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[A] Starcraft 2 Brood War - Page 129

Forum Index > SC2 Maps & Custom Games
Post a Reply
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IseeFish
Profile Joined June 2010
United States45 Posts
April 04 2011 23:55 GMT
#2561
Actually, it's really nice now. It must be taking stims cause its heartbeat is way above the other zerg buildings.
r33k
Profile Blog Joined March 2009
Italy3402 Posts
April 05 2011 00:12 GMT
#2562
Sorry to say that but the creep colony animations feels hella twitchy. I mean the animation is fluid but it twitches too fast, I feel like in a real game it will inevitably drag the eyes of whoever is playing towards it.
GnaReffotsirk
Profile Joined January 2009
78 Posts
Last Edited: 2011-04-05 01:44:06
April 05 2011 01:42 GMT
#2563
Yeah, should be an easy fix.
wi1lywonka
Profile Joined January 2011
Germany57 Posts
April 05 2011 01:42 GMT
#2564
Gna! High five! That's great! I didn't like the first model but whatever you did there is mind blowing. It's pretty much exactly how I would've pictured it. A little twitchy but you'll work it out I'm sure.
GnaReffotsirk
Profile Joined January 2009
78 Posts
Last Edited: 2011-04-05 01:50:09
April 05 2011 01:44 GMT
#2565
High fives back! :D

Yeah, this affect is called something I can't recall. Anyway, it'll fade as soon as one gets acquainted with the object being viewed. In that regard it is best to make tweaks and redo's after some time has passed and one gets to interact/use/see for one's self or whatnot the object.

There's already some things we find that could use some tweaking.
MarryMeSeanPlott
Profile Joined April 2010
United States42 Posts
April 05 2011 06:08 GMT
#2566
Awesome work! Two comments:

1. As r33k said, it's "hella twitchy".
2. The creep waterfall color seems wrong to me. I would prefer overlord-creep color (like normal purple-grey creep, but more vivid). However, if you keep it green, I think you should use the lime green color that is already in the Zerg palette. It can be seen in the Spawning Pool liquid, the spots on the Queen, the Baneling Nest, etc. The teal color you have now doesn't appear elsewhere in the Zerg palette, AFAIK.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
April 05 2011 06:29 GMT
#2567
I agree with the above, slow down the creep colony's animation on the twitchy parts and change the creep waterfall to be more in line with the rest of zerg's green pallet and do that layering thing you were talking about, other then that it looks FUCKING amazing.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Jetaap
Profile Blog Joined November 2010
France4814 Posts
April 05 2011 07:22 GMT
#2568
gna, you're a god ... I agree with the problem with the animation , but the model is amazing , and personally I find the creep waterfall beautiful .
GnaReffotsirk
Profile Joined January 2009
78 Posts
Last Edited: 2011-04-08 18:48:50
April 05 2011 10:50 GMT
#2569
On April 05 2011 15:29 Whiplash wrote:
I agree with the above, slow down the creep colony's animation on the twitchy parts and change the creep waterfall to be more in line with the rest of zerg's green pallet and do that layering thing you were talking about,..


You Spartans! I like it like this:

On April 05 2011 16:22 Jetaap wrote:
gna, you're a god ... I agree with the problem with the animation , but the model is amazing , and personally I find the creep waterfall beautiful .


I like that. Yes. You will know, that I am kind.
RowdierBob
Profile Blog Joined May 2003
Australia13425 Posts
April 05 2011 11:10 GMT
#2570
Anyone play on SEA? Had a peak in channel SC2BW but no one was there
"Terrans are pretty much space-Australians" - H
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-04-05 11:15:45
April 05 2011 11:10 GMT
#2571
im pretty happy with mining rate atm. unless your indeed sure it's wrong

given up on protoss warp in effect. doesn't seem to work at all with the exporter currently.

SEA is really really out of date. play on NA
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GnaReffotsirk
Profile Joined January 2009
78 Posts
April 05 2011 11:25 GMT
#2572
Yeah, okay. Anyway, apologies for my interruption up there. :D
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
April 05 2011 15:33 GMT
#2573
I love that creep colony. Once you slow it down I think it'll look perfect.

Also, in BW, there was a map that had vespene geysers blocking a path, and you could only pass it by building an assimilator/extractor/refinery on both of them, so there'd be enough room for 1 small unit (zergling, SCV, etc.)

Just wondering if that works on this map. I couldn't exactly check, since none of the maps have the double geyser wall, but I think all it requires is that the geyser's radius is slightly larger than the assimilator/extractor/refinery's radius.

Not something that would really affect a game mind you, since none of your maps have that. But it can't hurt to have more accurate building radii, if possible.
Meltage
Profile Joined October 2010
Germany613 Posts
April 05 2011 16:53 GMT
#2574
@TedJustice I think it's the other way around in sc2. You can block a path with geysers, so that one small unit can squeece in between, but if you build on the geysers, the path is blocked.
http://mentalbalans.se/aggedesign
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2011-04-05 19:28:30
April 05 2011 19:28 GMT
#2575
man your spore colony looks way better than a fuckin spore crawler.
When they see MC Probe, all the ladies disrobe.
Varpulis
Profile Blog Joined February 2011
United States2517 Posts
April 05 2011 20:33 GMT
#2576
On April 06 2011 00:33 TedJustice wrote:
I love that creep colony. Once you slow it down I think it'll look perfect.

Also, in BW, there was a map that had vespene geysers blocking a path, and you could only pass it by building an assimilator/extractor/refinery on both of them, so there'd be enough room for 1 small unit (zergling, SCV, etc.)

Just wondering if that works on this map. I couldn't exactly check, since none of the maps have the double geyser wall, but I think all it requires is that the geyser's radius is slightly larger than the assimilator/extractor/refinery's radius.

Not something that would really affect a game mind you, since none of your maps have that. But it can't hurt to have more accurate building radii, if possible.

It was called Troy, and the opposite effect would be true in SC2. I'm not sure if the refinery/assimilator/extractor size has been modified though, you'd have to ask MavercK.
For he is the Oystermeister, lord of all the oysters.
GnaReffotsirk
Profile Joined January 2009
78 Posts
April 07 2011 20:10 GMT
#2577
On April 06 2011 04:28 da_head wrote:
man your spore colony looks way better than a fuckin spore crawler.


I saw what you did there. Man, there won't be any particles for this one. Even the devourer missile is just impossible without particles.
Retgery
Profile Joined August 2010
Canada1229 Posts
April 10 2011 00:51 GMT
#2578
Mav your map got featured on Husky's channel. The single player that is...
Fall down 7 times, stand up 8.
MavercK
Profile Joined March 2010
Australia2181 Posts
April 10 2011 01:08 GMT
#2579
yea i saw. i didn't make the singleplayer tho
just uses my assets/data
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Retgery
Profile Joined August 2010
Canada1229 Posts
April 10 2011 01:13 GMT
#2580
Damn foiled agian
Fall down 7 times, stand up 8.
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