the current custom maps scene this looks like a complete disaster. It remains to be seen whether the influx of new players will offset the catastrophic loss of the current map pool. Many of these maps are not played very much anyway right now due to inactivity, so for those it's a wash already, but there are several that are still quite active... To be fair though, you cannot really expect them to preserve what is essentially hacking of the in-game memory, not only because this also would allow for all kinds of other manipulation but also would it require all the memory addresses remain unchanged through the patch/remake. I guess and extended range of "official" triggers would be nice to have, but there would not be forward- or backwards map compatibility either way. In any case, it would be great if a new official editor were to be worked on. On March 28 2017 11:39 st4ck0v3rfl0w wrote: I really hope they will officially support wide ramps and backwards ramps. It will be even more visible with better graphics In a way they do support them, the old editors will remain valid, albeit nor getting the graphical update. If terrain blends will look a lot worse remains to be seen. There is actually not terribly much that could be done in terms of "official support" for "extended terrain". Some of the blanks in the current terrain palettes could be filled in with additional textures, but making a map would still be a lot more than "pick ramp from palette and slam it in" (just think about how limited SC2 maps are because of the few available ramp angles...) | ||
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