
[A] Starcraft 2 Brood War - Page 132
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MavercK
Australia2181 Posts
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Kinetik_Inferno
United States1431 Posts
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
Australia2181 Posts
On April 20 2011 13:33 Kinetik_Inferno wrote: 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. | ||
I)etox
1240 Posts
On April 20 2011 13:42 MavercK wrote: 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
United States7 Posts
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MavercK
Australia2181 Posts
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. | ||
billsz
United States7 Posts
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MavercK
Australia2181 Posts
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. | ||
ubersoph
United States56 Posts
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 ![]() | ||
r33k
Italy3402 Posts
On April 18 2011 13:35 3xiLe wrote: 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
3327 Posts
Why is BW so great that a BW remake is so epic to watch ![]() 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. | ||
wi1lywonka
Germany57 Posts
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Sayle
United Kingdom3685 Posts
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
3391 Posts
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
Sweden16 Posts
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
United States1431 Posts
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
Australia2181 Posts
i shall look into it. | ||
Nazza
Australia1654 Posts
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. | ||
MavercK
Australia2181 Posts
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. | ||
EscPlan9
United States2777 Posts
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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