[A] Starcraft 2 Brood War - Page 185
Forum Index > SC2 Maps & Custom Games |
Jetaap
France4814 Posts
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MavercK
Australia2181 Posts
i know Blizzard are trying to "revolutionize" and "streamline" their games/systems but this is one of those things that they will refuse to admit is the wrong direction. they are an extremely stubborn company. i guess they are allowed to be. other than that i was also disappointed in the editors improvements. i was super excited when i saw they increased the unit selection limit from 255 to 500. but then super disappointed when i found out that i still. cannot change this. they do realize my mod tries to replicate 12 unit selection and it does so with a super laggy trigger which is unfeasible? i guess they just dont care. i know they've played it. sucks ![]() im most excited about the art tools, everything else is meh to me. | ||
TaShadan
Germany1966 Posts
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Jetaap
France4814 Posts
On May 28 2012 00:20 MavercK wrote: i was invited. i dont think it's an improvement. it's exactly the same, but with a redone layout. it has the exact same fundamental problems as the current system. i know Blizzard are trying to "revolutionize" and "streamline" their games/systems but this is one of those things that they will refuse to admit is the wrong direction. they are an extremely stubborn company. i guess they are allowed to be. other than that i was also disappointed in the editors improvements. i was super excited when i saw they increased the unit selection limit from 255 to 500. but then super disappointed when i found out that i still. cannot change this. they do realize my mod tries to replicate 12 unit selection and it does so with a super laggy trigger which is unfeasible? i guess they just dont care. i know they've played it. sucks ![]() im most excited about the art tools, everything else is meh to me. I was kind of expecting that ![]() | ||
rickboy333
Netherlands52 Posts
1 why you dont concetrade on the buildings (queennest sunken colony ) but 2 whats wrong with gna last time i dont have heard of him and it go slowly with the devourder and new (old) probe question 1 is btw not a request btw and i have also this http://www.sc2mapster.com/assets/arclite-siege-tank/ (more likely siege tank) the siege mode and the siege to tank mode is in producing and the tank to siege mode you can found in the editor ( it call tank morph) | ||
MavercK
Australia2181 Posts
![]() i think it stands out too much against the current style of terran units and would look very weird. but i've been keeping my eye on this kind of stuff. concentrating on buildings, i'd like to, but i can't make 3d models nor textures from scratch. i'd need someone to do that for me. Gna i dunno, hes around on sc2mapster, i assume he just got bored and moved onto other things, or maybe hes just waiting on startools like i am. | ||
rickboy333
Netherlands52 Posts
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coolcor
520 Posts
they do realize my mod tries to replicate 12 unit selection and it does so with a super laggy trigger which is unfeasible? i guess they just dont care. i know they've played it. Is the beta version any better than the alpha? Maybe you could post your feedback on the official 1.5 beta forum? It is really empty right now so chances are a blue will see it. Couldn't hurt. | ||
Jetaap
France4814 Posts
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MavercK
Australia2181 Posts
On June 02 2012 04:57 coolcor wrote: Is the beta version any better than the alpha? Maybe you could post your feedback on the official 1.5 beta forum? It is really empty right now so chances are a blue will see it. Couldn't hurt. done. as for open game list. it's good. | ||
Cedstick
Canada3336 Posts
Also post your concerns regarding the actual Arcade customs system, as they might note your opinion if they do recognize you. | ||
ryx
Philippines38 Posts
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MavercK
Australia2181 Posts
On June 03 2012 19:50 ryx wrote: Hi! I have a question (sorry, I'm not sure if you've answered it already). How did you come up with the "conversion factor" for the cooldowns of the units from BW to SC2? Just curious. I kinda wanna mess around with the data of the units to see if making them attack slower can make SC2 feel more like BW. Thanks :D uhhh, i forget, some stuff blizzard already converted, so i went off the differences between those. like SCVs taking 20 seconds to build in BW, where as blizzard has them set to 17 seconds in sc2. alot of trial and error and comparison checks etc. heres my super professional document called "numbers game.txt" + Show Spoiler + 32 pixels = 1 radius 24 frames = 1 second on Fastest OLDOLDOLDOLDOLD - sc1 > sc2 time = x0.861 OLDOLDOLDOLDOLD - 1 frame in SC1 is equal to 0.0566 seconds sc1 > sc2 time = x1.36 sc1 > sc2 range = /2 movement speed - 1 frame = 0.5625 each frame = 0.0566 0.8783 0.234375 7146.666666666667 1608 0.0021968365553603 what does half the shit at the bottom of that mean/represent? i have no idea, i forget ![]() | ||
rickboy333
Netherlands52 Posts
in my opinion if you would inprove the project ask them you dont have any loses ![]() acc ghost nova http://www.sc2mapster.com/profiles/GhostNova91/ acc SoulFilcher http://www.sc2mapster.com/profiles/SoulFilcher/ | ||
makkesk8
Sweden8 Posts
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MavercK
Australia2181 Posts
im in the process of a fairly major overhaul of the mod. mainly trying to remove the extreme bloat. basically to get access to units like the vulture and lurker. i can simply use the campaign mod file. this isn't normally loaded unless you are playing the campaign. unfortunately. this means when you load SC2BW, it basically loads everything in the game. even the units from the arcade shooter game in the campaign. there is just a shitload of stuff it's loading that i dont use. so basically im going through and taking what i use from it and trying to get rid of it entirely. this will hopefully make the mod load ALOT faster and maybe random improvements aswell. however. this is a shitload of work. as i have to recreate/tweak alot of stuff that works. im not sure if i will make it to the 1.5 patch launch. currently the existing version of the mod kinda breaks with 1.5 (mostly visual things) but i'll see what i can do. best case scenario i get it all redone before 1.5. i dont really want to be behind the curve with the new arcade system. anyway, see how i go, im still working alot, but getting stuff done eventually ![]() | ||
!Gr33zyPuG!
Philippines15 Posts
and i just bought the game because i didn't even know there was a Starcraft 2 lolz | ||
Jetaap
France4814 Posts
On June 08 2012 19:23 MavercK wrote: just a note im in the process of a fairly major overhaul of the mod. mainly trying to remove the extreme bloat. basically to get access to units like the vulture and lurker. i can simply use the campaign mod file. this isn't normally loaded unless you are playing the campaign. unfortunately. this means when you load SC2BW, it basically loads everything in the game. even the units from the arcade shooter game in the campaign. there is just a shitload of stuff it's loading that i dont use. so basically im going through and taking what i use from it and trying to get rid of it entirely. this will hopefully make the mod load ALOT faster and maybe random improvements aswell. however. this is a shitload of work. as i have to recreate/tweak alot of stuff that works. im not sure if i will make it to the 1.5 patch launch. currently the existing version of the mod kinda breaks with 1.5 (mostly visual things) but i'll see what i can do. best case scenario i get it all redone before 1.5. i dont really want to be behind the curve with the new arcade system. anyway, see how i go, im still working alot, but getting stuff done eventually ![]() Nice to hear that patch 1.5 remotivated you!!! Good luck with that, wish i could help you but unfortunately i have no technical skill ![]() edit: to start sc2bw: go into custom game, search sc2bw and here you go. Doesn't work very well against AI though. (you have all the relevant informations in the first post). | ||
rickboy333
Netherlands52 Posts
also i have found an new dark archon model http://www.sc2mapster.com/assets/dark-protoss/files/30-dark-archon-bw/ (portait dont work) and a builidng you can use for obsavatory http://www.sc2mapster.com/assets/dark-protoss/files/44-portal/ also i have foud a site witl lots of models (if u can read korian) http://cafe.naver.com/star2model.cafe?iframe_url=/ArticleRead.nhn?articleid=424& gl hf :d | ||
Lysergic
United States355 Posts
On May 28 2012 00:20 MavercK wrote: i was super excited when i saw they increased the unit selection limit from 255 to 500. but then super disappointed when i found out that i still. cannot change this. they do realize my mod tries to replicate 12 unit selection and it does so with a super laggy trigger which is unfeasible? i guess they just dont care. i know they've played it. So this is why the 12 unit selection doesn't work well in sc2bw? i.e., if you select units and a-move fast enough, they all move before it deselects to only 12. | ||
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