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[A] Starcraft 2 Brood War - Page 177

Forum Index > SC2 Maps & Custom Games
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Prev 1 175 176 177 178 179 246 Next
MavercK
Profile Joined March 2010
Australia2181 Posts
September 12 2011 06:46 GMT
#3521
? no, i have no idea heh.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
damod
Profile Joined March 2011
1106 Posts
Last Edited: 2011-09-14 10:28:57
September 14 2011 10:28 GMT
#3522
Sheth is playing Sc2bw for charity :D

everyone tune in ^^
www.twitch.tv/liquidsheth
EGHuK | EGJaeDong | EGMachine | EGiNcontroL | EGDemusliM | EGStephano <3
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
September 14 2011 13:13 GMT
#3523
On September 10 2011 05:27 eviltomahawk wrote:
Show nested quote +
On September 08 2011 23:56 Ribbon wrote:
It is possible to play SC2 with BW mechanics? I feel like that'd be interesting, to see if that added to the game like people often say it would.

A lot of SC2 mechanics would be much harder to use with BW restrictions.


That's the idea. I hear a lot of BW purists say SC2 would be better without the EZMode mechanics. Obviously, the game isn't designed around that, I just think it'd be fun to try.

Sadly, I have neither time nor skills to make this. I might have to commission it :/
Jetaap
Profile Blog Joined November 2010
France4814 Posts
September 14 2011 16:23 GMT
#3524
On September 14 2011 22:13 Ribbon wrote:
Show nested quote +
On September 10 2011 05:27 eviltomahawk wrote:
On September 08 2011 23:56 Ribbon wrote:
It is possible to play SC2 with BW mechanics? I feel like that'd be interesting, to see if that added to the game like people often say it would.

A lot of SC2 mechanics would be much harder to use with BW restrictions.


That's the idea. I hear a lot of BW purists say SC2 would be better without the EZMode mechanics. Obviously, the game isn't designed around that, I just think it'd be fun to try.

Sadly, I have neither time nor skills to make this. I might have to commission it :/

One of the big problem is warpgate, using bw mechanics would make it almost impossible to use lategame (or a least really hard).
craz3d
Profile Joined August 2005
Bulgaria856 Posts
September 14 2011 16:50 GMT
#3525
I played a couple times, and it seems to me the maps aren't scaled well enough. They seem much smaller than their BW counterparts.
Hello World!
therockmanxx
Profile Joined July 2010
Peru1174 Posts
September 14 2011 18:48 GMT
#3526
Why dont u try moving ur units from A to B in the BW maps and in SC2BW maps and compare times. =)
Plzzz I really wanna know if the are smaller or JUST look smaller
Tekken ProGamer
Percutio
Profile Blog Joined April 2010
United States1672 Posts
September 14 2011 19:16 GMT
#3527
On September 15 2011 01:23 Jetaap wrote:
Show nested quote +
On September 14 2011 22:13 Ribbon wrote:
On September 10 2011 05:27 eviltomahawk wrote:
On September 08 2011 23:56 Ribbon wrote:
It is possible to play SC2 with BW mechanics? I feel like that'd be interesting, to see if that added to the game like people often say it would.

A lot of SC2 mechanics would be much harder to use with BW restrictions.


That's the idea. I hear a lot of BW purists say SC2 would be better without the EZMode mechanics. Obviously, the game isn't designed around that, I just think it'd be fun to try.

Sadly, I have neither time nor skills to make this. I might have to commission it :/

One of the big problem is warpgate, using bw mechanics would make it almost impossible to use lategame (or a least really hard).

It would be two location hotkeys and a lot more spamming, so definitely possible just flipping hard.

Not keeping all the gates hotkeyed would probably be legitimate.
What does it matter how I loose it?
GnaReffotsirk
Profile Joined January 2009
78 Posts
September 14 2011 21:38 GMT
#3528
Yeah, I've noticed the movement speeds too, but didn't get too detailed about it. My concern was in particular the ratio between resource collection, movement speeds, and production speeds.

These out of balance could change game pacing.
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
Last Edited: 2011-09-14 22:19:48
September 14 2011 22:19 GMT
#3529
Maverck already tested the map sizes by seeing how many Dragoons it takes to fit across certain gaps, and found that they are indeed too small. I can't remember whether he planned to do anything about it though (I think he might've been weighing up the possibility of resizing all the units, but don't quote me on that).
MavercK
Profile Joined March 2010
Australia2181 Posts
September 15 2011 03:49 GMT
#3530
only did that with fighting spirit and thats not really a good way of working it out. ideally i would time worker travel time from ramp to ramp. but shrug.
it's not so easy to get the map sizes exact. maps have to be skewed/rotated abit in many places to make them fit. sc1 tbh had such odd angles. 30/60 degree ramps and stuff.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GnaReffotsirk
Profile Joined January 2009
78 Posts
September 17 2011 10:31 GMT
#3531
I understand what you mean.
Battleship789
Profile Joined March 2010
United States415 Posts
September 18 2011 06:14 GMT
#3532
Just noticed a mistake on the upgrades...tanks get +3 damage per upgrade while unsieged, instead of the +2 that is there atm. Map was Destination 2 on NA server, I think the version was .974...

Great work on this!! It is pretty awesome to be able to play BW with better graphics, even if the gameplay isn't quite there yet. Keep up the good work! :D
mutantmagnet
Profile Joined June 2009
United States3807 Posts
September 18 2011 22:18 GMT
#3533
Tank upgrade is +3 unsieged.
MavercK
Profile Joined March 2010
Australia2181 Posts
September 19 2011 05:23 GMT
#3534
http://wiki.teamliquid.net/starcraft/Siege_Tank

unless liquipedia is wrong.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Battleship789
Profile Joined March 2010
United States415 Posts
September 19 2011 21:28 GMT
#3535
I believe I said that +3 is the correct amount...however, the map is currently +2 per upgrade, which is wrong.
MavercK
Profile Joined March 2010
Australia2181 Posts
September 20 2011 13:57 GMT
#3536
ah. i see. i'll fix that whenever the next version happens. dont have one planned as of yet currently tho.

i played around with the map abit on 1.4 and nothing seems broken. so it should be ok.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Bladefist
Profile Joined April 2011
20 Posts
September 20 2011 22:40 GMT
#3537
MavercK, is possible to change cliff size to make it like SC1? In SC2 cliffs are biggers and take different space/pathing
masospaghetti
Profile Joined June 2011
United States1 Post
September 21 2011 01:15 GMT
#3538
This may have been posted already (sorry, haven't read all 177 pages of the thread) but the armor is treated differently in this mod compared to the original BW.

In the original, armor was subtracted from the full damage amount, and this reduced amount was then reduced for concussive or explosive damage types. In this mod (and presumably in the regular game) the damage is reduced and THEN armor is subtracted. For example:

Ghost is attacking a sunken colony, does 10 damage concussive. Sunken colony has 2 armor. In the original, net damage is (10 - 2) / 4 = 2. In this mod, the net would be (10 / 4) - 2 = 0.5.

Also, the Firebat in the original actually did 8x3 damage at close range, not the 8x2 shown, just FYI. Great mod though.
nothin' like eating feces
MavercK
Profile Joined March 2010
Australia2181 Posts
September 23 2011 18:58 GMT
#3539
cliffs i can... maybe fix. but thats a tricky problem. since cliffs were 2d they were quite large and i dont think they are really that big in sc2 anyway. i dunno. i'll look into it abit.
not sure if i can fix the armor problem.
firebat i could fix tho.

in other news someone should find me a dota 2 key !
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GentleDrill
Profile Joined June 2011
United Kingdom672 Posts
Last Edited: 2011-09-23 21:51:10
September 23 2011 21:31 GMT
#3540
On September 21 2011 10:15 masospaghetti wrote:Also, the Firebat in the original actually did 8x3 damage at close range, not the 8x2 shown, just FYI. Great mod though.


According to Liquipedia it's a bit more complicated than this.

Splash damage page:The Firebat is a curious case as it combines both radial and line splash damage. It fires two streams of flames in a line splash damage effect, but it also has a radial splash damage effect where units caught on the sides of the line splash damage will also take damage. At the end of the fire stream is also another 8 damage small radial splash damage effect that can stack with the line splash damage. Therefore, the Firebat has a total damage output of 24, but generally only the two line splash damage streams hit for 8 damage each.

Firebat page:
Generally, a unit can only take at most 16 concussive damage from a single Firebat attack, but attacking large units (such as a Siege Tank or an Ultralisk) from certain angles may land all three.
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