Simple Questions, Simple Answers - Page 245
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Probemicro
3708 Posts
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Scarbo
294 Posts
On February 10 2016 16:25 Probemicro wrote: yeah glad to help. i like how you ask questions to ingame things that we usually take for granted. nice to see more tests on these sort of things, BW community will really appreciate it. Thanks man, appreciate ![]() | ||
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Freakling
Germany1533 Posts
On February 10 2016 05:40 B-royal wrote: There is. But it involves some dirty words first:Is there a way to open iccup maps in the starcraft editor to test out a few scenarios (such as cannon range, wall-ins,...)? Or can I do it with this other editor staredit? Right now I always have to play single player as protoss, mind control drones and you know the rest of the story.. + Show Spoiler + (unprotectors). Once that's done, I'd advise you to use SCMDraft instead of the standard editor, though, for two and a half main reasons: 1. SCMDraft will not remove "illegally" placed objects upon loading a map, which many modern maps, which were made in SCMDraft (or other advanced editors), make use of. 2. SCMDraft offers options to (mostly) accurately display things like pylon and creep ranges as well as, most importantly, unit collision boxes. This makes you test wall-ins in but a breath! 2½. SCMDraft is just a vastly superior version of StarEdit in all other aspects (though most of them won't probably interest you much as a player who just wants to do some quick testing) For Cannon/Tank range measurements, I'd just use a circle cut from paper (or marked transparent film) to put over your screen. | ||
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Scarbo
294 Posts
On February 10 2016 19:04 Freakling wrote: There is. But it involves some dirty words first: + Show Spoiler + (unprotectors). Once that's done, I'd advise you to use SCMDraft instead of the standard editor, though, for two and a half main reasons: 1. SCMDraft will not remove "illegally" placed objects when loading a map, which many modern maps, which were made in SCMDraft or (other advanced editors), have. 2. SCMDraft offers options to (mostly) accurately display things like pylon and creep ranges as well as, most importantly, unit collision boxes. This makes you test wall-ins in but a breath! 2½. SCMDraft is just a vastly superior version of StarEdit in all other aspects (though most of them won't probably interest you much as a player who just wants to do some quick testing) I think you meant to quote this post: On February 10 2016 05:40 B-royal wrote: Is there a way to open iccup maps in the starcraft editor to test out a few scenarios (such as cannon range, wall-ins,...)? Or can I do it with this other editor staredit? Right now I always have to play single player as protoss, mind control drones and you know the rest of the story.. | ||
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Freakling
Germany1533 Posts
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B-royal
Belgium1330 Posts
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Freakling
Germany1533 Posts
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B-royal
Belgium1330 Posts
I tried making my first map but I seem to have some questions. Can high ground (cliffs) touch for example walls? I'm trying to close the passage. | ||
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Freakling
Germany1533 Posts
+ Show Spoiler + only if you know how to manually tile-edit. But then the sky is your limit... + Show Spoiler + Actually, it isn't, but considerations of bug-free playability and aesthetical pleasantness are... For starters: + Show Spoiler + The pick/copy layer and the tileset-indexed terrain palette are your best friends! + Show Spoiler + Knowing that ctrl-leftclicking on a terrain tile will skip to it on the palette is also gold! Why all the spoilers? + Show Spoiler + Absolutely no idea... ![]() | ||
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Scarbo
294 Posts
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Probemicro
3708 Posts
On February 12 2016 20:22 Scarbo wrote: Anyone knows if sound alerts like "your base is under attack" will always play or they sometimes get skipped? if something (unit or building) dies in one hit/shot offscreen there will be no alert sound | ||
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Scarbo
294 Posts
On February 12 2016 20:44 Probemicro wrote: if something (unit or building) dies in one hit/shot offscreen there will be no alert sound That I knew but is there a situation where the sound is supposed to be played but doesn't (for example too many sound are already playing or something)? | ||
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Probemicro
3708 Posts
On February 12 2016 20:50 Scarbo wrote: That I knew but is there a situation where the sound is supposed to be played but doesn't (for example too many sound are already playing or something)? yeah i do not know about this technicality, might be an engine limitation but im quite sure theres no limit for that red minimap pings that appear wherever u get attacked properly (not one hit). | ||
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LetaBot
Netherlands557 Posts
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Highgamer
1451 Posts
On February 13 2016 02:16 LetaBot wrote: In the 2007-11-11 Shinhan07 Proleague R2 FBH vs Savior @ Katrina + Show Spoiler + What I did and what might help you in the future: - use search function ("FBH 7 rax", if too many hits, only search BW strategy section) - find out in some random post that it's FBH vs Savior @ Katrina - use TLPD, chose FBH, search for games vs savior on Katrina - see no Vod (but at least the year and event).... - search Youtube "Firebathero vs Savior Katrina" - find no Vod... - copy "이성은 vs 마재윤" from some linked youtube-video - check 2-3 Vods | ||
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shall_burn
252 Posts
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Bakuryu
Germany1065 Posts
On February 12 2016 20:22 Scarbo wrote: Anyone knows if sound alerts like "your base is under attack" will always play or they sometimes get skipped? Thank you for reminding me, i completely forgot about that matter.....i hope i remember it correctly because after all those years it just feels "natural" now........ Patch 1.15.2 allowed you to play bw without a cd by copying the install.exe from the cd and renaming it broodwar.mpq. the only downside with this was that all ingame nagging sounds (not enough minerals, base is under attack) are on 1 "timer" and only 1 sound of it gets played at the same time. Gotta search the solution now.... | ||
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ProMeTheus112
France2027 Posts
On February 13 2016 05:56 shall_burn wrote: I just noticed that if there is a dark archon in pvz, zerg units always try to kill the da first. Do they do this on purpose, i.e. they target da manually, or it's just zerg ai prioritizes da over other units? zerg ai doesn't prioritize DA I don't think, but players would focus it because : it doesn't have that much HP for it's cost (225hp total, 200 of which are shield that have no size damage mitigation, for a 250/200 price / compare with goon that got 180 hp for 125/50!), and secondly unless it is dead, mutas shouldn't come close to the group of units that it is with since they'll get maelstrom-shutdown (you can potentially slaughter 10 mutas in a few seconds without taking losses, a 1000/1000 instant resource loss for Z lol), and Z will likely want to see if he gets some time to snipe HT first need to kill that DA asap to have that time before he engages with his full force.. besides that DA only gets stronger the longer he lives as he accumulates energy for 2 maelstrom, some feedback, or mind control which can also be good! | ||
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shall_burn
252 Posts
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shall_burn
252 Posts
If a dragoon has got say 1hp 50 shields and replenishes them at shield battery, and at the very moment they begin to get replenished a mine explodes, will goon's actual hp be damaged? Or the battery will restore shields with the same speed the explosion hurts them so that goon won't die? And another question about da. Once I attacked z's expo & I definitely remember having casted maelstorm, prolly on eggs or larvaes, don't remember exactly, but what I remember for sure that when lings popped out of mael'd egg, they had that orange revolving graphics over them, but they could actually move and fight. So they had maelstorm animation over them, but were not affected by the spell. So I decided that if u mael an egg/cocoon, the z unit will appear, it will have the mael animation, but will act normally. That was a year ago, or so. But lately I tried to pull this off in a ums and you know what? Turned out, if u mael an egg/cocoon, it stops morphing. Now I am at a loss. How could I have those lings being maelstormed, having ms animation but not being affected by the spell? | ||
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