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[A] Starcraft 2 Brood War - Page 122

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 120 121 122 123 124 246 Next
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-03-21 13:42:33
March 21 2011 13:37 GMT
#2421
On March 08 2011 23:58 Negent wrote:
Show nested quote +
On March 08 2011 19:25 Skrelt wrote:
On March 08 2011 17:51 MavercK wrote:
i have many random plans i can't decide on which to do.
sc2 pathing and black fog i can work in as lobby options.

new units. if i ever did such a thing would be maybe a seperate map. i also wouldn't replace. but it lets me be more creative i guess. my idea for new units would be a new tech tier. units would not be stronger than maybe mid game units. but would hopefully change the dynamic of the game.
but yea that'd be a seperate map/idea. maybe one day.

If you ever start with scbw and sc2 combo, i would make a statue of you. Period.

As for the balance in such a game, Does your thoughts lean more to BW or sc2? i mean for example, cliff vision. Which way should be more viable to you? not starting about ballance and stuf, but just something simple as vision up a cliff allready seems dificult.


This is exactly what I want. In fact there is already a SC2-BW combo map out there, but it sucks badly. One based on this mod would be so much better!

I would lean toward the SC2 macro-mechanics (I like larvae inject and chrono boost), but keep the BW cliff vision. Since SC2 is based on broodwar at some level I don’t think balance would be that bad. And potentially it would have more variety and options than either SC2 or BW.


I am working on one, but its taking a long long LONG time to figure out. Basically been testing it for almost a year with masters players, changing, adding, removing, re-adding, re-removing and resetting things. The hardest part is actually figuring out what NOT to change, because if you change too much, people won't want to play it.

All thanks to Maverck the process has been much easier though, before the reaver was added I was stuck for ages on that part. I assumed the release would have the reaver, but it didn't. A lot of things like that happened where simply I wanted to remove units, but the replacement didn't exist.

I have played BW so the mechanics part was easy to implement. I have implemented Muta micro slightly differently for example, its a bit more complicated (uses 2 weapons that alternate depending on speed) but more like BW. I have no idea how Maverck got the slow spread to work though, I would really like to found out how he did that.

I plan to script a custom ladder system for it by grabbing data from sc2ranks, I am considering creating a BW ladder as well when I get it working.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
GnaReffotsirk
Profile Joined January 2009
78 Posts
March 21 2011 13:42 GMT
#2422
Though, if I do get in there, will I still be able to make models for you guys? I hear they re-socialize people there, and get them these implants that blows off when you disobey orders. Like what Tychus Findlay had in WoL.

Srsly, I'd take any and all opportunity to be able to sit in among the guys in the studio and learn the proper skills. That would be nice. Then I would come back and do modding. :D

You guys make this all worthwhile.
GiftPflanZe
Profile Blog Joined May 2009
Germany623 Posts
March 21 2011 16:59 GMT
#2423
looking for opponents for this awesome map,msg me happy.127 on EU
...
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2011-03-21 17:15:09
March 21 2011 17:14 GMT
#2424
On March 21 2011 17:39 GnaReffotsirk wrote:
[image loading]

No Team colors yet.
:D


RAAAARRWWW!




Sidenote am i the only one who doesnt think the SCV needs a change?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
GnaReffotsirk
Profile Joined January 2009
78 Posts
March 22 2011 01:52 GMT
#2425
No Arch. You are not the only one. But hey, if it's good, why not right?
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 22 2011 04:26 GMT
#2426
Oh my god. UR 'MAZING

looks a bit pixelated. May want to do the model in a larger size, and shrink it for the game, so it looks cleaner. looks a bit like it was ripped from a game with worse graphics, but who actually cares, the model is the SHIT.
MavercK
Profile Joined March 2010
Australia2181 Posts
March 22 2011 04:46 GMT
#2427
On March 22 2011 13:26 exploding.godhand wrote:
Oh my god. UR 'MAZING

looks a bit pixelated. May want to do the model in a larger size, and shrink it for the game, so it looks cleaner. looks a bit like it was ripped from a game with worse graphics, but who actually cares, the model is the SHIT.


well Gna does textures in 1024x1024 which is the size SC2 uses by default
i generally shrink them to 512x512 in an effort to fit them all...
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
adso
Profile Joined March 2011
718 Posts
March 22 2011 16:31 GMT
#2428
All hail Gna and MaverK for giving us the dream mod from beta: play sc1 on galaxy!
GnaReffotsirk
Profile Joined January 2009
78 Posts
March 22 2011 16:53 GMT
#2429
It's sad though that NiNToxicated has filed an early retirement on creating the scripts. If you guys know how to continue the work or know someone who does, his scripts are idling currently.

I hope he changes his mind. For all our sakes.
OverZero
Profile Blog Joined December 2010
United States271 Posts
March 22 2011 17:39 GMT
#2430
I just wanna thank all you guys that have been working on this!!! Everything looks amazing! Especially the cute, cuddly, and oh so deadly reaver!
PLAGUUUUUUU <My Stream: twitch.tv/paullolol > Check it out some time!!!
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 22 2011 17:51 GMT
#2431
on the dragoon, pertaining to sc1 accuracy, it should have team color all over the area surrounding the capsule. IE: team color should be all over the main "body" of the dragoon, which connects the four legs and the capsule.
Centorian
Profile Joined March 2010
United States95 Posts
Last Edited: 2011-03-22 18:21:41
March 22 2011 18:05 GMT
#2432
Holy shit. Thats the Project Revolution Valkyrie.

I worked on that model with a friend named EdFishy when I was working for PR. Haven't talked to the guy in years.

http://www.gosugamers.net/hon/news.php?id=2561

There is the old untextured high poly model...

-Cent
Insert witty statement here.
GnaReffotsirk
Profile Joined January 2009
78 Posts
Last Edited: 2011-03-22 18:36:11
March 22 2011 18:35 GMT
#2433
Well, welcome back man! You still have the juice to do modeling/texturing? SC2BW could use a lot of PR's assets!

About the dragoon re-texturing, I'm not sure if SC2BW can afford the weight of more textures. As I understand it, it's been quite hefty and Mav's trying to keep the mod size as low as possible. Issues include:

1. Hosting limit
2. Upload time/window limit

The idea I suppose is to be as optimal as possible, choosing what goes in and how much. But these are up to Maverck, and he knows more about these things in detail.

On that note though, I wonder if it's possible for us to just have these mod files in each of our mods folder in their components format and still play the maps without having Maverck uploading the sc2mods?

You think maybe we could try this at some point?
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
Last Edited: 2011-03-22 19:17:54
March 22 2011 19:11 GMT
#2434
I know this has probably been asked before, but is it possible to make the dragoon retarded, like in BW? It was part of its character, to me

Maybe make a function for retarded pathfinding or SC2 pathfinding when you make the game?

Actually, on a more serious note, there was a guy who made a mod that brought pathfinding that was more like BW (sans retarded), in that units didn't clump so much. I haven't checked up on that mod or this one in a while, and I was wondering, have you folks ever considered implementing such a thing?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
March 22 2011 19:39 GMT
#2435
Just played a few games with a friend and some things that got my attention:

- Lings are faster than workers
- Lings are faster or at least as fast as Vultures
- Grand Line apparently still uses an old version
- Not even gonna say something about the rape of my map..
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
buhhy
Profile Joined October 2009
United States1113 Posts
March 22 2011 20:46 GMT
#2436
On March 23 2011 04:11 goiflin wrote:
I know this has probably been asked before, but is it possible to make the dragoon retarded, like in BW? It was part of its character, to me

Maybe make a function for retarded pathfinding or SC2 pathfinding when you make the game?

Actually, on a more serious note, there was a guy who made a mod that brought pathfinding that was more like BW (sans retarded), in that units didn't clump so much. I haven't checked up on that mod or this one in a while, and I was wondering, have you folks ever considered implementing such a thing?


The increased unit bounding box mod?

Anyways, does anyone know why my model does this? Seems like the normals are inverted for whatever reason.

[image loading]
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-03-22 22:03:21
March 22 2011 21:34 GMT
#2437
On March 23 2011 04:39 FlopTurnReaver wrote:
Just played a few games with a friend and some things that got my attention:

- Lings are faster than workers
- Lings are faster or at least as fast as Vultures
- Grand Line apparently still uses an old version
- Not even gonna say something about the rape of my map..


lings are barely faster than workers. this is true in sc1.
Zergling x1.108
lings are definintely not as fast as vultures
grand line is made by iccup. i dont know of any differences to it.
whats your favorite map? polaris? thats the least accurate of my map pool that im aware of.

Cent. i spent a fair amount of time trying to track down modelers for PR before Gna. heh. didn't have any success tho
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
KaBoom300
Profile Joined January 2011
United States225 Posts
March 22 2011 21:50 GMT
#2438
I really love the work that's been done with these maps. I loaded it up not too long ago and was shocked at the custom unit models, as well as the sheer number of maps available. They look amazing! I'm excited to see what happens next with these mods.
Liquid Dota Fighting!
Pug_Infinity
Profile Joined February 2011
United States2 Posts
March 22 2011 22:42 GMT
#2439
On August 19 2010 02:11 awu25 wrote:
i'm sure tons of people already made maps like this
but if you're going to make everything like BW, why even play SC2

For a while ppl thought that they wer just going to remake BW and not play Sc2
HELLO PP
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
Last Edited: 2011-03-22 22:46:59
March 22 2011 22:46 GMT
#2440
Sorry, my post must've sounded very negative because of the last point. It's actually not supposed to, you did an incredible job and I really like to play it.

I might be mistaken with the speeds since I haven't played BW in a while and I'm sure you know better, was just the way it appeared to me.
I mentioned Grand Line because I noticed that Defilers still have that shini swarm which was different on Python (where it looks as in BW). Also on Grand Line the Hydra Den appears to lack the Lurker upgrade.

And I wasn't talking about my favourite map but about the map I made and got changed and given to you without asking me (HBR). Don't get me wrong, I think it's cool that it's being used for this but you might also know the feeling of something you made being taken, edited and given to someone else etc.

Well anyway, keep up the amazing work, I'm certainly gonna play it a lot more in the future
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
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