[A] Starcraft 2 Brood War - Page 227
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MavercK
Australia2181 Posts
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decemberscalm
United States1353 Posts
Unit speed by default BW and SC2 are reeeeally close to each other. Rush distance BW is a little longer on same size maps due to pathfinding. Starbow uses 144x144 maps to mimic BW rush distances. BW maps themselves are 128x128 in general. When we had 168x168 maps it lead to mech being really afraid to be aggressive, Protoss really afraid to poke and harass with small groups of units. We even implemented rift (3 unit recall on Nexus) which HotS had to do the same thing with msc recall to allow protoss pokes. Turns out it was map size leading to so much turtley play. We still have your unnamed deset ish map that we dubbed Texas in the map pool. Still works well. | ||
Meerel
Germany713 Posts
and not every map is 168x168...they are just build around sc2 normal rush distance and building size | ||
decemberscalm
United States1353 Posts
On November 20 2013 11:11 Meerel wrote: isnt starbow different from sc2bw mod? and not every map is 168x168...they are just build around sc2 normal rush distance and building size Same unit speeds. A lot of stats are the same. BT's are close with some changed with macro mechanics in mind. We use a very similar resource system at the moment. The meta is SO much closer to BW than SC2. SC2 normal rush distance is based around bigger maps in general. Building size isn't actually a huge deal from what me and Xiphias have discovered. Mainly CC, Nexi, and Hatches taking up a little bit more room than they would in BW. Don't get me wrong, I love your maps. Everyone at Starbow does and we got a lot of mileage out of them. They are far above and beyond the asthetic ability of me and Xiphias combined. But for the sake of promoting better game play we had to port to 144x144 and just deal with the meager asthetics we bring to the table. | ||
ionONE
Germany605 Posts
warcraft 3 mod .... http://www.moddb.com/mods/project-revolution 1 can dream :X | ||
Maladroit1
9 Posts
On November 23 2013 06:54 ONEofUS wrote: what i would love to see warcraft 3 mod .... http://www.youtube.com/watch?v=osAkyPWWycY http://www.moddb.com/mods/project-revolution 1 can dream :X Holy crap that looks so much lot like BW while still being 3D. Were those models included in WC3 or did someone make those? Really impressive. | ||
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Semmo
Korea (South)627 Posts
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MavercK
Australia2181 Posts
I want half of his sketches as custom models ![]() | ||
Maladroit1
9 Posts
I really hate SC2 Protoss art. Stupid rounded edges, go away. | ||
TaShadan
Germany1960 Posts
On November 23 2013 09:23 Maladroit1 wrote: Holy crap that looks so much lot like BW while still being 3D. Were those models included in WC3 or did someone make those? Really impressive. They were made by some talented wc3 modders, but they faced problems/limitation within the wc3 engine and stopped the development. The gameplay still felt much more like bw than sc2bw. | ||
Leviance
Germany4079 Posts
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MavercK
Australia2181 Posts
So i tested the PTR just now and the extension mod functionality seems very promising. extremely promising actually. from my initial testing it'll let me do everything i want control of while letting people play whatever maps they want. so that'll be great. i'll still have a bunch of maps up there by default as official SC2BW maps but yea. good times. I'm not sure how long till PTR goes live, hopefully it wont be long. | ||
L3monsta
New Zealand149 Posts
Means I can try it out on SC2 maps.... should be interesting! balance would probably work out best on sc1 based maps but still. | ||
iamcaustic
Canada1509 Posts
On November 20 2013 10:15 decemberscalm wrote: Meerel, I would LOVE to use your maps, but the maps are generally sc2 size, 168x168 which breaks BW gameplay. If Meerel's maps are too large for you, I have a Fighting Spirit port I made for a project I'm working on. It's 132x132; not sure what exact map dimensions you're looking for, though. Thought I'd just post it in here for donation if you mod makers are interested. ![]() Meerel's/Lore's Fighting Spirit looks pretty slick too, though. + Show Spoiler [Overviews] + | ||
MavercK
Australia2181 Posts
I've come up with a way for SC2BW to be played on any map using the extensions system. Basically an option in the lobby called "Fix Map" has been added that will scan all bases on the map and remove the second gas geyser at all bases and then move the player spawn point so it is as close as possible to the minerals/gas geyser. So after the patch it should be possible to play on any melee map which will be nice. If you have access to the PTR you can test SC2BW there with different maps, although AI wont work at all with the Fix Map parameter and still some bugs with spawn positions being not quite right. Also has all my new code for calculating ranged/shield damage based on armor values, miss chance, dark swarm, etc. The thing I'm most proud of is I've implemented how a miss is done in BW, where it simply offsets the impact location. So splash damage from Siege Tanks should be a lot more accurate now and also has that visual feedback of when a tank has missed. As well as gets rid of the confusing negative numbers on a units Weapon Info. | ||
purakushi
United States3300 Posts
I only tested it out a little, but you need to fix the factory/techlab. Missing siege mode upgrade (tanks start with siege) and goliath. Vulture is 4 supply. Perhaps some other things. Finally, sieged tanks (most of the time) don't deal any splash damage to nearby units when attacking buildings. I guess this is because you just add the sieged tank attack effect on top of the target location to simulate overkill. Hm, I'm not seeing the siege tank miss at all? | ||
MavercK
Australia2181 Posts
On December 17 2013 13:30 purakushi wrote: Awesome update! Dang, the fixes to the miss chance and splash, great job :D Biggest pain with playing on SC2 maps is that the bases just have 8 mineral patches in them versus the 9-7-8 in BW. I only tested it out a little, but you need to fix the factory/techlab. Missing siege mode upgrade (tanks start with siege) and goliath. Vulture is 4 supply. Perhaps some other things. Finally, sieged tanks (most of the time) don't deal any splash damage to nearby units when attacking buildings. I guess this is because you just add the sieged tank attack effect on top of the target location to simulate overkill. Hm, I'm not seeing the siege tank miss at all? heh, interesting, i will admit i haven't tested it much on the PTR past testing the fix maps script, I'll check out the rest of those tonight. The Siege tanks on buildings is an interesting one i hadn't considered, will check that. I assume splash is radius of unit/building plus the splash radius, making a gateway for example have quite a large splash radius? Thanks for testing ![]() | ||
purakushi
United States3300 Posts
On December 17 2013 14:18 MavercK wrote: heh, interesting, i will admit i haven't tested it much on the PTR past testing the fix maps script, I'll check out the rest of those tonight. The Siege tanks on buildings is an interesting one i hadn't considered, will check that. I assume splash is radius of unit/building plus the splash radius, making a gateway for example have quite a large splash radius? Thanks for testing ![]() :D Actually, the actual splash radius is the same, but it is centred in the middle of the building (at least, that is how it seems). So, on smaller buildings, nearby units do get splashed, but sieged tank hits on a CC will not do anything to any unit anywhere around the CC. Also, because of how the effect is just created in the middle of the buildings, the blast animation is often hidden under the building itself. | ||
iamcaustic
Canada1509 Posts
On December 18 2013 10:52 purakushi wrote: :D Actually, the actual splash radius is the same, but it is centred in the middle of the building (at least, that is how it seems). So, on smaller buildings, nearby units do get splashed, but sieged tank hits on a CC will not do anything to any unit anywhere around the CC. Also, because of how the effect is just created in the middle of the buildings, the blast animation is often hidden under the building itself. Was it a thing in BW for units around larger buildings to also get hit by siege splash? Intuitively, you'd think a weapon's blast radius wouldn't grow with the size of its target. | ||
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