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interesting stuff, thank you, will look into it. only thing i dont like about the arclite siege tank is the elephant cannon when in siege mode. maybe i'll play with it abit.
On June 14 2012 06:42 lysergic wrote:Show nested quote +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.
yea, basically, it's a serverside restriction. so it's effectiveness is limited by ping, which is annoying.
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@ mavercK in my opinion the 12 units selection is boring why hole sc2 bw most like on sc bw if you make the sc 1 version with the improvements from sc 2 its better than you remake hole sc 1 whith his stupid things like 12 unit max
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On June 14 2012 23:03 rickboy333 wrote: @ mavercK in my opinion the 12 units selection is boring why hole sc2 bw most like on sc bw if you make the sc 1 version with the improvements from sc 2 its better than you remake hole sc 1 whith his stupid things like 12 unit max
You can choose between the two in the options before the game starts.
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moreover, some proportion should be made
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On June 14 2012 23:29 Essbee wrote:Show nested quote +On June 14 2012 23:03 rickboy333 wrote: @ mavercK in my opinion the 12 units selection is boring why hole sc2 bw most like on sc bw if you make the sc 1 version with the improvements from sc 2 its better than you remake hole sc 1 whith his stupid things like 12 unit max You can choose between the two in the options before the game starts. oke nice
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im in the process of scaling back some of the weird limitations that i think hurt it more than anything and rethinking how i go about these kind of things.
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I'm unfamiliar with SC2BW's progress. Have you been able to get speedy vultures with moving shot yet? I'm considering developing a hybrid of BW/SC2 that integrates the best of both worlds in terms of units and dynamics.
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On June 15 2012 14:13 0neder wrote: I'm unfamiliar with SC2BW's progress. Have you been able to get speedy vultures with moving shot yet? I'm considering developing a hybrid of BW/SC2 that integrates the best of both worlds in terms of units and dynamics.
yea i have. i thought i had a video on it but i dont. guess i'll have to make one.
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so some random good news, i got nydus working properly, working as it should. sending units into it will automatically pop them out of the exit/entrance. also killing the exit will allow the entrance to make a new exit (bw allowed this didn't it?)
im mostly done my fixes for removing the campaign dependency, just a few tooltips,buttons and icons to go i think. then gotta work out a better way to do alternative hotkey sets.
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Italy12246 Posts
Thanks a lot for all your hard work man, the mod is really fun.
I wish i could help but i don't have any experience in, well, anything that could be useful
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On June 15 2012 14:27 MavercK wrote:Show nested quote +On June 15 2012 14:13 0neder wrote: I'm unfamiliar with SC2BW's progress. Have you been able to get speedy vultures with moving shot yet? I'm considering developing a hybrid of BW/SC2 that integrates the best of both worlds in terms of units and dynamics. yea i have. i thought i had a video on it but i dont. guess i'll have to make one. I'd LOVE to see that. I don't have tons of free time as a professional product designer, but I'd like to maybe pursue this hybrid idea that might piggyback a bit off the work you've done. The goal is not to re-create BW, but rather explore what SC2 could be by being a community-based game designer.
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On June 17 2012 06:08 0neder wrote:Show nested quote +On June 15 2012 14:27 MavercK wrote:On June 15 2012 14:13 0neder wrote: I'm unfamiliar with SC2BW's progress. Have you been able to get speedy vultures with moving shot yet? I'm considering developing a hybrid of BW/SC2 that integrates the best of both worlds in terms of units and dynamics. yea i have. i thought i had a video on it but i dont. guess i'll have to make one. I'd LOVE to see that. I don't have tons of free time as a professional product designer, but I'd like to maybe pursue this hybrid idea that might piggyback a bit off the work you've done. The goal is not to re-create BW, but rather explore what SC2 could be by being a community-based game designer.
You could help develop Starbow which is the hybrid kind of deal that you are thinking of.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955#1
PM Kabel and ask if you're interested to join and help!
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I hope with the new arcade mod I can host SC2BW and have peoples joining because it will be on the top of the list ?
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On June 17 2012 15:25 Gyro_SC2 wrote: I hope with the new arcade mod I can host SC2BW and have peoples joining because it will be on the top of the list ?
well the custom game list will be there so there will be hope, cross your fingers people use it
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The maps look freaking good (in photos), some of them could even be used in SC2 pro tournees.
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On June 17 2012 04:42 MavercK wrote: so some random good news, i got nydus working properly, working as it should. sending units into it will automatically pop them out of the exit/entrance. also killing the exit will allow the entrance to make a new exit (bw allowed this didn't it?)
im mostly done my fixes for removing the campaign dependency, just a few tooltips,buttons and icons to go i think. then gotta work out a better way to do alternative hotkey sets.
i havent played bw for a while but i think the nydus dies if one of the entrances is destroyed
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On June 19 2012 17:35 TaShadan wrote:Show nested quote +On June 17 2012 04:42 MavercK wrote: so some random good news, i got nydus working properly, working as it should. sending units into it will automatically pop them out of the exit/entrance. also killing the exit will allow the entrance to make a new exit (bw allowed this didn't it?)
im mostly done my fixes for removing the campaign dependency, just a few tooltips,buttons and icons to go i think. then gotta work out a better way to do alternative hotkey sets. i havent played bw for a while but i think the nydus dies if one of the entrances is destroyed
got off my ass and tested it. you're right, killing a nydus kills it's linked entrance/exit. got that sorted, also realised the exit was building way too fast. 20 seconds instead of 34. so fixed that too. they also both use the same model, not that it really matters. and on a final note units also loaded/unloaded from the nydus instantly. so i removed the mandatory half second delay between each unit entering a nydus.
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whelp, im trying to upload a beta version to the beta arcade realm, it still has some bugs and missing a few tooltips but it's 99% there. then i hit a problem
![[image loading]](http://i.imgur.com/NxTFrl.jpg)
>_<
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