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[A] Starcraft 2 Brood War - Page 133

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 131 132 133 134 135 246 Next
MavercK
Profile Joined March 2010
Australia2181 Posts
April 30 2011 17:42 GMT
#2641
maps are not revealed at all, same as bw. however there aren't that many maps and the map pool is kinda unlikely to change very much.

wall ins are mostly sc1 style with some unavoidable discrepencies here and there

you can play the ai but it plays the game like it's sc2 and has no idea what it's doing
i've been working on trying to adapt the AI for my mod but im having a hell of a time. learning galaxy isn't really the problem, learning the default functions are.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kattfisk
Profile Joined December 2010
Sweden29 Posts
May 06 2011 23:25 GMT
#2642
Is this thread slowly dying? I hope not.
Also,How is the sporecrawler model going?
adso
Profile Joined March 2011
718 Posts
May 06 2011 23:31 GMT
#2643
On May 07 2011 08:25 Kattfisk wrote:
Is this thread slowly dying? I hope not.
Also,How is the sporecrawler model going?

Heresy! brood war will never die
MavercK
Profile Joined March 2010
Australia2181 Posts
May 07 2011 03:45 GMT
#2644
waiting on devourer/creep colony models.
guess i'll list the changes that are coming eventually


New Valkyrie Texture by buhhy
Command Center no longer morphs into Orbitals and Planetary while flying
Tweaks to the way Valkyrie attack works
New model for Comsat. has animations now.
Polished all addons construction animations
Work Animation added to Science Facility (lights flash when upgrading)
Work Animation removed from Gateway
Battlecruiser attack made more visible by increasing effect size and slowing projectile
Dragoons now make a mess
some small fixes to Destination
Some small fixes to Andromeda
All Protoss Buildings now have the same Warp in Animation
Lurker Attack Spines are now much taller.
Nydus should now properly not play a Global Sound on Birth
Irradiate will no longer cause units to "Flee"
Siege Tanks will now properly do Splash Damage to it's Target while Target remains under Dark Swarm
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 07 2011 04:08 GMT
#2645
I just tried this map on Destination (NA), and the siege tanks weren't overkilling...
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
MavercK
Profile Joined March 2010
Australia2181 Posts
May 07 2011 05:13 GMT
#2646
they should but it's barely a 0.1 second time window.
sometimes a tanks turret will not turn quickly enough to overkill.

but i have tested it.
placed about 1000 tanks in a small area and zealot bombed.
many many many many tanks fired at a single zealot.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 07 2011 06:21 GMT
#2647
On May 07 2011 14:13 MavercK wrote:
they should but it's barely a 0.1 second time window.
sometimes a tanks turret will not turn quickly enough to overkill.

but i have tested it.
placed about 1000 tanks in a small area and zealot bombed.
many many many many tanks fired at a single zealot.


You might want to make that interval a bit longer, to make the overkilling more BW like. I don't think the firing delay would have any negative impact on gameplay.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Highlight
Profile Joined April 2011
United States75 Posts
May 07 2011 06:30 GMT
#2648
all i gotta say is that the mod is beautiful
MavercK
Profile Joined March 2010
Australia2181 Posts
May 07 2011 06:51 GMT
#2649
On May 07 2011 15:21 sob3k wrote:
Show nested quote +
On May 07 2011 14:13 MavercK wrote:
they should but it's barely a 0.1 second time window.
sometimes a tanks turret will not turn quickly enough to overkill.

but i have tested it.
placed about 1000 tanks in a small area and zealot bombed.
many many many many tanks fired at a single zealot.


You might want to make that interval a bit longer, to make the overkilling more BW like. I don't think the firing delay would have any negative impact on gameplay.


the time frame for overkill in brood war was a single frame as damage was applied on the frame after the attack.
on fastest BW ran at 24 frames per second.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 07 2011 07:19 GMT
#2650
On May 07 2011 15:51 MavercK wrote:
Show nested quote +
On May 07 2011 15:21 sob3k wrote:
On May 07 2011 14:13 MavercK wrote:
they should but it's barely a 0.1 second time window.
sometimes a tanks turret will not turn quickly enough to overkill.

but i have tested it.
placed about 1000 tanks in a small area and zealot bombed.
many many many many tanks fired at a single zealot.


You might want to make that interval a bit longer, to make the overkilling more BW like. I don't think the firing delay would have any negative impact on gameplay.


the time frame for overkill in brood war was a single frame as damage was applied on the frame after the attack.
on fastest BW ran at 24 frames per second.


Just sayin my opinon, I played quite a bit of BW and I certainly felt like the tanks behaved quite differently. I obv haven't scientifically studied the issue.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
adso
Profile Joined March 2011
718 Posts
May 07 2011 12:23 GMT
#2651
Sadly, star2's "vehicule" is maybe not able to recreate all the glory of star1..
Maverck is the man to get as close as can be attained though
iPBioOrMech
Profile Joined May 2010
Turkey297 Posts
May 07 2011 14:23 GMT
#2652
Lol i agree i dont get the point in this but it looks cool i tryed it out
i created scan BM, MvP created mule drop.
zende
Profile Joined February 2011
Sweden234 Posts
May 07 2011 20:14 GMT
#2653
so fun - especially for us newschoolers that haven't played any serious brood war!
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 08 2011 02:44 GMT
#2654
On April 20 2011 15:57 I)etox wrote:
Show nested quote +
On April 20 2011 13:42 MavercK wrote:
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!!


The goal is wrong though.

You don't need isometric movement, but you do need the units spread out as they move/attack-move. You can do this the same way as you split mutas while stopped. However its not desirable as the army will split up differently depending on the direction (I've noticed).

If there is a way to split up the army so that it will eventually form a spread line that would be good.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-05-08 02:52:46
May 08 2011 02:49 GMT
#2655
On April 03 2011 14:16 herberckl wrote:
Show nested quote +
On April 03 2011 12:47 wi1lywonka wrote:
The CC looks a little lopsided and doesn't look fleshy enough. I think it should look a little 'stronger' and more structured tbh.


No it doesnt. I wouldnt mess with models that look very similar to broodwar already. In my opinion the risk of getting it wrong is too high.
I think most of the models that are in now are really good, just take the carrier for example whích looks amazing or the reaver.

There are a few models left that looked very different in broodwar for example the gateway and the hatchery but i dont even think its necessary to change those.

One model though that i think could use some minor changes is the dragoon. I dont know how to describe it but i think it needs bigger thighs (is this the right word? sry im german) and the team colours should be more dominant on the legs.

Fantastic mod, keep it up


You could grab all the building models/textures from Project Resurrection, and honestly I feel that the game would look much better. The firebat flames in that game are also sick.



[image loading]
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-08 02:51:23
May 08 2011 02:50 GMT
#2656
mmm, i dunno, i might try adding some artificial move orders to mess with them

and the PR models i've used (see reaver, valkyrie, corsair, arbiter)
problem is they are extremely low poly and low res textures. they look awful in sc2.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 08 2011 04:51 GMT
#2657
On May 08 2011 11:49 sluggaslamoo wrote:
Show nested quote +
On April 03 2011 14:16 herberckl wrote:
On April 03 2011 12:47 wi1lywonka wrote:
The CC looks a little lopsided and doesn't look fleshy enough. I think it should look a little 'stronger' and more structured tbh.


No it doesnt. I wouldnt mess with models that look very similar to broodwar already. In my opinion the risk of getting it wrong is too high.
I think most of the models that are in now are really good, just take the carrier for example whích looks amazing or the reaver.

There are a few models left that looked very different in broodwar for example the gateway and the hatchery but i dont even think its necessary to change those.

One model though that i think could use some minor changes is the dragoon. I dont know how to describe it but i think it needs bigger thighs (is this the right word? sry im german) and the team colours should be more dominant on the legs.

Fantastic mod, keep it up


You could grab all the building models/textures from Project Resurrection, and honestly I feel that the game would look much better. The firebat flames in that game are also sick.

http://www.youtube.com/watch?v=SlFp0wj1yXE

[image loading]


OMG that looks amazing. Ive never seen gameplay for it, just new about it. I wish there was a way to recreate this look in sc2 somehow. Does micro work the same in this mod? and do units clump like in sc2?
Kill the Deathball
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
May 08 2011 05:17 GMT
#2658
yeah, firebats look kind of like red marauders, and that's so different from brood war it kinda bothers me. I would very much like to see the firebat model from PR imported in to our mod and textured to perfection

keep it up!
Kattfisk
Profile Joined December 2010
Sweden29 Posts
May 08 2011 20:57 GMT
#2659
Also,we need more VOD's imo. I can barely find any on Youtube.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 08 2011 23:50 GMT
#2660
On May 08 2011 13:51 pzea469 wrote:
Show nested quote +
On May 08 2011 11:49 sluggaslamoo wrote:
On April 03 2011 14:16 herberckl wrote:
On April 03 2011 12:47 wi1lywonka wrote:
The CC looks a little lopsided and doesn't look fleshy enough. I think it should look a little 'stronger' and more structured tbh.


No it doesnt. I wouldnt mess with models that look very similar to broodwar already. In my opinion the risk of getting it wrong is too high.
I think most of the models that are in now are really good, just take the carrier for example whích looks amazing or the reaver.

There are a few models left that looked very different in broodwar for example the gateway and the hatchery but i dont even think its necessary to change those.

One model though that i think could use some minor changes is the dragoon. I dont know how to describe it but i think it needs bigger thighs (is this the right word? sry im german) and the team colours should be more dominant on the legs.

Fantastic mod, keep it up


You could grab all the building models/textures from Project Resurrection, and honestly I feel that the game would look much better. The firebat flames in that game are also sick.

http://www.youtube.com/watch?v=SlFp0wj1yXE

[image loading]


OMG that looks amazing. Ive never seen gameplay for it, just new about it. I wish there was a way to recreate this look in sc2 somehow. Does micro work the same in this mod? and do units clump like in sc2?


Warcraft 3 has archaic movement AI very similar to BW. So it terms of army cohesion its almost exactly the same as BW.

Micro however works completely differently.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
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