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[A] Starcraft 2 Brood War - Page 161

Forum Index > SC2 Maps & Custom Games
Post a Reply
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MavercK
Profile Joined March 2010
Australia2181 Posts
July 04 2011 07:10 GMT
#3201
On July 04 2011 16:08 Kuror wrote:
Just a suggestion, do you think where you put the screenshots of the melee maps, you could include a screenshot of the actual BW map? it'd be cool to see the comparison.


great idea, will do when i get the chance.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2011-07-04 15:27:58
July 04 2011 15:27 GMT
#3202
On July 03 2011 12:47 TheYellowOne wrote:
Show nested quote +
On July 03 2011 11:16 Epx wrote:
Stop with this please, you are ruining the game. SC2 is fun and just as awesome as BW is, it's just different. Beside that SC2 is much better for e-sports as a whole, it has a bigger community and much more attention from all over the world. If you keep staying on BW it's getting nowhere and you won't step up and SC2 is definitely a step up if you look at the game, its community and its international competition. So if you want to play BW just play BW, thanks.

Stop with this please. This map isn't a message on the topic of SC2 vs BW. It's people trying to have fun. If you honestly don't want ANYTHING from BW coming over to custom games then you might wanna do something about the thousands of awful maps like TD's, income wars and SPECIAL FORCES EXTREME VERSION 2.0 WITH EXTRA INCOME. It's a custom map for people to have fun in. There's honestly something wrong with you if you think otherwise.

"Also stop with star strikers please. SC2 is fun and just as awesome as soccer is, it's just different. Besides that, SC2 is much better for sports as a whole, it has a bigger community and much more attention from all over the world. If you keep staying on old sports like soccer it's getting nowhere and you WONT STEP UP FROM SOCCER."

Just take in what that sounds like.

Honestly, what?

@epx: never fucking post here again. seriously.
When they see MC Probe, all the ladies disrobe.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
July 05 2011 03:01 GMT
#3203
Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
actionbastrd
Profile Blog Joined September 2010
Congo598 Posts
July 05 2011 03:02 GMT
#3204
On July 05 2011 12:01 k10forgotten wrote:
Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.



seems to be everything that has splash. Mines do it aswell. lol things slipping through those tiny cracks it seems. Good map tho, love all the work you have been doing on it, fun to see.
It rained today inside my head...
Jonny55
Profile Joined August 2010
United States22 Posts
July 05 2011 03:02 GMT
#3205
There are 2 Bugs I noticed in Funday Monday of this.
1. The detection from scan lasts longer than the animation does.
2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.

Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).
"Thats Halo, don't worry" - HuK
Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
July 05 2011 03:06 GMT
#3206
On July 05 2011 12:02 Jonny55 wrote:
There are 2 Bugs I noticed in Funday Monday of this.
1. The detection from scan lasts longer than the animation does.
2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.

Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).


Yeah, I'm watching too. Pretty funny. The scan thing was like that in BW if I understand you right. The blue glow thing lasts only a few seconds but you keep vision (and detection) for a fair bit after.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50585 Posts
July 05 2011 03:07 GMT
#3207
On July 05 2011 12:02 Jonny55 wrote:
There are 2 Bugs I noticed in Funday Monday of this.
1. The detection from scan lasts longer than the animation does.
2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.

Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).


I was about to mention this too.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Jonny55
Profile Joined August 2010
United States22 Posts
July 05 2011 03:13 GMT
#3208
On July 05 2011 12:06 Bibbit wrote:
Show nested quote +
On July 05 2011 12:02 Jonny55 wrote:
There are 2 Bugs I noticed in Funday Monday of this.
1. The detection from scan lasts longer than the animation does.
2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.

Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).


Yeah, I'm watching too. Pretty funny. The scan thing was like that in BW if I understand you right. The blue glow thing lasts only a few seconds but you keep vision (and detection) for a fair bit after.


I didn't play BW, so it might not be a bug then :p
"Thats Halo, don't worry" - HuK
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-05 03:15:45
July 05 2011 03:15 GMT
#3209
god that was fail.

got drilled in the chat
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Bobster
Profile Joined January 2011
Germany3075 Posts
July 05 2011 03:16 GMT
#3210
On July 05 2011 12:01 k10forgotten wrote:
Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.

How does something huge like this get overlooked for so long? I thought people were constantly playing this game, and no one noticed that tanks do 140 damage per shot??

Or is it only happening after the latest update or on specific maps or what?


Seems a bit strange to put so much work painfully recreating BW with gameplay changes, UI changes, models, sounds - and then make such a basic mistake. >_>
nitdkim
Profile Blog Joined March 2010
1264 Posts
July 05 2011 03:16 GMT
#3211
so everytime i beat my friend playing terran, i was actually playing like a God.
PM me if you want random korean images translated.
DoX.)
Profile Joined December 2008
Singapore6164 Posts
July 05 2011 03:17 GMT
#3212
Haha no worries, to be fair tanks were originally so strong that it was hard to tell at first anyway!
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 03:17 GMT
#3213
On July 05 2011 12:16 Bobster wrote:
Show nested quote +
On July 05 2011 12:01 k10forgotten wrote:
Just saw in Day[9] Daily: Tanks are doing damage twice - splash and normal.

How does something huge like this get overlooked for so long? I thought people were constantly playing this game, and no one noticed that tanks do 140 damage per shot??

Or is it only happening after the latest update or on specific maps or what?


Seems a bit strange to put so much work painfully recreating BW with gameplay changes, UI changes, models, sounds - and then make such a basic mistake. >_>


would of been the version when i was messing with siege tanks to get them to deal damage to units under dark swarm correctly. so 1-2 versions ago.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MinscandBoo
Profile Blog Joined May 2011
252 Posts
July 05 2011 03:17 GMT
#3214
the tank part of the daily was funny, cus I play terran and I still lose despite my godly tanks >.<" still a fun mod though! Keep up the good work!
Swords! Not words!
Naeroon
Profile Joined April 2011
Canada166 Posts
Last Edited: 2011-07-05 03:19:48
July 05 2011 03:18 GMT
#3215
On July 05 2011 12:15 MavercK wrote:
god that was fail.

got drilled in the chat


Still very entertaining to watch tho lol, best funday monday evar

Great map though, I must say it is still a whole lot of fun to play, of course there will be bugs and issues with it, it is simply a fan project done with no sort of compensation being expected.

I've had lots of fun on it and I hope to continue to do so, I'm glad that bugs like these can be pointed out so that the overall gaming experience can be elevated and improved upon
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-05 03:22:01
July 05 2011 03:19 GMT
#3216
siege tanks are a pain my ass by default. this is the amount of effects i need
CrucioShockCannonEnemyDamage
CrucioShockCannonEnemyDamage Dark Swarm
CrucioShockCannonEnemyDamage Miss
CrucioShockCannonEnemyDamage Shields
CrucioShockCannonEnemyDamage Shields Miss
CrucioShockCannonPersistent
CrucioShockCannonSet
CrucioShockCannonSwitch
CrucioShockCannonSwitch Miss

and then a trigger to calculate shield damage
+ Show Spoiler +

Siege Tank (Sieged)
Events
Environment - Player Any Player uses Effect CrucioShockCannonSwitch
Local Variables
Shield Amount = 0.0 <Real>
Target = No Unit <Unit>
Damage After Shields = 0.0 <Real>
HP Damage = 0.0 <Real>
Total Damage = 0.0 <Real>
Effect Damage = 0.0 <Real>
Damage Modifier = 1.0 <Real>
Conditions
((Triggering Effect Unit(Target)) Shields (Current)) > 0.0
Actions
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Small) == true
Then
Variable - Set Damage Modifier = 0.5
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Medium) == true
Then
Variable - Set Damage Modifier = 0.75
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Large) == true
Then
Variable - Set Damage Modifier = 1.0
Variable - Set Effect Damage = (Real((Value of Effects "CrucioShockCannonEnemyDamage" "Amount" for player (Triggering Effect Unit Owner(Origin)))))
Variable - Set Target = (Triggering Effect Unit(Target))
Variable - Set Shield Amount = (Target Shields (Current))
Variable - Set Damage After Shields = (Effect Damage - Shield Amount)
Variable - Set HP Damage = (Damage After Shields * Damage Modifier)
Variable - Set Total Damage = (Shield Amount + HP Damage)
General - If (Conditions) then do (Actions) else do (Actions)
If
Total Damage > Effect Damage
Then
Variable - Set Total Damage = Effect Damage
Else
Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to (String(Total Damage) with Any Precision decimal places)
Environment - Execute CrucioShockCannonEnemyDamage Shields on Target from (Triggering Effect Unit(Caster))
Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to "0"


and to finish it off.
i've confirmed the bug. it's as everyone thought. dealing splash damage ontop of the normal damage. gg. but easy fix.
due to this being super fucking ground breaking i will probably do a release today. but it wont feature the pathfinding. it'll just be bug fixes i guess.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Fyrewolf
Profile Joined January 2010
United States1533 Posts
July 05 2011 03:20 GMT
#3217
On July 05 2011 12:02 Jonny55 wrote:
There are 2 Bugs I noticed in Funday Monday of this.
1. The detection from scan lasts longer than the animation does.
2. Spash is broken. It does the actual shot and then the splash damage at the same time. Siege tanks did 140 damage in 1 Shot to the dragoon they targeted. Same thing with spider mines.

Also, from some TL Attack episodes, walling isn't like it is in BW (it's soild on all sides).


I'm pretty sure i saw the spider mines act normally, actually, they just do a ton of damage to dragoons anyway at 125/180. The reaver scarab did exactly what it was supposed to also when it did 99 damage to a tank in the main
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
July 05 2011 03:21 GMT
#3218
--- Nuked ---
MavercK
Profile Joined March 2010
Australia2181 Posts
July 05 2011 03:23 GMT
#3219
On July 05 2011 12:21 3xiLe wrote:
Show nested quote +
On July 05 2011 12:19 MavercK wrote:
siege tanks are a pain my ass by default. this is the amount of effects i need
CrucioShockCannonEnemyDamage
CrucioShockCannonEnemyDamage Dark Swarm
CrucioShockCannonEnemyDamage Miss
CrucioShockCannonEnemyDamage Shields
CrucioShockCannonEnemyDamage Shields Miss
CrucioShockCannonPersistent
CrucioShockCannonSet
CrucioShockCannonSwitch
CrucioShockCannonSwitch Miss

and then a trigger to calculate shield damage
+ Show Spoiler +

Siege Tank (Sieged)
Events
Environment - Player Any Player uses Effect CrucioShockCannonSwitch
Local Variables
Shield Amount = 0.0 <Real>
Target = No Unit <Unit>
Damage After Shields = 0.0 <Real>
HP Damage = 0.0 <Real>
Total Damage = 0.0 <Real>
Effect Damage = 0.0 <Real>
Damage Modifier = 1.0 <Real>
Conditions
((Triggering Effect Unit(Target)) Shields (Current)) > 0.0
Actions
General - If (Conditions) then do multiple (Actions)
If Then Else
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Small) == true
Then
Variable - Set Damage Modifier = 0.5
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Medium) == true
Then
Variable - Set Damage Modifier = 0.75
General - Else if (Conditions) then do (Actions)
Else If
((Triggering Effect Unit(Target)) has Unit Filter - Large) == true
Then
Variable - Set Damage Modifier = 1.0
Variable - Set Effect Damage = (Real((Value of Effects "CrucioShockCannonEnemyDamage" "Amount" for player (Triggering Effect Unit Owner(Origin)))))
Variable - Set Target = (Triggering Effect Unit(Target))
Variable - Set Shield Amount = (Target Shields (Current))
Variable - Set Damage After Shields = (Effect Damage - Shield Amount)
Variable - Set HP Damage = (Damage After Shields * Damage Modifier)
Variable - Set Total Damage = (Shield Amount + HP Damage)
General - If (Conditions) then do (Actions) else do (Actions)
If
Total Damage > Effect Damage
Then
Variable - Set Total Damage = Effect Damage
Else
Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to (String(Total Damage) with Any Precision decimal places)
Environment - Execute CrucioShockCannonEnemyDamage Shields on Target from (Triggering Effect Unit(Caster))
Catalog - Set value of Effects "CrucioShockCannonEnemyDamage2" "Amount" for player (Triggering Effect Unit Owner(Origin)) to "0"


I thought I told you before :/

Oh well. To be honest, I don't think the daily did your mod or BW justice. Day[9] knew BW so well already that he picks up on the little things most people who didnt play BW didn't know and realises them, which dissapoints him because its not exactly like BW.

Meh, i worded that incorrectly, tired, hopefully you got what i mean though.


i understood what you mean and yea, im sorry for not believing you, i guess i didn't test tanks against protoss units as it's only a bug with attacking shielded units.

anyway i paid the price by being drilled by day9 himself so haha
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
July 05 2011 03:28 GMT
#3220
--- Nuked ---
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