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[A] Starcraft 2 Brood War - Page 132

Forum Index > SC2 Maps & Custom Games
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MavercK
Profile Joined March 2010
Australia2181 Posts
April 20 2011 04:15 GMT
#2621
if i could replicate 8 direction movement it would work as you desire
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
April 20 2011 04:33 GMT
#2622
On April 20 2011 13:15 MavercK wrote:
if i could replicate 8 direction movement it would work as you desire


the map editor can do anything, why is this a problem?
MavercK
Profile Joined March 2010
Australia2181 Posts
April 20 2011 04:42 GMT
#2623
On April 20 2011 13:33 Kinetik_Inferno wrote:
Show nested quote +
On April 20 2011 13:15 MavercK wrote:
if i could replicate 8 direction movement it would work as you desire


the map editor can do anything, why is this a problem?


lol. it really can't. pathfinding is one of the many hard coded features of the engine.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
I)etox
Profile Joined April 2011
1240 Posts
April 20 2011 06:57 GMT
#2624
On April 20 2011 13:42 MavercK wrote:
Show nested quote +
On April 20 2011 13:33 Kinetik_Inferno wrote:
On April 20 2011 13:15 MavercK wrote:
if i could replicate 8 direction movement it would work as you desire


the map editor can do anything, why is this a problem?


lol. it really can't. pathfinding is one of the many hard coded features of the engine.


Hopefully someone finds a way to replicate 8 direction movement. I feel like that if that's implemented, this game will gain a lot more credibility and popularity. Right now, though everything has the right values and stats for movespeed/attackspeeds and such it still doesn't feel quite the same and it's mainly because of the way units move. Big props to everyone involved in this project though, what has been done so far is amazing. Keep it up!!
billsz
Profile Joined October 2010
United States7 Posts
April 20 2011 19:39 GMT
#2625
plz make patrol micro or atlesat have vultures have the ability to attack and move in some way. Its one of the small irritating things where my vultures die to small number of lings
MavercK
Profile Joined March 2010
Australia2181 Posts
April 21 2011 03:38 GMT
#2626
On April 21 2011 04:39 billsz wrote:
plz make patrol micro or atlesat have vultures have the ability to attack and move in some way. Its one of the small irritating things where my vultures die to small number of lings


they can.
it's just hard to do with b.net lag.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
billsz
Profile Joined October 2010
United States7 Posts
April 22 2011 06:57 GMT
#2627
hmm do i have to have like an scv in a control group or something because it works for mutas but i definitely doesnt work for vultures
MavercK
Profile Joined March 2010
Australia2181 Posts
April 22 2011 08:45 GMT
#2628
they have to be facing their target when they fire

likely you are retreating with them and trying to patrol micro from 180?.
can't do that in this. im still refining it. but vultures need to be facing their target. within like 140 or so degree angle and it'll work.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
ubersoph
Profile Joined October 2010
United States56 Posts
April 22 2011 13:21 GMT
#2629
This mod is awesome - polished, fun, etc.

Thanks for making this OP


One question though - any thoughts on giving players the option of having the map not hidden when starting a game? (SC2 style) I play this with my friends on occasion but not nearly enough to remember intricacies of the maps.

I realize this is your baby, so I'm not whining at all - if you feel its against the spirit of the mod by all means keep it as authentic as you feel it should be
"Never give up, trust your instincts!"
r33k
Profile Blog Joined March 2009
Italy3402 Posts
April 22 2011 13:31 GMT
#2630
On April 18 2011 13:35 3xiLe wrote:
Show nested quote +
On April 18 2011 11:07 r33k wrote:
That was amazing. I wouldn't have minded seeing some higher level players but in that game a lot of substantial changes to sc2 units were shown.

The only thing that left me bummed is the lack of explosions on the scarabs. In bw the particle made it very obvious how big the splash was going to be, in the vid all I saw was hydras dying :/


KiwiExiLe here, i did play awfully (but tbh, my macro wasnt as bad as the top right suggested and i had a bunch of hydras on the minimap outside my third you couldn't see and wadsnt shown properly with my rally.) and I find it harder to keep my minerals lower on this because of no automine it is almost like you're gauranteed to pick up the drones and manunally mine it and your minerals are gauranteed to be lower.

Regardless, by saying that i sound chobo, but you'd have to pick up a fuckton of macro hatches >.>

but yeah, it is the glitchiness of the scarab, it glitches just as hard as in BW.

BW was hard man

Back when I used to play foreigners weren't mechanically able to do SK terran so all I did was rally hydralings and box->a-move. :D
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-04-22 16:00:49
April 22 2011 15:55 GMT
#2631
Thers just something about BW that makes it so much better as a spectator sport then SC2. Battles are over in a second, units don't die in a second. I saw the 4 Zeals with charge and it was scary. In SC2 no so much.

Why is BW so great that a BW remake is so epic to watch I'm sure its not nastagia because i started BW only last year.

Whats also nice is how battles are actually visible.+ Show Spoiler +
+ Show Spoiler +
+ Show Spoiler +
Imma laugh the day this replaces BW as the Top Korean E-sport and not SC2


EDIT: Just realized that in Exile vs Nel nobody ever got close to 200 yet battles were epic. Also noted that hydras seemed to not ball up like in SC2.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
wi1lywonka
Profile Joined January 2011
Germany57 Posts
April 23 2011 02:27 GMT
#2632
I agree w/ GinDo. The units in BW are just more intimidating all around. A horde of Dragoons scares the crap out of me, but not so much Stalkers. A swarm of Hydralisks from BW--it's just like... O shi... but in SC2 it's just kind of... well, gotta pop all of these pimples I guess..
Sayle
Profile Joined October 2010
United Kingdom3685 Posts
April 26 2011 16:15 GMT
#2633
My main complaint about the mod right now is the map proportions. I don't know whether this is due to the way you made the maps, the way units/maps scale in SC2 or what, but for some reason the maps feel really cramped compared to their BW counterparts. I'll probably try measuring base sizes in terms of number of gateways you can fit or something when I get home so you can get a better idea of what I mean.

Also, I don't think I've played enough games to say this for sure, but I think that due to the 'fluidity' of the SC2 engine, some units feel a bit stronger than they should be. For example, corsairs in PvZ. The other day, I played a couple of PvZs and my corsairs felt a lot stronger against mutas than their BW counterparts. I couldn't say for sure, but I believe it's because the attack animation is much smoother, allowing them to fire more often.

I do have a third point, but it's more of a silly BW fan's ramblings than a legit complaint. In one of my first games on this mod, I right-clicked an enemy scouting probe with my dragoon, and the dragoon actually managed to chase it down and kill it without me doing any micro. Obviously, this would never happen in BW. I don't know if this has changed since then or not, but I could understand how you might not want to 'fix' this and it's honestly not a huge deal I suppose ^^
Duka08
Profile Blog Joined July 2010
3391 Posts
April 26 2011 16:49 GMT
#2634
Although I have very little BW background, I have a big hunch that a couple of your points can probably be directly attributed to NOT having 8-way movement? Units stack up a lot better, so you can swarm easier and large clumps of units make the maps feel smaller (though, I'm with you, a few of the maps feel very small compared to playing in BW, but I dont know if it's psychological or an actual difference!).

Additionally, that would be one of my first hunches on the dragoon chase and corsair control perhaps. Dragoon AI isn't stupid for one, but also being able to hug corners and such...

Idk, just a hunch. And as Maverck has mentioned many times, 8-way movement is a huge pain I guess, or impossible as of yet.
heligebob
Profile Joined April 2011
Sweden16 Posts
Last Edited: 2011-04-26 22:41:01
April 26 2011 22:14 GMT
#2635
hello there. great work on this maverck and others.

I just saw this video about team colors for sc2 and i was surprised how much more it felt like bw with more defined colors. you can acctually see whats happening in the game, the difference is amazing. This would be really great for this mod in my opinion.
here it is
http://www.teamliquid.net/forum/viewmessage.php?topic_id=216725
theres a little to much color but you get the point

The visuals overall are a huge part of the feel of the game, and in my opinion sc2 has to much clutter/detail and excessive lighting. You can never see whats happening, while in bw you can plainly assess every situation in split seconds, cause everything is so direct and distinct. A big part of this for sc2 is the excessively detailed tilesets (there is a desert tileset in the video that is nice though).
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
April 26 2011 22:27 GMT
#2636
On April 27 2011 07:14 heligebob wrote:
hello there. great work on this maverck and others.

I just saw this video about team colors for sc2 and i was surprised how much more it felt like bw with more defined colors. you can acctually see whats happening in the game, the difference is amazing. This would be really great for this mod in my opinion.
here it is
http://www.teamliquid.net/forum/viewmessage.php?topic_id=216725

The visuals overall are a huge part of the feel of the game, and in my opinion sc2 has to much clutter/detail and excessive lighting. You can never see whats happening, while in bw you can plainly assess every situation in split seconds, cause everything is so direct and distinct. A big part of this for sc2 is the excessively detailed tilesets (there is a desert tileset in the video that is nice though).


The Team Color practically covering some units feels just plain wrong, but the brighter colors are perfect for BW. I was thinking just that.
MavercK
Profile Joined March 2010
Australia2181 Posts
April 27 2011 00:14 GMT
#2637
it definitely looks better
i shall look into it.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2011-04-27 01:20:27
April 27 2011 01:00 GMT
#2638
Hmmm, one complaint would be doing a 9 minute push is actually not possible within 9 minutes. I don't know if buildings take longer or something like that or that the in game clock is broken/faster than real time. I shall take a stop watch and see.

EDIT: NVM it's just the in game clock.

But to second Sayle's opinion, I think the maps are a bit too small.

And is it possible to make the units in the selection bar larger? I imagine that if you had to clone then it would be a pain, since the units squares are smaller.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
MavercK
Profile Joined March 2010
Australia2181 Posts
April 27 2011 01:25 GMT
#2639
i may add a real time clock just above it

problem is bw used a weird hex dimension. cliffs/ramps/bridges were also not on proper 45' angles. it was kind of skewed. it's why andromeda looks abit weird with no straight diagonals.
andromeda was very very small. i increased it's height and i feel it's accurate.

making the selected units icons bigger is something i've tried and had no success. perhaps when more documentation is done on the custom UI i will be able to do it.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
Last Edited: 2011-04-30 16:23:32
April 30 2011 13:06 GMT
#2640
This looks great so far! Thanks for all time and effort Mav (and other contributors)! I'll be trying this out later this afternoon.

A couple questions:
1) A big problem I had with SC:BW was having to memorize so many maps. I never was that good a player (generally just played LT, Bloodbath, BGH, and UMS), and it was daunting when I was trying to memorize the most popular maps at the time (Python, Andromeda, etc). The game was hard enough to get good at, and learning the maps as well made it even more frustrating to the point that I never played ICCUP. Did you retain the SC2 engine ability to at least see where the minerals/geysers are on the maps? I understand there could be issues of people clicking on them - but a solution would be to make them unclickable if not discovered ??

2) Another issue I had with SC:BW was I really liked playing Terran mech, but I hated having to memorize the exact positions of buildings to be able to have an effective wall for each position of the map. I much prefer the simplified SC2 walls. Are the wall-ins in this SC2 style or SC1 style?

3) Is there a way to practice singleplayer with this mod? I am extremely rusty with SC:BW and would benefit a lot from practicing it a little before playing others.
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