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[A] Starcraft 2 Brood War - Page 146

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 144 145 146 147 148 246 Next
Shalaiyn
Profile Joined October 2010
Netherlands2735 Posts
May 30 2011 16:58 GMT
#2901
Any way you can get muta micro to work on all maps? It's only worked on Medusa, atleast on EU. :/
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2011-05-30 20:10:04
May 30 2011 20:09 GMT
#2902
http://wiki.teamliquid.net/starcraft/Mining
have differences in mining acceleration been accounted for?
MavercK
Profile Joined March 2010
Australia2181 Posts
May 30 2011 20:31 GMT
#2903
On May 31 2011 05:09 rift wrote:
http://wiki.teamliquid.net/starcraft/Mining
have differences in mining acceleration been accounted for?


no, but ty for the link, will implement those changes.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-05-30 20:46:36
May 30 2011 20:33 GMT
#2904
The page is wrong, it's not because of the workers, it's because of the size of the main + BW pathing.

A probe with a CC will mine slower than a SCV with a Nexus, etc.

SCVs are the worst to harass, because they have very short range and the BW pathing has troubles with that. If you gave the same short range to a probe, it wouldn't be very good for harass either.

Their accel/decel is identical, the game uses the values from flingy.dat and there they have the same values for accel, stop distance, max speed and turn speed.
I'll call Nada.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
Last Edited: 2011-05-30 20:56:22
May 30 2011 20:44 GMT
#2905
Misclick.
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
Last Edited: 2011-05-30 20:55:44
May 30 2011 20:52 GMT
#2906
yea.
about the last 6 hours so far has been spent fiddling with unit sizes. units look tiny now with default sc2 camera. i may make BW camera the default setting and remove it's option

but yea i've pretty much been coming to the same conclusions as you k10

nice double post
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
May 30 2011 20:54 GMT
#2907
On May 31 2011 01:53 WniO wrote:
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.


Dude.. Just try porting Paranoid Android, man. It is a square map, but CERTAINLY it can't be a square map in SC2, and be the same. There will be many losses (center area or base area, whatever... some parts will shrink).



As for the unit sizes... Let's take a look in the difference of size between marine and mineral field:
  • SC1:
    [image loading]

  • SC2:
    [image loading]



And for the unit clumping - marine as an example again (yes, I did put those marines as close as possible):

  • SC1:
    [image loading]

  • SC2:
    [image loading]



What I think would be a good idea is: reduce the size of the marine to 0.9 and reduce its radius to 0.25 instead of 0.375.

It should look like this:
[image loading]



For the record, a single 1x1 in SC1 is 32x32 pixels, which means not much. It means that a tank, a goliath or a vulture will block it (their hitboxes are 32x32)... Or that approximately 4 marines will fill it (marine's hitbox is 17x20). :T

@MavercK
+ Show Spoiler +
      By the way, did you know all units hitboxes when you made the map? I'm making a .xls with all hitboxes. I hope it will be useful. (:


Well, I've been experimenting with other unit sizes (Terran only), and what I've figured out (it can be a well known fact, but, well, I didn't know):
  • SCV
    • Almost correct hitbox
            SC1 SCVs hitboxes are 23x23 which means that they fill 0.71875 of a square (1x1) or, that 1 square contains 1.39 of a SCV. Which means that a line of 100 squares should have 139 SCVs. Well, I made that line and filled it completelly with 128 SCVs. That difference can be fixed, of course. But it a pretty close match.
    • Almost correct size
            SC1 SCVs sprite is almost the same size as one square (a bit larger, actually). It should be about 1.15x larger.
  • Tank
    • Much larger hitbox
            A SC1 siege tank cover 1 square - which means that it should have a radius of 0.5 (!) - not 0.875, as standard SC2 tank.
    • Much larger er.. size
            SC1 tanks covered about 1.5x a square visually - not 2x as SC2's. So, in my opinion, 0.8 should be the best ratio of the model.

  • Ghost
    • Larger hitbox
            SC1 ghost's hitbox are 15x22 - which means that 2 ghosts fill one square, but only horizontally. There's no way we can do this in SC2. But what we can do is match the area. The area of a ghost is 0.32x of a square, and since a square is 0.5 of the radius unit (which really bothers me), the new ghost's radius should be 0.1875 (the closest number to 0.16x) - BUT, remember that it's 2 ghosts per square, so fuck the math. It's the default(!).
    • Bigger
            SC1 ghost's sprite covered 1 square vertically, and about 0.75x a square horizontally. Doesn't say much, but since it's ~0.25x taller than the marine, it should be the reference. I think it should be 0.8x. Dunno exactly the size, though.

There's also the building's orientations that bothers me.. Here's what I think should be the best orientations:
  • Command Center: 237
  • Barracks: 237
  • Factory: 230 We agree with this one
  • Starport: 230

  • Cybernetics Core: 230
  • Fleet Beacon: 260
  • Forge: 210
  • Gateway: 237
  • Robotics Facility: 235
  • Robotics Support Bay: 265
  • Stargate: 230
  • Templar Archives: 315 We agree with this one

  • Evolution Chamber: 310
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
lololol
Profile Joined February 2006
5198 Posts
May 30 2011 21:00 GMT
#2908
Now, that you've made unit sizes the same, you face the problem of splash that is a bit too good again :D
I'll call Nada.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
May 30 2011 21:02 GMT
#2909
LOL

I mean, when we have dynamic unit movement, everything's ready. ;___;
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
Last Edited: 2011-05-30 21:05:49
May 30 2011 21:04 GMT
#2910
On May 31 2011 06:00 lololol wrote:
Now, that you've made unit sizes the same, you face the problem of splash that is a bit too good again :D


everything i change is like that
changing all the unit sizes meant i had to change all building footprints again
and then change actor sizes

but i think splash will be fine. people have complained zealot bombing doesn't create the desired splash radius. i dunno. i've been trying to mess up pathing more since smaller units means stronger balls but i keep hitting walls. i think i'll just continue deeming EZMode = imbalanced
12 unit selection prevents balls good enough

that damn dynamic movement map
i want it so badly, i must know how he did it.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
May 30 2011 21:11 GMT
#2911
On May 31 2011 06:04 MavercK wrote:
Show nested quote +
On May 31 2011 06:00 lololol wrote:
Now, that you've made unit sizes the same, you face the problem of splash that is a bit too good again :D


everything i change is like that
changing all the unit sizes meant i had to change all building footprints again
and then change actor sizes

but i think splash will be fine. people have complained zealot bombing doesn't create the desired splash radius. i dunno. i've been trying to mess up pathing more since smaller units means stronger balls but i keep hitting walls. i think i'll just continue deeming EZMode = imbalanced
12 unit selection prevents balls good enough

that damn dynamic movement map
i want it so badly, i must know how he did it.

Building footprints? Really? Why?
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 21:23 GMT
#2912
because in particular making zerglings smaller means tight walls wernt tight anymore
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
Last Edited: 2011-05-31 00:01:53
May 31 2011 00:01 GMT
#2913
I think you should completely take out the function of MBS and stuff, just make it always like BW, as that makes it a bit imbalanced for some units, AKA mass Muta Ling is actually viable now because you can control all your Mutalisks at once. MBS also favors Zerg due the double advantage of having dual-rallies as well.
710+ Posts with a Probe Icon =D
VoS
Profile Joined September 2010
United States30 Posts
May 31 2011 00:45 GMT
#2914
On May 31 2011 09:01 iTzAnglory wrote:
I think you should completely take out the function of MBS and stuff, just make it always like BW, as that makes it a bit imbalanced for some units, AKA mass Muta Ling is actually viable now because you can control all your Mutalisks at once. MBS also favors Zerg due the double advantage of having dual-rallies as well.


Maybe Hardcore mode could be made standard instead of EZmode? Cause I know there's a lot of people out there that play this game because its way easier than BW.

I agree EZmode is ridiculously imba.
rift
Profile Blog Joined September 2007
1819 Posts
Last Edited: 2011-05-31 02:53:34
May 31 2011 02:33 GMT
#2915
noticed this watching tl attack: when a hydralisk attack animation goes over raised terrain, the 'line' of acid bends. (sheth vs lzgamer)

it also seemed that with sc2's better surround ai that lings are quite strong, or they feel stronger than in bw even
virusak
Profile Joined December 2009
Czech Republic344 Posts
May 31 2011 06:14 GMT
#2916
so there is a visible shadow under darkswarm animation 43:55, strange is that some saw it some not
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
May 31 2011 07:03 GMT
#2917
While i'm thinking about it, is there anyway to equalise the probe and zergling speeds? Because a zergling is able to chase down a probe without micro, which completely imbalances regular pvz. Its not really possible to have a safe FFE build without proper probe scouting and makes things like 2-3 hat hydra and speedling allins too powerful.
Writer
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-05-31 10:29:43
May 31 2011 07:21 GMT
#2918
On May 31 2011 16:03 Kiante wrote:
While i'm thinking about it, is there anyway to equalise the probe and zergling speeds? Because a zergling is able to chase down a probe without micro, which completely imbalances regular pvz. Its not really possible to have a safe FFE build without proper probe scouting and makes things like 2-3 hat hydra and speedling allins too powerful.


zerglings (i guess all melee units) have a weird phase where they sometimes move to just outside their attack range and dont do anything for half a second or so especially if the unit is turning
i can decrease the zergling sloop. but this can be a massive nerf to zerglings
i'll look into it anyway

*EDIT*
theres a small issue with muta stacking. when they begin spreading it's hard to immediately stack them again as the spreading trigger continues despite my efforts to stop it.
i wanna completely remake this trigger but just so you know it can take maybe 3-5 seconds of constantly moving mutas around to stack them properly

pro-tip - dont stop moving your mutas
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
May 31 2011 17:28 GMT
#2919
Damn mav do you think we are ready for another sc2bw tournament :D

I'd only do it if we can get some big names in (morrow said hed play even if it was 50 dollars right haha)

Just wanna get a format where we can see some big names vs each other haha

I'm willing to put up cash but id prefer if others organise. I can (want to) also cast/stream, but i'm really not a good organiser
HolydaKing
Profile Joined February 2010
21254 Posts
May 31 2011 17:43 GMT
#2920
oh my god yeah please do it BrTarolg! i really want to see a SC2BW tournament again, especially after seeing the good games in TL Attack
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