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[A] Starcraft 2 Brood War - Page 207

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 205 206 207 208 209 246 Next
purakushi
Profile Joined August 2012
United States3301 Posts
January 06 2013 00:24 GMT
#4121
Yeah, agreed.

Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things.
T P Z sagi
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
January 06 2013 00:58 GMT
#4122
On January 06 2013 09:24 purakushi wrote:
Yeah, agreed.

Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things.


for that you would have to have all maps inside the map and then choose when game starts dunno if possible to have so much terrain in a map
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
MavercK
Profile Joined March 2010
Australia2181 Posts
January 06 2013 01:40 GMT
#4123
On January 06 2013 09:58 GizmoPT wrote:
Show nested quote +
On January 06 2013 09:24 purakushi wrote:
Yeah, agreed.

Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things.


for that you would have to have all maps inside the map and then choose when game starts dunno if possible to have so much terrain in a map


it's not lol.
also limited to 8 textures, all maps would have to use the same textures.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
starfinder
Profile Joined March 2012
Japan167 Posts
January 06 2013 04:11 GMT
#4124
On January 06 2013 07:50 decemberscalm wrote:
Show nested quote +
On January 05 2013 23:49 starfinder wrote:
v9762 still black. liberty only,no multi mod.

back to v9751,safe again.

At least they have a V9751+Andromeda on CN, nothing should be a rush.after 2 years no matter several days early or late.

and on KR/TW, I published about 10 maps.

[image loading]




O.O....

That is going to be painful to patch every time.


my internet connection fast enough.I could redo and upload all these maps and data.mod in 10 minutes.

and.....it's worthy.
All guys on this site we know,Korea is the Kingdom of Broodwar,but there no Maverck's SC2BW maps on their(KR/TW) server yet? Should we allow this longer?
no way.let's spent 10 minutes and finish it.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2013-01-06 23:10:27
January 06 2013 23:09 GMT
#4125
I've found some issues.(from recently uploaded in KR)
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]

1.the new devourer model looks so greeeeat, but i think it should be resized to bigger.
and how about to use the new guardian model??

2.arbiter tribunal's click range is too small

3.machine shop need its wireframe

4.some units/buildings don't have tooltip and hotkey. i think it's very significant parts of gameplay, so it should be fixed first. is that the issue of localization??


i hope they can be fixed soon
always thanks for your great effort.
MavercK
Profile Joined March 2010
Australia2181 Posts
January 06 2013 23:27 GMT
#4126
On January 07 2013 08:09 jebi86 wrote:
I've found some issues.(from recently uploaded in KR)
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]

1.the new devourer model looks so greeeeat, but i think it should be resized to bigger.
and how about to use the new guardian model??

2.arbiter tribunal's click range is too small

3.machine shop need its wireframe

4.some units/buildings don't have tooltip and hotkey. i think it's very significant parts of gameplay, so it should be fixed first. is that the issue of localization??


i hope they can be fixed soon
always thanks for your great effort.


probably the localization thing again.

one thing that can be tried, a long time ago when the editor was new localization had to be done by copying files to about 10 different folders for all the different languages. i think this isn't necessary anymore.
in the SC2BW Data mod file in the editor at the top is the context menus, file/edit/etc.
theres one called mod. in it is locale. you can modify locales and uncheck all the languages except enUS and test that.
im hoping that if for example the chinease client cannot find the znCN folder, it will default to using whatever is there. in this case the enUS folder.

i'm at work right now so you can try that if you can't wait, otherwise i'll do it tonight.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Lightswarm
Profile Blog Joined November 2008
Canada967 Posts
January 07 2013 00:12 GMT
#4127
there are still some funky things with the spider mine. if you have a minefield, they dont do as much damage as they should when units are over them
Team[AoV]
MavercK
Profile Joined March 2010
Australia2181 Posts
January 07 2013 00:17 GMT
#4128
On January 07 2013 09:12 Lightswarm wrote:
there are still some funky things with the spider mine. if you have a minefield, they dont do as much damage as they should when units are over them


mines are prone to blowing each other up, i agree with you, it seems like too many mines go after the one target and then the first one hits and blows up the rest.

not sure about a solution for it yet. will look into it. maybe im missing something.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
starfinder
Profile Joined March 2012
Japan167 Posts
January 07 2013 02:54 GMT
#4129
On January 07 2013 08:27 MavercK wrote:
Show nested quote +
On January 07 2013 08:09 jebi86 wrote:
I've found some issues.(from recently uploaded in KR)
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]

1.the new devourer model looks so greeeeat, but i think it should be resized to bigger.
and how about to use the new guardian model??

2.arbiter tribunal's click range is too small

3.machine shop need its wireframe

4.some units/buildings don't have tooltip and hotkey. i think it's very significant parts of gameplay, so it should be fixed first. is that the issue of localization??


i hope they can be fixed soon
always thanks for your great effort.


probably the localization thing again.

one thing that can be tried, a long time ago when the editor was new localization had to be done by copying files to about 10 different folders for all the different languages. i think this isn't necessary anymore.
in the SC2BW Data mod file in the editor at the top is the context menus, file/edit/etc.
theres one called mod. in it is locale. you can modify locales and uncheck all the languages except enUS and test that.
im hoping that if for example the chinease client cannot find the znCN folder, it will default to using whatever is there. in this case the enUS folder.

i'm at work right now so you can try that if you can't wait, otherwise i'll do it tonight.



In KR/TW, It's a little special.

KR/TW is combined from KR server and TW server.

KR
TW (Traditional Chinese)
CN (Simple Chinese)

There were 3 different servers in East Asia.KR and TW combined in 2011.
We Chinese user and Korean user can play games with each other,use maps (both custom and arcade)uploaded by each other.even though we have default channels each language.but when I input a korean channel name such as"PLAYXP"(a website of Esports in korea),I will see korean users in it.

so i guess blizzard using English locale as the foundation in KR/TW. and put Korean or Tradditionalchinese on it.

2 month later,after HOTs release,AM,EU,KR,TW,SEA, servers except CN all combine,Korean users can use newest mods and maps u publish on AM. Personally maybe it's not a big problem. And what about u find a korean guy publish the pure KR version mod, I delete mods and maps on TW? will it works?

it's not necessary spent too much time on locale for us.KR/TW users only need waiting 2 month for servers combining.then all locale problems will solved.

and CN server,even still some bugs from locale,,maps working well. A new patch for CN locale 1or2 month once is enough i think.A nation can't use Youtube,Wikipedia,Twitter,Facebook,Livestream in it,newest mods and maps is too luxurious.
ChApFoU
Profile Blog Joined July 2004
France2983 Posts
January 09 2013 00:09 GMT
#4130
Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version :

Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ?

I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield.

Just my 2 cent. Anyway congratulation for the great work. This mod rocks !
"I honestly think that whoever invented toilet paper in a genius" Kang Min
MavercK
Profile Joined March 2010
Australia2181 Posts
January 09 2013 00:16 GMT
#4131
On January 09 2013 09:09 ChApFoU wrote:
Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version :

Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ?

I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield.

Just my 2 cent. Anyway congratulation for the great work. This mod rocks !


i get really conflicting opinions on lings vs medic marine
some people think medic/marine shockingly op. others think the opposite haha.

just collecting data for now, i'll need alot to make a clear decision on that.
irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Maur
Profile Joined March 2010
Spain63 Posts
Last Edited: 2013-01-09 01:40:50
January 09 2013 01:40 GMT
#4132
EU updated, sorry for the wait.

Maps:
Fighting Spirit
Fighting Spirit arcade
Big Game Hunters
Match Point

Will upload more if everything works fine

@Maverck: latest Destination loads black (no terrain, no doodads)
MavercK
Profile Joined March 2010
Australia2181 Posts
January 09 2013 02:17 GMT
#4133
On January 09 2013 10:40 Maur wrote:
EU updated, sorry for the wait.

Maps:
Fighting Spirit
Fighting Spirit arcade
Big Game Hunters
Match Point

Will upload more if everything works fine

@Maverck: latest Destination loads black (no terrain, no doodads)



ok, will look into it, it works on NA, are you sure you updated it with the new map file from the update zip?
otherwise i might have not included the right one i guess. works on NA. will check the zip.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
ChApFoU
Profile Blog Joined July 2004
France2983 Posts
January 09 2013 15:26 GMT
#4134
On January 09 2013 09:16 MavercK wrote:
Show nested quote +
On January 09 2013 09:09 ChApFoU wrote:
Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version :

Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ?

I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield.

Just my 2 cent. Anyway congratulation for the great work. This mod rocks !


i get really conflicting opinions on lings vs medic marine
some people think medic/marine shockingly op. others think the opposite haha.

just collecting data for now, i'll need alot to make a clear decision on that.
irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent?


It would definitely help imho but the size could also be increased.
"I honestly think that whoever invented toilet paper in a genius" Kang Min
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 09 2013 22:40 GMT
#4135
On January 10 2013 00:26 ChApFoU wrote:
Show nested quote +
On January 09 2013 09:16 MavercK wrote:
On January 09 2013 09:09 ChApFoU wrote:
Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version :

Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ?

I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield.

Just my 2 cent. Anyway congratulation for the great work. This mod rocks !


i get really conflicting opinions on lings vs medic marine
some people think medic/marine shockingly op. others think the opposite haha.

just collecting data for now, i'll need alot to make a clear decision on that.
irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent?


It would definitely help imho but the size could also be increased.


Yes definitelly increase the size aswell. Like a lot. Its way to small now.
sorry for dem one liners
purakushi
Profile Joined August 2012
United States3301 Posts
January 10 2013 00:07 GMT
#4136
On January 09 2013 09:16 MavercK wrote:
Show nested quote +
On January 09 2013 09:09 ChApFoU wrote:
Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version :

Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ?

I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield.

Just my 2 cent. Anyway congratulation for the great work. This mod rocks !


i get really conflicting opinions on lings vs medic marine
some people think medic/marine shockingly op. others think the opposite haha.

just collecting data for now, i'll need alot to make a clear decision on that.
irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent?


Not really balance, but regarding MM, you should look at my post here
http://www.teamliquid.net/forum/viewpost.php?post_id=17428655
T P Z sagi
labbe
Profile Joined October 2010
Sweden1456 Posts
January 10 2013 12:56 GMT
#4137
This mod would really benefit from being able to actually name your games battle net. If I want to play a game on BGH 2on2 I just want to be able to just name the game "2v2 BGH SC2BW". Blizzard should really fix this.
Maur
Profile Joined March 2010
Spain63 Posts
January 10 2013 13:24 GMT
#4138
EU:
Scourge cost and BGH fixed
dfraz
Profile Joined February 2012
10 Posts
January 10 2013 15:24 GMT
#4139
I just think this is awesome. Since im distressed about WOL and do not have a HOTS beta i will be picking this up quiet heavily. Thank you guys for taking the time to create this mod. I think everyone will really enjoy it
labbe
Profile Joined October 2010
Sweden1456 Posts
January 10 2013 15:36 GMT
#4140
I might be wrong here, but when I played it seemed like the firebats were missing a stim-button? I could stim them together with marines, but not only the firebats. I might be wrong though.
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