[A] Starcraft 2 Brood War - Page 102
Forum Index > SC2 Maps & Custom Games |
MorroW
Sweden3522 Posts
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jebi86
Korea (South)133 Posts
Could you apply these things? I think It's important in game playing. (I saw the TvP game, P did proxy 2 gates and T used zealot-defencing buliding (ex1) and he failed.) + Show Spoiler + ![]() | ||
Jetaap
France4814 Posts
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MavercK
Australia2181 Posts
On February 09 2011 00:58 MorroW wrote: can u please fix vulture patrol? its a big part of terran play ( like muta stack should be implemented as of latest version | ||
MavercK
Australia2181 Posts
upcoming changes Moving Shot removed from Probes/Drones temporarily. Turn Rate for Vultures increased Hold Position and Patrol Commands removed from SCV/Probe/Drone BW Style Footprints for almost all buildings now implemented Shift+F2>4 should now save Camera Location correctly Mineral Patches added to Island Expansions on Python 2 to block Command Center Addons will no longer be blocked by a nearby building Physics Lab now works correctly and doesn't break when detached from Science Facility just a note on the walling now to use jebi's image as a reference. only one that doesn't work (with marines atleast) Barracks-Supply Depot (So Barracks on Left. Depot tight against it on the right) nothing can fit through that atm. i can't make it perfect since unit sizes in SC are done by radius. where as in SC1 it was just pixel height and width. so some units were taller than they were wide. which i cannot replicate. so basically yea. there will be differences. i cant fix that. | ||
Jetaap
France4814 Posts
+ Show Spoiler + | ||
da_head
Canada3350 Posts
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MavercK
Australia2181 Posts
On February 09 2011 09:39 Jetaap wrote: Here is a screenshot of the nuclear bomb bug ... + Show Spoiler + nukes annihilate everything for me. just tested it then. friend and foe died ![]() um. anything more information you can give? | ||
MavercK
Australia2181 Posts
by Gna | ||
emc
United States3088 Posts
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Superiorwolf
United States5509 Posts
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MavercK
Australia2181 Posts
Moving Shot removed from Probes/Drones temporarily. Turn Rate for Vultures increased Hold Position and Patrol Commands removed from SCV/Probe/Drone BW Style Footprints for almost all buildings now implemented Shift+F2>4 should now save Camera Location correctly Mineral Patches added to Island Expansions on Python 2 to block Command Center Addons will no longer be blocked by a nearby building Physics Lab now works correctly and doesn't break when detached from Science Facility Many changes to the way Control Groups are handled in HC Using Shift to add units to a Control Group should not replace units already in the group New Carrier Model/Texture by Gna Scarab size reduced and movement speed increased publishers link in OP probably huge glaring obvious bugs i failed to discover. what would a release by me be without them. also updated the screenshot in the OP | ||
BrTarolg
United Kingdom3574 Posts
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Essbee
Canada2371 Posts
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Archerofaiur
United States4101 Posts
On February 09 2011 21:59 Essbee wrote: wtf Gna is too good ![]() Yah I think hes our next MrJack ![]() | ||
Kinetik_Inferno
United States1431 Posts
awesome carrier | ||
MamiyaOtaru
United States1687 Posts
On February 10 2011 12:59 Alekh47 wrote: Mr. jack? who is that? D: http://www.teamliquid.net/forum/viewmessage.php?topic_id=103347 | ||
Dont Panic
United States194 Posts
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jebi86
Korea (South)133 Posts
![]() Also, bunker is 2x2 unit. it should 3x2. And nydus canal is 3x2 unit(should 2x2) | ||
scottylin
Canada3 Posts
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