[A] Starcraft 2 Brood War - Page 220
Forum Index > SC2 Maps & Custom Games |
TaShadan
Germany1961 Posts
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Pr0nogo
United States301 Posts
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MavercK
Australia2181 Posts
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thezanursic
5478 Posts
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thezanursic
5478 Posts
Or is that there just to stay true to the original? | ||
forfriends
21 Posts
However, when playing Python on SEA, tanks shells do not exist (i.e. they hit without that ball of plasma ala bw or an explosion ala sc2).. it's like things disintegrating into thin air. Whilst a 'cosmetic' issue, it's pretty offputting ![]() Apologies if it's already been fixed | ||
forfriends
21 Posts
For bw units which exist in sc2.. is it really necessary to update their sounds? Even for bw units which don't exist in sc2 but have a similar sound in sc2.. I love bw (which is why I like this), but the low quality sounds don't do it justice IMO. Just my opinion.. ![]() | ||
thezanursic
5478 Posts
On May 16 2013 21:50 forfriends wrote: Also.. sorry about this.. For bw units which exist in sc2.. is it really necessary to update their sounds? Even for bw units which don't exist in sc2 but have a similar sound in sc2.. I love bw (which is why I like this), but the low quality sounds don't do it justice IMO. Just my opinion.. ![]() Most people agree that the unit sounds are a lot better in BW. The sound quality is for obvious reasons worse than SC2, but it's still pretty good (I don't know about which BW sounds you are talking about). People also tend to agree that the BW sounds are more impactful, meaningful and memorable. | ||
Pr0nogo
United States301 Posts
Also, the SCII default tank voice clips (and so does its attack sound), so in cases like that, it makes sense to change it. | ||
Ilian
4 Posts
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Goldfish
2230 Posts
On May 17 2013 01:02 thezanursic wrote: Most people agree that the unit sounds are a lot better in BW. The sound quality is for obvious reasons worse than SC2, but it's still pretty good (I don't know about which BW sounds you are talking about). People also tend to agree that the BW sounds are more impactful, meaningful and memorable. Yeah, a lot of BW unit sound effects are definitely "beefier" sounding than SC2 (zealots attacking, zerglings attack, basically everything from Protoss and Zerg sound more deadly in BW than in SC2). SC2 had the potential to be better if they took the WC3 approach (done by mostly the same team actually) and add a variety of sound effects depending on which unit was being attacked. On May 24 2013 15:15 Ilian wrote: Hi, MavercK. Do you colaborate with the people that make the Starcraft 1 and the Brood War campaign for SC2? I see that the models used in the campaign are similar. However, some of the models in the SC1 and BW campaign (guardian, devourer, queen, lurker) are not the same. Are they going to update them? I don't think they work together. A lot of the SC1 models are free to use for whatever maps (most model makers usually upload for everyone to use). As for things like Lurker, Guardian, Devourer, Queen, etc I guess that's a question of preference I guess and I'm not sure whether they'll be changed. | ||
MavercK
Australia2181 Posts
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WarpTV
205 Posts
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WarpTV
205 Posts
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MavercK
Australia2181 Posts
On June 09 2013 01:04 WarpTV wrote: Any Thought on how to Hot Key BW units like the Lurker? Can't really play with out my old Hot key set up theres some sort of strange bug to do with hotkeys, you can go into options and restore default hotkeys and they will probably work again. but you might have to do this every time you restart SC2 or something, i'm yet to find a solution. | ||
WarpTV
205 Posts
On June 09 2013 15:52 MavercK wrote: theres some sort of strange bug to do with hotkeys, you can go into options and restore default hotkeys and they will probably work again. but you might have to do this every time you restart SC2 or something, i'm yet to find a solution. still not working, the Lurker is not even in the hot key menu | ||
TopRamen
United States96 Posts
Why is wandering worker AI important? | ||
decemberscalm
United States1353 Posts
On June 21 2013 03:05 TopRamen wrote: I have a question. Why is wandering worker AI important? It makes the diminishing returns curve more flexible. When you max out on saturation on SC2, there literally no gain that can be gotten via a few extra workers. In BW you can still improve your economy past "max worker count" because more workers always means more time saved. This means that if you get crushed down to just 1 base, its harder to just flat out die because your opponent is on 2 base. In SC2 you don't get utility out of your extra workers until you slap down that extra base and transfer them. The last but extremely tangible effect is that having more bases with the same amount of workers is more beneficial than in SC2. In SC2, spreading out 16 workers per base if you have enough bases is generally ideal for return on each worker. In BW, any additional worker past 1 per mineral patch is less effective than it would be in SC2. TLDR: supports come back mechanics, and wanting to take more bases more than the SC2 version does. I could be wrong on some parts, but this is my understanding without having to look at peoples actual research ^^ | ||
purakushi
United States3300 Posts
![]() Probably obvious, but, just in regards to SC2BW, BW has wandering worker AI. Getting the same income curve (income rate vs number of workers) is impossible in SC2. One can not just change the worker speed, mining time, or mining amount (or any other worker/resource/mining setting) to get this. It is only possible via AI changes. | ||
TopRamen
United States96 Posts
I would probably guess not. Since the wandering AI allows for more income past "max worker count" as you said allowing for extra saturation on a base (and therefore making it harder to kill someone). So, wandering workers attributes to most of the 'back n' forth' feeling? | ||
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