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[A] Starcraft 2 Brood War - Page 145

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 143 144 145 146 147 246 Next
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-30 07:06:42
May 30 2011 07:05 GMT
#2881
On May 30 2011 15:56 Kiante wrote:
is there any way to fix the "i hotkeyed 20 units, i can control them for a second until the 12 unit limit is enforced" thing? i keep selecting my probes with my nexus and moving them off mining while i'm spamming. Also punishes me for having a fast 1a2a3a


sadly no
atleast not to my knowledge
theres no way to have triggers or anything like that run on the client, while unit selection and other hard coded ui elements are.

the delay is based on whatever your ping is to battle.net
the laggier it is the worse the delay

i've scoured the entire data editor multiple times looking for maybe theres just some simple field im missing called "maximum selected units" or something but there doesn't seem to be.

more than likely my trigger is inefficient and could be redone to be faster. but this would mean a 2-5ms difference at best.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 30 2011 07:22 GMT
#2882
isn't the maximum based on the type of variable used to store the hotkeyed groups? like it caps out at 255 or something right? could you just define a new variable that is only 0-12 or something?
Writer
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 07:25 GMT
#2883
On May 30 2011 16:22 Kiante wrote:
isn't the maximum based on the type of variable used to store the hotkeyed groups? like it caps out at 255 or something right? could you just define a new variable that is only 0-12 or something?


only if blizzard adds a field into the data editor that lets me change that variable
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2011-05-30 08:45:28
May 30 2011 08:45 GMT
#2884
On May 30 2011 16:25 MavercK wrote:
Show nested quote +
On May 30 2011 16:22 Kiante wrote:
isn't the maximum based on the type of variable used to store the hotkeyed groups? like it caps out at 255 or something right? could you just define a new variable that is only 0-12 or something?


only if blizzard adds a field into the data editor that lets me change that variable

Sounds like a pretty good idea, especially if someone ever decides to try and create a Warcraft 3 Total Conversion.

Hope Blizzard does this...
Tusk
Profile Joined February 2007
Canada427 Posts
May 30 2011 09:57 GMT
#2885
Thoughts inspired by the people posting on page 145:

1. Thanks to MaverK for putting in so much time to do this,

and

2: Kiante, nice try against TLO on said sc2bw maps in TLA.
lololol
Profile Joined February 2006
5198 Posts
May 30 2011 12:35 GMT
#2886
On May 30 2011 13:53 Kiante wrote:
Pylon radius is too small in the current version. Can only get 1 gateway horizontally next to a pylon

There's a bit of a problem that in SC2 the pylon power field is a circle, while in BW it's closer to an elipse, it's larger horizontally and it's shifted a bit towards the left, so if you make it fit the same buildings horizontally, it would be able to fit more vertically.

I dunno if it's even possible to remake it properly though.
I'll call Nada.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 30 2011 13:32 GMT
#2887
Another thing i've noticed. maps are too small or stuff is too big. not sure which. heres what i mean

This screenshot shows goons lined up at the base of one of the ramps on FS in SC2BW. note that they go 5 across
[image loading]

This screenshot from BW, also at the base of a ramp in FS shows the goons go 7.5 across(maybe even 8).
[image loading]

This shows the distance from the centre obstacle to the ramp in goon lengths in sc2bw
[image loading]

Now in BW the length is much more (11 goons in BW, 8 in sc2BW)
[image loading]

This difference in size basically makes terran imba. any chance this can be fixed?
Writer
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 30 2011 13:55 GMT
#2888
On May 30 2011 22:32 Kiante wrote:
Another thing i've noticed. maps are too small or stuff is too big. not sure which. heres what i mean

This screenshot shows goons lined up at the base of one of the ramps on FS in SC2BW. note that they go 5 across
[image loading]

This screenshot from BW, also at the base of a ramp in FS shows the goons go 7.5 across(maybe even 8).
[image loading]

This shows the distance from the centre obstacle to the ramp in goon lengths in sc2bw
[image loading]

Now in BW the length is much more (11 goons in BW, 8 in sc2BW)
[image loading]

This difference in size basically makes terran imba. any chance this can be fixed?

the map is a little bit smaller, but most conversions from bw to sc2 are.
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 30 2011 13:57 GMT
#2889
why does this have to be the case?
Writer
Daralii
Profile Joined March 2010
United States16991 Posts
May 30 2011 14:11 GMT
#2890
On May 30 2011 22:57 Kiante wrote:
why does this have to be the case?

Maps can't exceed a certain size, or you can't upload them.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 30 2011 14:11 GMT
#2891
but gigantic 8 player fastest map maps exist. surely they can throw a few more pixels in?
Writer
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 14:17 GMT
#2892
On May 30 2011 22:57 Kiante wrote:
why does this have to be the case?


the center distance to bridge might be too much to fix
bridge width i can however fix
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 30 2011 14:18 GMT
#2893
the distance to the centre is the biggest problem. I played a pvt and the push was pretty much unstoppable by ground because it was too cramped to get my zealots into the tank line....
Writer
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 14:23 GMT
#2894
well, what do you reckon, the center walls are too big or the center mass/island is too small in general, i could probably replace the walls that surround the center expansion with something smaller. but physically increasing the center of the map will be a huge HUGE job

i had always felt the mains were too big aswell, but reducing their size is basically the same process

iccup's fighting spirit (the one im using) is 139x136 by camera bounds, while sc1 is 128x128
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
May 30 2011 14:38 GMT
#2895
On May 30 2011 23:23 MavercK wrote:
well, what do you reckon, the center walls are too big or the center mass/island is too small in general, i could probably replace the walls that surround the center expansion with something smaller. but physically increasing the center of the map will be a huge HUGE job

i had always felt the mains were too big aswell, but reducing their size is basically the same process

iccup's fighting spirit (the one im using) is 139x136 by camera bounds, while sc1 is 128x128


The thing is that SC 1x1 is larger than SC2's 1x1, thus 128x128 would be more like 160x160... If you consider the isometric perspective, it would be more like 196x160. :T
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 14:45 GMT
#2896
On May 30 2011 23:38 k10forgotten wrote:
Show nested quote +
On May 30 2011 23:23 MavercK wrote:
well, what do you reckon, the center walls are too big or the center mass/island is too small in general, i could probably replace the walls that surround the center expansion with something smaller. but physically increasing the center of the map will be a huge HUGE job

i had always felt the mains were too big aswell, but reducing their size is basically the same process

iccup's fighting spirit (the one im using) is 139x136 by camera bounds, while sc1 is 128x128


The thing is that SC 1x1 is larger than SC2's 1x1, thus 128x128 would be more like 160x160... If you consider the isometric perspective, it would be more like 196x160. :T


indeed, hence why my remake of andromeda is much taller than wide.
im leaning towards resizing all units again, i feel like even if the grids are slightly different size they still line up with buildings and walls
thing is to make a dragoon fit in a 1x1 square it needs it's size almost halved. units will be much smaller. but that might be accurate.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sheepman
Profile Joined December 2010
United States54 Posts
May 30 2011 15:10 GMT
#2897
is there some way to tell the exact difference between 1x1 in BW and 1x1 in SC2?
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
May 30 2011 16:05 GMT
#2898
On May 30 2011 23:45 MavercK wrote:
Show nested quote +
On May 30 2011 23:38 k10forgotten wrote:
On May 30 2011 23:23 MavercK wrote:
well, what do you reckon, the center walls are too big or the center mass/island is too small in general, i could probably replace the walls that surround the center expansion with something smaller. but physically increasing the center of the map will be a huge HUGE job

i had always felt the mains were too big aswell, but reducing their size is basically the same process

iccup's fighting spirit (the one im using) is 139x136 by camera bounds, while sc1 is 128x128


The thing is that SC 1x1 is larger than SC2's 1x1, thus 128x128 would be more like 160x160... If you consider the isometric perspective, it would be more like 196x160. :T


indeed, hence why my remake of andromeda is much taller than wide.
im leaning towards resizing all units again, i feel like even if the grids are slightly different size they still line up with buildings and walls
thing is to make a dragoon fit in a 1x1 square it needs it's size almost halved. units will be much smaller. but that might be accurate.


I would love this!

btw did you see my posts with bugs ?
Moderator<:3-/-<
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 16:29 GMT
#2899
On May 31 2011 01:05 IntoTheWow wrote:
Show nested quote +
On May 30 2011 23:45 MavercK wrote:
On May 30 2011 23:38 k10forgotten wrote:
On May 30 2011 23:23 MavercK wrote:
well, what do you reckon, the center walls are too big or the center mass/island is too small in general, i could probably replace the walls that surround the center expansion with something smaller. but physically increasing the center of the map will be a huge HUGE job

i had always felt the mains were too big aswell, but reducing their size is basically the same process

iccup's fighting spirit (the one im using) is 139x136 by camera bounds, while sc1 is 128x128


The thing is that SC 1x1 is larger than SC2's 1x1, thus 128x128 would be more like 160x160... If you consider the isometric perspective, it would be more like 196x160. :T


indeed, hence why my remake of andromeda is much taller than wide.
im leaning towards resizing all units again, i feel like even if the grids are slightly different size they still line up with buildings and walls
thing is to make a dragoon fit in a 1x1 square it needs it's size almost halved. units will be much smaller. but that might be accurate.


I would love this!

btw did you see my posts with bugs ?


yea, ty, i've fixed destination
hatchery bug will be more interesting however
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
WniO
Profile Blog Joined April 2010
United States2706 Posts
May 30 2011 16:53 GMT
#2900
128 x 128 maps from bw to sc2 are generally in the 150 x 150 range NOT 190/160. almost everything from bw to sc2 is different in size so changing certain units sizes is not the best idea imo.
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