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[A] Starcraft 2 Brood War - Page 114

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
March 03 2011 07:09 GMT
#2261
it surprised my how small my hatchery looked compared to my drones. Good work though
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
Lightningbullet
Profile Blog Joined April 2010
United States507 Posts
March 03 2011 07:10 GMT
#2262
On March 01 2011 20:22 pzea469 wrote:
[image loading]

still needs a little touch up, but i think its looking alright.

IT looks awesome! Be confident in your textures! they're great!
BoxeR is AWESOME!!!!//Proud 2nd Member of the BW>SC2 club.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 03 2011 07:20 GMT
#2263
holy shit. your probes are WAY better than the sc2 probes! a much closer resemblence to the probes of bw!
When they see MC Probe, all the ladies disrobe.
MavercK
Profile Joined March 2010
Australia2181 Posts
March 03 2011 08:50 GMT
#2264
updated OP with new screenshot and images for all current maps
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-03-03 10:02:31
March 03 2011 09:55 GMT
#2265
- When select units with drag box, machine shop is chosen as a priority. That's so inconvenient...
- Some spellcaster unit(Defiler, Arbiter, Dark archon) is not on the first tab when selects with non-spellcasting unit.
( ex)When select zerglings, deiflers in the one group, zerglings are in the first tab)
- Creep colony bug is still exist.(cancel morphing and removed)
- Please delete all the non-attacking spellcaster unit's "Scan Move" button. (or add the scan move button for defiler, dark archon)
- When ghost uses lockdown, there is no launching motion. and launching sound should played when missile launches instead of missile hits.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-03-03 10:09:59
March 03 2011 10:01 GMT
#2266
o.0
whats scan move?

*EDIT*
ah i see it. hm.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-03-03 10:05:12
March 03 2011 10:03 GMT
#2267
that is attack button for non-attacking unit.
For example, science vessel has attack button.
"orders selected units to move to the target area or follow the target unit. Scan-Moving units will not engage enemies." -ingame tooltip
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-03-03 12:02:32
March 03 2011 10:16 GMT
#2268
im debating wether to disable it by default or only when smart cast is disabled
it seems nice to just be able to a-move your spell casters with your army
but aswell you dont want your spells casters a-moving into an opponents army.

im leaning towards disabling it completely. all the time.

after checking it in BW it was the same so i'll add Scan-Move to the units that dont have it

fixed all the things in your post except creep colony
that thing is such a pain

will probably not release new versions so frequently anymore due to how annoying it is to update like 15 maps
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
March 03 2011 12:12 GMT
#2269
Yeah I think so lol
Updating all maps are VEEEEEEEERY annoying
MavercK
Profile Joined March 2010
Australia2181 Posts
March 03 2011 12:15 GMT
#2270
lol
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
virusak
Profile Joined December 2009
Czech Republic344 Posts
March 03 2011 15:53 GMT
#2271
there is some kind of option selector at the beginning of the fastest map which is not localized, so I have no idea what it does
NickMP
Profile Joined February 2011
United States46 Posts
March 03 2011 16:48 GMT
#2272
On March 04 2011 00:53 virusak wrote:
there is some kind of option selector at the beginning of the fastest map which is not localized, so I have no idea what it does

It is a "max supply limit".
With the options of 200/500/1000/unlimited.
I can't remember what the exact numbers are but it selects the max supply.
I'm trying to learn how to play tetris A type music by lowering/raising my Supply Depots.
buhhy
Profile Joined October 2009
United States1113 Posts
Last Edited: 2011-03-03 17:33:59
March 03 2011 17:33 GMT
#2273
On March 03 2011 12:32 TedJustice wrote:
Show nested quote +
On March 03 2011 03:39 buhhy wrote:
On March 02 2011 15:18 TedJustice wrote:
My only complaint about the new models is that they don't really fit the style of the SC2 models. Feels like either all the old models should be redone to look more SC1ish, or the new ones should look a bit more SC2ish.

But yes, they look fantastic.


Which models?

The probe that was just posted, as well as the defiler and guardian and queen. They look great, like updated SC1 models, but they aren't all cartoonized like everything else in SC2, and it kind of makes them stand out. Just look at the probes compared to the nexus to see what I mean.

Not that this is a huge deal or anything, just a bit of an observation. In a perfect world, every model would be redone to look realistic and SC1-ish, but then the map size would probably be way beyond what's allowed, putting aside all the effort that would have to go into that.


It's true, the BW style and SC2 style are very different. It would be easier to adapt to the SC2 style though, since the terrain, doodads, and existing structures would take forever to retexture. It's why I chose to follow the SC2 style for the dragoon, though it doesn't completely resemble the BW dragoon. It's a trade-off :/
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 03 2011 18:18 GMT
#2274
After playing a few games, the probe looks a bit wrong to me. Looking at protoss buildings in general, they have a very smooth look to them, with elegant curves. The probe has little lines and ridges all over his robotic body, and looks... overdone. It should be simplistic, with a few more flattish faces, if you know what I mean.
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
March 03 2011 18:48 GMT
#2275
Probe looks cool close up

One thihng about texturing, is it possible to make it look a bit more contrasted?

But other than that its awesome

I'm looking forward to getting a 1 square smaller wall in hbr so i can do the cannon cheese once more
seve
Profile Joined February 2011
91 Posts
March 03 2011 19:55 GMT
#2276
Hi,
I'm enjoying your SC2:BW-Maps very much, the only thing lacking to my nostalgic feeling is the original music of broodwar. Is there any chance this could be implemented?
virusak
Profile Joined December 2009
Czech Republic344 Posts
March 03 2011 20:33 GMT
#2277
On March 04 2011 04:55 seve wrote:
Hi,
I'm enjoying your SC2:BW-Maps very much, the only thing lacking to my nostalgic feeling is the original music of broodwar. Is there any chance this could be implemented?

it is for terran and zerg
seve
Profile Joined February 2011
91 Posts
March 03 2011 20:40 GMT
#2278
it is for terran and zerg


Well, nevermind. It's my fault being stupid. I only played Protoss...
I'll be trying the other two races in a moment. Thanks for your fast respond!
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 03 2011 21:33 GMT
#2279
LLLLLLOOOOOOOOOOOLLLLLL

Last six hundred of MavercK's posts have been in this thread!
wi1lywonka
Profile Joined January 2011
Germany57 Posts
March 04 2011 00:24 GMT
#2280
I'm sure GnA can do a better job for the Ccolony but I had actually started this model a few days ago. I'm new to modeling (this being my first model) and don't really like the way I interpreted the shape of the ccolony.

Anyway, I was just curious what you guys thought. Hope GnA finishes the Ccolony though, the SCBW colony was so cool.

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