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On May 17 2011 17:13 MavercK wrote:Show nested quote +On May 17 2011 17:07 7erojananda wrote: Hi! This is so cool, thank you! The only thing I would like to ask is: are all these units used in this mode that are missing in SC2 such as dragoons, guardians, corsairs, arbiters etc. already designed and present in SC2 database? I mean if these units are already designed can we suggest that they will be added to the "final cut" of SC2? Because I really think that in the end we will have BroodWar + a lot of new units * new mechanics and Blizzard just started WoL from the majority of new units and only later they will add "known" units to the game to complete it. no blizzard said all sc1 units would be in the editor but they are not. the only ones are the WoL units and lurkers/scourge
Then when did you get all these units shown in the screenshot in the original post of this thread and then used in the mode? Did you design them by yourself? Just can`t image how much work should be put in that task...
P.S. Sorry if this question was already asked previously - just couldn`t find this exact information.
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On May 17 2011 17:38 7erojananda wrote:Show nested quote +On May 17 2011 17:13 MavercK wrote:On May 17 2011 17:07 7erojananda wrote: Hi! This is so cool, thank you! The only thing I would like to ask is: are all these units used in this mode that are missing in SC2 such as dragoons, guardians, corsairs, arbiters etc. already designed and present in SC2 database? I mean if these units are already designed can we suggest that they will be added to the "final cut" of SC2? Because I really think that in the end we will have BroodWar + a lot of new units * new mechanics and Blizzard just started WoL from the majority of new units and only later they will add "known" units to the game to complete it. no blizzard said all sc1 units would be in the editor but they are not. the only ones are the WoL units and lurkers/scourge Then when did you get all these units shown in the screenshot in the original post of this thread and then used in the mode? Did you design them by yourself? Just can`t image how much work should be put in that task... P.S. Sorry if this question was already asked previously - just couldn`t find this exact information.
some of them are just models for WoL campaign others are ported from the warcraft 3 mod Project Revolution (and touched up, higher poly count, nicer textures) the rest are custom models created by Gna
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A friend of mine and myself talked about if someone would make a BW-mod of sc2, because we both would like to play the original Starcraft just with better craphics and larger groups. Big thanks to all who helped making this. I will try out some maps as soon as I get home.
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On May 17 2011 19:17 zul wrote: A friend of mine and myself talked about if someone would make a BW-mod of sc2, because we both would like to play the original Starcraft just with better craphics and larger groups. Big thanks to all who helped making this. I will try out some maps as soon as I get home.
made me lol
Gna is sooooo the man for his work  send/show him your love, he definitely deserves it as much as M (who's dedication to his work should be "featured newsed" )
edit: brood war will live forever thanks to M
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saw this too. have you thought about making your own sc2 version? like, start out slow with some highground advantage and the spreading from that thread, and make changes as you go?
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On May 18 2011 00:44 heligebob wrote:saw this too. have you thought about making your own sc2 version? like, start out slow with some highground advantage and the spreading from that thread, and make changes as you go?
i have no idea how they implemented the spreading or if it's even functional in a normal game i can't find a download link or anything for the map.
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It looks as though the screenshots were taken from a unit tester, so I don't really know if the spreading was actually implemented in game. From what I saw so far, the only way to have units spread more is to increase their collision radius (like in the no deathball mod), but it won't reproduce the mechanic of broodwar since you can't manually stack your units. I thought this mechanics was a consequence of the pathing in bw , where you only have 8 movement direction possibles, and according to Maverck it's almost impossible to do in the editor. However i might be wrong , maybe they've find a way to do it , it would be awesome for the mod because i think unit movement is the biggest problem so far, it doesn't feel the same than bw. So now we need someone who reads koreans to ask on playXP :p .
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On May 18 2011 00:46 MavercK wrote:Show nested quote +On May 18 2011 00:44 heligebob wrote:saw this too. have you thought about making your own sc2 version? like, start out slow with some highground advantage and the spreading from that thread, and make changes as you go? i have no idea how they implemented the spreading or if it's even functional in a normal game i can't find a download link or anything for the map.
i saw you response on the previous page, there was supposed to be a "if you can make it work" in there. maybe we can find some korean/chinese person to help us ask questions about how they made it work?
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Wow! That is sick! Gonna dl as soon as I get home.
I have been playing as much sc2bw as I can. After playing 3 tvz's where I was permanently stuck on 2 base because of 25 mutas flying around I decided to switch to hardcore mode. But selecting all the settings every game is really annoying.
Maverck could you have a selection box that changes every setting to hardcore? Also there is a bug with the brood war camera where the player can scroll with the mouse wheel and the camera backs up. And when smart casting is disabled it does not disable for scv's. The player can still select multiple scv's and build multiple buildings with them. Lastly, do you have an eta on the new patch and did you slow down the Goliath missiles? Those things fly way too fast. Thx mav!
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yea goliath missiles will be slowed down
dunno if theres a way to set all settings at once
i dont like the no deathballs mod, i've already done something similar to it at a minor capacity but. i hate it. it's extremely artificial. units can't get close to each other even if they wanted to and it breaks things like zealot bombs and makes it very difficult for many zerglings to surround a single unit etc
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Yeah i played the mod. It wasn't what i thought it was. Way too extreme. Good call Mav.
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That no deathball mod just has increased radius for most of the units. To actually create the dynamic pathing that BW had would be a difficult task. Probably doable with triggers but that wouldn't allow it to be used as a mod.
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Found major bug: Unable to cast defensive matrix.
Any new VODs on their way? I would send you some of my replays if I didn't suck so badly.
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On May 19 2011 06:20 chainheart wrote: That no deathball mod just has increased radius for most of the units. To actually create the dynamic pathing that BW had would be a difficult task. Probably doable with triggers but that wouldn't allow it to be used as a mod.
Well, then is there a way to fix that every unit must consider any other as an obstacle? As if they were in hold position? I think that this would change the pathing to dynamic.
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On May 19 2011 12:03 k10forgotten wrote:Show nested quote +On May 19 2011 06:20 chainheart wrote: That no deathball mod just has increased radius for most of the units. To actually create the dynamic pathing that BW had would be a difficult task. Probably doable with triggers but that wouldn't allow it to be used as a mod. Well, then is there a way to fix that every unit must consider any other as an obstacle? As if they were in hold position? I think that this would change the pathing to dynamic.
I'm pretty certain that Maverck has already implemented this. And I think it works pretty damn good.
Another tiny bug: No option to cancel research using shortcuts in the science facility.
I should probably make a list.
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You need a tournament and a caster xD and probably a price pool !!
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Is it me, or do missile turrets fire to fast? their missiles are too fast too. Great mod though! =) Hope to see more things like an academy that looks like an academy, etc etc
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On May 19 2011 19:15 genstallik wrote: Is it me, or do missile turrets fire to fast? their missiles are too fast too. Great mod though! =) Hope to see more things like an academy that looks like an academy, etc etc
might be right on how fast a missile moves but i think the attack speed is correct irregardless it still fits the conversion ratio i used for all weapons attack speeds for relatively it's accurate 
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Oh well, I'm really enjoying the mod anyway. I've only been playing on Python 2, miss that map =p
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