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[A] Starcraft 2 Brood War - Page 139

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 137 138 139 140 141 246 Next
-Sage
Profile Joined May 2011
Norway16 Posts
May 23 2011 11:10 GMT
#2761
Man these maps look sweet, hope some of them end up in the ladder pool.
If ones post is not constructive, positive or relevant, It's wrong.
jaybee
Profile Joined May 2011
United States24 Posts
May 23 2011 13:00 GMT
#2762
How do you set this up to be playable in single player/offline. Normal maps I can just double click the file and it runs perfectly, but when I do it for this map nothing works right. Its probably because of the assets, though I don't even know where to begin with those.
jmertelj
Profile Joined March 2011
Slovenia84 Posts
May 23 2011 13:18 GMT
#2763
IMO, BW is still better than BW in SC2, nothing beats the classic graphics :D
Someone should suggest Blizzard to incorporate a new graphics setting in the next patch, lower than 'low' called 'BW' ^_^
If I was a wizard, this wouldn't be happening.
Overpowered
Profile Joined January 2011
Czech Republic764 Posts
May 23 2011 13:35 GMT
#2764
I cant find it on EU :/ ?
Just another gold Protoss...
bo0
Profile Joined April 2011
Belgium550 Posts
May 23 2011 13:40 GMT
#2765
On May 23 2011 22:35 Overpowered wrote:
I cant find it on EU :/ ?


It's there, just search for "SC2:BW" exactly like that and you should have a dozen or so maps show up
Overpowered
Profile Joined January 2011
Czech Republic764 Posts
May 23 2011 13:47 GMT
#2766
Thanks, searched SCBW -_-
Just another gold Protoss...
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-23 20:07:47
May 23 2011 20:06 GMT
#2767
On May 23 2011 19:49 genstallik wrote:
Mav man, i think your SCV/Done/Probe attack speeds are waaaaaay to fast, gonna fix it?


it should be accurate

On May 23 2011 22:00 jaybee wrote:
How do you set this up to be playable in single player/offline. Normal maps I can just double click the file and it runs perfectly, but when I do it for this map nothing works right. Its probably because of the assets, though I don't even know where to begin with those.


i dont include all the assets in every version i release.
all assets are needed to be placed in starcraft II/mods folder

it should work then, but the ai is hardly there.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
TheRhox
Profile Joined March 2011
Canada868 Posts
May 23 2011 20:49 GMT
#2768
Wow, hold position lurker actually works in this version! colour me impressed.
VoS
Profile Joined September 2010
United States30 Posts
May 23 2011 20:50 GMT
#2769
Found another game of sc2bw from TLO's 24 hr marathon:

LiquidTLO vs mouzLomo PvT on Othello

Starts @ ~27 min
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2011-05-23 21:58:49
May 23 2011 21:14 GMT
#2770
TLO definitely helped a lot by streaming some sc2bw games , it's actually possible to find games in the sc2bw chat channel . 13 people were in it at around 10:30 pm , which is a huge improvement compared to what it was before.

edit: the game vs lomo was actually pretty good , he got roflstomped but it was exiting to watch ( great shuttle/zealot bombing by TLO , you can see that he was quite good at bw when the beta was launched)
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 23 2011 21:17 GMT
#2771
MavercK you should see if any tournaments (GSL/NASL/IPL/MLG/TSL) would be interested in doing showcase matches with this map.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
jaybee
Profile Joined May 2011
United States24 Posts
May 23 2011 23:04 GMT
#2772
On May 24 2011 05:06 MavercK wrote:
Show nested quote +
On May 23 2011 19:49 genstallik wrote:
Mav man, i think your SCV/Done/Probe attack speeds are waaaaaay to fast, gonna fix it?


it should be accurate

Show nested quote +
On May 23 2011 22:00 jaybee wrote:
How do you set this up to be playable in single player/offline. Normal maps I can just double click the file and it runs perfectly, but when I do it for this map nothing works right. Its probably because of the assets, though I don't even know where to begin with those.


i dont include all the assets in every version i release.
all assets are needed to be placed in starcraft II/mods folder

it should work then, but the ai is hardly there.

Thanks mav. I download the version for publishers so i have the mod files. I just wanted to test it while I couldn't use the internet for a while. Thanks again.
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
May 24 2011 01:06 GMT
#2773
are you guys planning to put dynamic unit movements?
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
MavercK
Profile Joined March 2010
Australia2181 Posts
May 24 2011 01:31 GMT
#2774
On May 24 2011 10:06 Zeroes wrote:
are you guys planning to put dynamic unit movements?


theres no information on it at all nor a download link for the map or anything
if you can help please do.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
May 24 2011 02:18 GMT
#2775
probably going to do a new version tonight/whenever US client gets the 1.3.4 patch
i would do it now but it wont let me publish (i wish they updated all regions at the same time)

changes coming are as follows
+ Show Spoiler +

Version 0.971


Additions
  • New Method for loading Triggers, Triggers are now loaded from the SC2BW mod file instead of from the individual map, ergo there is only a single source for Triggers. this will make it easier to update the map and also ensure Ladder Rating is persistent across all maps.
  • New Valkyrie Texture by buhhy
  • New model for Comsat. has animations now.
  • Work Animation added to Science Facility (lights flash when upgrading)
  • Dragoons now make a mess


Changes
  • Tweaks to the way Valkyrie attack works
  • Polished all addons construction animations
  • Work Animation removed from Gateway
  • Battlecruiser attack made more visible by increasing effect size and slowing projectile
  • All Protoss Buildings now have the same Warp in Animation
  • Lurker Attack Spines are now much taller.
  • Irradiate will no longer cause units to "Flee"
  • Spider Mine movement speed decreased from 9 > 7.5
  • Lurker Egg size increased slightly
  • Dark/Archon size decreased slightly
  • Mutalisk size increased slightly
  • Reduced Pylon Power Radius from 7.5 > 6.5, (same as blizzard's change, tested all wallins on Fighting Spirit and all remain possible)
  • changed the way Game Mode Options are displayed (Hardcore settings) to be more straight forward


Fixes
  • Command Center no longer morphs into Orbitals and Planetary while flying
  • Some small fixes to Destination (fixed wallin, fixed bridge symmetry)
  • Some small fixes to Andromeda (fixed center, added doodads)
  • Some small fixes to Othello (added destructable rocks to make wallin at natural better)
  • Some small fixes to Heartbreak Ridge (changes to center, made wallins more accurate)
  • Some small fixes to Circuit Breaker (more accurate wallin)
  • Some pretty significant changes to Fighting Spirit (more accurate wallin, changes to bridge and river width, main base seems massive however =\)
  • Nydus should now properly not play a Global Sound on Birth
  • Siege Tanks will now properly do Splash Damage to it's Target while Target remains under Dark Swarm
  • Fixed bug that caused Devourer to be unable to attack cloaked units, irregardless if they were visible or not
  • Fixed 99% of Hotkey re-assigning functionality. all units/buildings should show correctly
  • Fixed Hallucination

Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
VoS
Profile Joined September 2010
United States30 Posts
May 24 2011 02:47 GMT
#2776
On May 24 2011 11:18 MavercK wrote:
probably going to do a new version tonight/whenever US client gets the 1.3.4 patch
i would do it now but it wont let me publish (i wish they updated all regions at the same time)

changes coming are as follows
+ Show Spoiler +

Version 0.971


Additions
  • New Method for loading Triggers, Triggers are now loaded from the SC2BW mod file instead of from the individual map, ergo there is only a single source for Triggers. this will make it easier to update the map and also ensure Ladder Rating is persistent across all maps.
  • New Valkyrie Texture by buhhy
  • New model for Comsat. has animations now.
  • Work Animation added to Science Facility (lights flash when upgrading)
  • Dragoons now make a mess


Changes
  • Tweaks to the way Valkyrie attack works
  • Polished all addons construction animations
  • Work Animation removed from Gateway
  • Battlecruiser attack made more visible by increasing effect size and slowing projectile
  • All Protoss Buildings now have the same Warp in Animation
  • Lurker Attack Spines are now much taller.
  • Irradiate will no longer cause units to "Flee"
  • Spider Mine movement speed decreased from 9 > 7.5
  • Lurker Egg size increased slightly
  • Dark/Archon size decreased slightly
  • Mutalisk size increased slightly
  • Reduced Pylon Power Radius from 7.5 > 6.5, (same as blizzard's change, tested all wallins on Fighting Spirit and all remain possible)
  • changed the way Game Mode Options are displayed (Hardcore settings) to be more straight forward


Fixes
  • Command Center no longer morphs into Orbitals and Planetary while flying
  • Some small fixes to Destination (fixed wallin, fixed bridge symmetry)
  • Some small fixes to Andromeda (fixed center, added doodads)
  • Some small fixes to Othello (added destructable rocks to make wallin at natural better)
  • Some small fixes to Heartbreak Ridge (changes to center, made wallins more accurate)
  • Some small fixes to Circuit Breaker (more accurate wallin)
  • Some pretty significant changes to Fighting Spirit (more accurate wallin, changes to bridge and river width, main base seems massive however =\)
  • Nydus should now properly not play a Global Sound on Birth
  • Siege Tanks will now properly do Splash Damage to it's Target while Target remains under Dark Swarm
  • Fixed bug that caused Devourer to be unable to attack cloaked units, irregardless if they were visible or not
  • Fixed 99% of Hotkey re-assigning functionality. all units/buildings should show correctly
  • Fixed Hallucination


Sick!

Thanks Mav!
kane]deth[
Profile Joined October 2009
Canada368 Posts
May 24 2011 03:08 GMT
#2777
I'm looking forward to blue dragoon blood
jaybee
Profile Joined May 2011
United States24 Posts
May 24 2011 11:42 GMT
#2778
Hey Mav, can you remove the sight blockers on Fighting Spirit? It really makes early game tank timing pushes hard to stop because no air yet. Also can you fix the SCV's attack rate. I know by clicking it you can make scv attack faster but that is not as important as allowing marine allins to be unstoppable.
xaeiu
Profile Blog Joined September 2010
432 Posts
May 24 2011 11:57 GMT
#2779
On May 24 2011 11:18 MavercK wrote:
probably going to do a new version tonight/whenever US client gets the 1.3.4 patch
i would do it now but it wont let me publish (i wish they updated all regions at the same time)

changes coming are as follows
+ Show Spoiler +

Version 0.971


Additions
  • New Method for loading Triggers, Triggers are now loaded from the SC2BW mod file instead of from the individual map, ergo there is only a single source for Triggers. this will make it easier to update the map and also ensure Ladder Rating is persistent across all maps.
  • New Valkyrie Texture by buhhy
  • New model for Comsat. has animations now.
  • Work Animation added to Science Facility (lights flash when upgrading)
  • Dragoons now make a mess


Changes
  • Tweaks to the way Valkyrie attack works
  • Polished all addons construction animations
  • Work Animation removed from Gateway
  • Battlecruiser attack made more visible by increasing effect size and slowing projectile
  • All Protoss Buildings now have the same Warp in Animation
  • Lurker Attack Spines are now much taller.
  • Irradiate will no longer cause units to "Flee"
  • Spider Mine movement speed decreased from 9 > 7.5
  • Lurker Egg size increased slightly
  • Dark/Archon size decreased slightly
  • Mutalisk size increased slightly
  • Reduced Pylon Power Radius from 7.5 > 6.5, (same as blizzard's change, tested all wallins on Fighting Spirit and all remain possible)
  • changed the way Game Mode Options are displayed (Hardcore settings) to be more straight forward


Fixes
  • Command Center no longer morphs into Orbitals and Planetary while flying
  • Some small fixes to Destination (fixed wallin, fixed bridge symmetry)
  • Some small fixes to Andromeda (fixed center, added doodads)
  • Some small fixes to Othello (added destructable rocks to make wallin at natural better)
  • Some small fixes to Heartbreak Ridge (changes to center, made wallins more accurate)
  • Some small fixes to Circuit Breaker (more accurate wallin)
  • Some pretty significant changes to Fighting Spirit (more accurate wallin, changes to bridge and river width, main base seems massive however =\)
  • Nydus should now properly not play a Global Sound on Birth
  • Siege Tanks will now properly do Splash Damage to it's Target while Target remains under Dark Swarm
  • Fixed bug that caused Devourer to be unable to attack cloaked units, irregardless if they were visible or not
  • Fixed 99% of Hotkey re-assigning functionality. all units/buildings should show correctly
  • Fixed Hallucination



awesome that you're still putting so much effort into it!
definitely gonna check them out again as soon as they are up
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-24 12:34:30
May 24 2011 12:28 GMT
#2780
On May 24 2011 20:42 jaybee wrote:
Hey Mav, can you remove the sight blockers on Fighting Spirit? It really makes early game tank timing pushes hard to stop because no air yet. Also can you fix the SCV's attack rate. I know by clicking it you can make scv attack faster but that is not as important as allowing marine allins to be unstoppable.


it's accurate
SCVs had one of the fastest attack speeds in the game
the trade off is they had to be completely still, they cannot moving shot, they also had the shortest range of all workers.

to be more specific
SCV attack cooldown is 15 frames
SC1 at fastest was at 24fps

thats 1.6 attacks per second.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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