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[A] Starcraft 2 Brood War - Page 166

Forum Index > SC2 Maps & Custom Games
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Prev 1 164 165 166 167 168 246 Next
stoppa
Profile Joined July 2011
Brazil11 Posts
July 12 2011 15:25 GMT
#3301
On July 13 2011 00:11 MavercK wrote:
it's been brought up before, im not sure if it's possible
i might have another look at the possibility of it however


Great. :D

MavercK, can u tell me what is the correct size ( in pixels ) of the images that compound the units action buttons?
I saw that u used the BW buttons for some things ( like Scarab Upgrades, etc ), and some of them are now at a lower resolution than ideal... Maybe I can try help recreating them on colors and in a higher resolution. What is the optimal size?
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-12 15:48:53
July 12 2011 15:48 GMT
#3302
they can be anything aslong as it's square, the game will scale them.
i think 76x76 is standard
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
stoppa
Profile Joined July 2011
Brazil11 Posts
July 12 2011 15:56 GMT
#3303
But on 1920x1200 they will look awful, dont u think?
MavercK
Profile Joined March 2010
Australia2181 Posts
July 12 2011 15:57 GMT
#3304
?

76x76 is what blizzard's icons are, i dont think resolution scales the buttons at all.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
stoppa
Profile Joined July 2011
Brazil11 Posts
July 12 2011 16:00 GMT
#3305
Ok. I will do some tests n' send to u by e-mail. Can u PM me with it?
Natsumar
Profile Joined March 2011
United States91 Posts
July 12 2011 20:51 GMT
#3306
Just throwing this out there, Day9 pointed out in his daily that siege tanks seem to be doing way more damage than they should be.

http://blip.tv/day9tv/day-9-daily-318-funday-monday-sc2bw-5345218 is the link where he points it out, around 49 minutes in.
Woah guys, this is where it gets tricky. Because right now we're behind in every conceivable aspect [...] The only thing we're not behind in is micro. Right? We got tons of that shit.
virusak
Profile Joined December 2009
Czech Republic344 Posts
July 12 2011 20:54 GMT
#3307
On July 13 2011 05:51 Natsumar wrote:
Just throwing this out there, Day9 pointed out in his daily that siege tanks seem to be doing way more damage than they should be.

http://blip.tv/day9tv/day-9-daily-318-funday-monday-sc2bw-5345218 is the link where he points it out, around 49 minutes in.

already worked on, this over a week old
MavercK
Profile Joined March 2010
Australia2181 Posts
July 12 2011 21:24 GMT
#3308
yea. i fixed it within the hour of that episode finishing
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
July 12 2011 21:38 GMT
#3309
Do you think a mod warning at the top of the thread for a while would stop people from coming in here and posting the tank bug over and over?

Anyways, great mod, and good work. I'm looking forward to finally playing it soon when I get my computer back! :p
you gotta dance
JiPrime
Profile Joined June 2011
Canada688 Posts
July 12 2011 22:05 GMT
#3310
My Korean chums are loving this mod.

Keep up the good work.

MavercK Hwaiting
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
July 12 2011 22:10 GMT
#3311
I've been playing around with Zerg in SC2:BW, and I noticed some things, so I decided to post them as feedback here. I'm sorry if any of these have been stated before. You'll notice that they are almost all graphical, because you really nailed gameplay (except for pathing, which you are working on).

+ Show Spoiler +
- Nydus Canal model is bigger than it should be (both ends)
- Sunken Colony sprine isn't always into the ground, like in BW (small issue, but still)
- Both mutalisk evolves have to animation into the cocoon
- [Suggestion] Use the nydus network model for the nydus canal on both ends, as it is closer to the BW model (Worm looks kinda weird)
- When you try to use Consume on a Defiler with full energy, it just says "Error" on the side, and nothing else happens. Maybe something more specific would be better, I forget what happened in BW
- Just in my opinion, I like the Hydralisk shooting spines better than the current animation, but both look great
- In BW, when a unit was Patrolling, it would pause at the end of the path, yet doesn't do this in SC2:BW
- [Big] You can load units into a Nydus Canal if the end is destroyed. Maybe this could be fixed by detecting if there is an exit, then blocking units loading if the end doesn't exist.

Overall, I really, really like this mod. It makes me want to get back into BW again, especially Zerg.


Excalibur_Z
Profile Joined October 2002
United States12248 Posts
July 12 2011 22:41 GMT
#3312
On July 13 2011 07:10 Omegalisk wrote:
I've been playing around with Zerg in SC2:BW, and I noticed some things, so I decided to post them as feedback here. I'm sorry if any of these have been stated before. You'll notice that they are almost all graphical, because you really nailed gameplay (except for pathing, which you are working on).

+ Show Spoiler +
- Nydus Canal model is bigger than it should be (both ends)
- Sunken Colony sprine isn't always into the ground, like in BW (small issue, but still)
- Both mutalisk evolves have to animation into the cocoon
- [Suggestion] Use the nydus network model for the nydus canal on both ends, as it is closer to the BW model (Worm looks kinda weird)
- When you try to use Consume on a Defiler with full energy, it just says "Error" on the side, and nothing else happens. Maybe something more specific would be better, I forget what happened in BW
- Just in my opinion, I like the Hydralisk shooting spines better than the current animation, but both look great
- In BW, when a unit was Patrolling, it would pause at the end of the path, yet doesn't do this in SC2:BW
- [Big] You can load units into a Nydus Canal if the end is destroyed. Maybe this could be fixed by detecting if there is an exit, then blocking units loading if the end doesn't exist.

Overall, I really, really like this mod. It makes me want to get back into BW again, especially Zerg.




When you tried to Consume with a full energy Defiler in BW, you would eat the unit but obviously not get anymore energy. SC2 it seems tries to protect you against unwanted outcomes =)

The Hydra shot in BW was an actual unit animation and not a projectile (so it hit instantly). I don't know if anyone is going to go the distance and do that for SC2BW.
Moderator
TheYellowOne
Profile Joined August 2010
United States97 Posts
July 12 2011 23:58 GMT
#3313
is it just me or is storm radius smaller than in bw, it feels like units got bigger to give the lower res feel while storm stayed same or its zoomed in but storm stayed relative to total screen size as sc2
what
buhhy
Profile Joined October 2009
United States1113 Posts
July 13 2011 00:15 GMT
#3314
On July 13 2011 07:10 Omegalisk wrote:
I've been playing around with Zerg in SC2:BW, and I noticed some things, so I decided to post them as feedback here. I'm sorry if any of these have been stated before. You'll notice that they are almost all graphical, because you really nailed gameplay (except for pathing, which you are working on).

+ Show Spoiler +
- Nydus Canal model is bigger than it should be (both ends)
- Sunken Colony sprine isn't always into the ground, like in BW (small issue, but still)
- Both mutalisk evolves have to animation into the cocoon
- [Suggestion] Use the nydus network model for the nydus canal on both ends, as it is closer to the BW model (Worm looks kinda weird)
- When you try to use Consume on a Defiler with full energy, it just says "Error" on the side, and nothing else happens. Maybe something more specific would be better, I forget what happened in BW
- Just in my opinion, I like the Hydralisk shooting spines better than the current animation, but both look great
- In BW, when a unit was Patrolling, it would pause at the end of the path, yet doesn't do this in SC2:BW
- [Big] You can load units into a Nydus Canal if the end is destroyed. Maybe this could be fixed by detecting if there is an exit, then blocking units loading if the end doesn't exist.

Overall, I really, really like this mod. It makes me want to get back into BW again, especially Zerg.




Hmm, when 1 end of a nydus is destroyed, both ends should die.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-07-13 09:13:29
July 13 2011 06:57 GMT
#3315
nydus is tricky, really tricky.
i've tried before.
defiler consume i made noob friendly because people would grab 6 defilers and queue up consume on 10 zerglings
and 1 defiler would eat all 10
i might change it for HC

hydra projectile is so fast it might aswell be instant
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
lololol
Profile Joined February 2006
5198 Posts
July 13 2011 10:14 GMT
#3316
Instant would mean no overkill in SC2, while it still overkills in BW, so it shouldn't be instant anyway.
I'll call Nada.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-07-15 10:01:40
July 15 2011 10:00 GMT
#3317
Is defense matrix working yet?

I managed to get it working a while ago by adding 250 shields (and every hit reduced to 1 damage) for 60 seconds, then having a validator to remove shield after 60 seconds or if it disappears.

____

Also for pathing, I was experimenting by putting random pathing blockers everywhere and setting mixed formation diameter 9999. You might wanna try a few games with that.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
MavercK
Profile Joined March 2010
Australia2181 Posts
July 15 2011 10:18 GMT
#3318
whats wrong with defensive matrix? it works exactly as intended in my tests
adds 250 shields, leaks 0.5 damage each attack into hp. lasts through morphs like siege mode?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2011-07-15 10:24:36
July 15 2011 10:24 GMT
#3319
On July 15 2011 19:18 MavercK wrote:
whats wrong with defensive matrix? it works exactly as intended in my tests
adds 250 shields, leaks 0.5 damage each attack into hp. lasts through morphs like siege mode?


Oh ok, last time I played it didn't work (this was a month ago)
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
MavercK
Profile Joined March 2010
Australia2181 Posts
July 15 2011 10:26 GMT
#3320

no worries
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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