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.
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
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.
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.
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.
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.
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.
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.
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.
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?
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
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.
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.