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[A] Starcraft 2 Brood War - Page 23

Forum Index > SC2 Maps & Custom Games
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MavercK
Profile Joined March 2010
Australia2181 Posts
September 08 2010 22:40 GMT
#441
Quickfix Release
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
September 09 2010 00:17 GMT
#442
I want to see a replay of he ghosts nuke attack :D
Anyways great job MavercK!

Here is the combined list of things to fix but it shouldnt take long to do it:

- firebat price & hp & armor invalid
- siege tank has should have 150 hp (instead of 160)
- 250mm strike cannons should be removed
- if you want to redo the academy, i guess you could use the "infestable infested bar" (it doesn't actually look infested) and use some other model to the nuclear silo addon

- creep should spread a lot slower
- nydus worm should not be spreading creep, free and limited to one per nydus network (and both should have 250hp)
- for the devourer you could use corrupter model with roach acid attack (although a bit slower maybe)

- templar doesn't have hallucination
- dark templar shouldn't be able to merge to normal archon

-carriers upgrade in bw was that it changed the number of interceptors from default 4 to 8
-maelstorm shouldn't be hard to make
-the storm does too much damage, it kills a burrowed lurker, it did not in BW
-if you have a single lair you can make upg aviable in lair even in other hatcheries, the upgrades should be aviable to research only in lairs
-dragoon sounds are heard all over the map not only when in promiximity of the viewed area


btw could you let dragoons spread more blue goo when they die? :D
Also i agree to have ALL bw sounds integrated instead of a mix between bw and sc2 sounds. if thats not too hard for you ofc.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-09-09 01:01:42
September 09 2010 00:42 GMT
#443
it's fairly tedious. but not really hard.

confirmed storm doing too much damage.
it's basically ticking 10 times instead of 8.
will have it fixed for next release.

siege tank health is one of the stupid and annoying problems the editor has.
for example. the siege tank has 160 health ingame.
in the editor it has 150 health.

it's being set +10 somewhere outside of the editor.
im gonna have to remake the siege tank just to reduce it's health by 10 -.-
silly blizzard
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
disire92
Profile Joined August 2010
United States7 Posts
September 09 2010 01:17 GMT
#444
I personally love the idea of playing brood war with updated graphics. I was actually thinking about that early today.
illumination
Profile Joined August 2010
Korea (South)248 Posts
September 09 2010 01:51 GMT
#445
are there any plans to remove MBS and automine. I would love to test that out if it you wont make the change permanent. Also cracklings are really realy strong. Did u nerf them to account for the AI or are u trying to keep everything the same?
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
hofodomo
Profile Joined March 2010
United States257 Posts
September 09 2010 02:13 GMT
#446
Just tried the update, got some friends to play it with me...they were really impressed!

Two things I noticed:
Zealot legspeed upgrade is still 200/200, needs to be 150/150
Archon damage is flat 30, currently not modified by attack upgrades
Smoke weed ev'ry day.
GrazerRinge
Profile Blog Joined May 2010
999 Posts
September 09 2010 03:01 GMT
#447
nice work!

Especially i appreciate the remake of fighting spirit ;D
"Successful people don't talk much. They listen and take action."
MavercK
Profile Joined March 2010
Australia2181 Posts
September 09 2010 03:12 GMT
#448
Thank ProdiG for the map

@illumination
i've made no changes to account for ai just yet. not sure if i will.
MBS and automine are something im not sure i can even remove. but im not sure if i'd want to either.

we shall see
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
September 09 2010 18:43 GMT
#449
9 starting supply instead of 10 sort of messes things up at the start, as this game (sc2) was made for 10. I'd still be interested in changing the amount brought per trip, but making each worker take a little longer to carve off a mineral chunk.

then again, there is a whole lot of busy work to do before one needs to worry about balance too much
virusak
Profile Joined December 2009
Czech Republic344 Posts
Last Edited: 2010-09-09 20:14:33
September 09 2010 19:25 GMT
#450
On September 10 2010 03:43 MamiyaOtaru wrote:
9 starting supply instead of 10 sort of messes things up at the start, as this game (sc2) was made for 10. I'd still be interested in changing the amount brought per trip, but making each worker take a little longer to carve off a mineral chunk.

then again, there is a whole lot of busy work to do before one needs to worry about balance too much



well I kinda liked it, the timings are more like sc1, you only start a bit later when you have 6 probes
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-09-09 22:25:41
September 09 2010 22:24 GMT
#451
The 160 HP Siege Tank comes from the LibertyMulti dependency. The data does not show in the editor for some reason, but you can just remove the dependency, since you don't need it.
LibertyStory also doesn't contain anything you really need. If you remove it you will have to add the firebat and medic to the barracks, since the barracks normally can't build these units and other similar stuff, but using less dependencies is generally better.
I'll call Nada.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-09-09 23:49:01
September 09 2010 23:21 GMT
#452
interesting. i was under the impression it was the patch MPQ that was overwriting my stuff. but i guess your solution works better.

@lololol TY that worked pretty much perfectly so far.
unfortunately it's screwed some other things up but it's fine as i can fix those.
atleast now what i set in the editor isn't being overwritten by some random value hidden aware in the darkness
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
September 09 2010 23:41 GMT
#453
--- Nuked ---
MavercK
Profile Joined March 2010
Australia2181 Posts
September 09 2010 23:51 GMT
#454
an alternate thread might be better for that
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
September 10 2010 00:35 GMT
#455
--- Nuked ---
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 00:41 GMT
#456
looks good
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-10 03:53:40
September 10 2010 03:52 GMT
#457
I love this so much, but for future releases:
- sounds ... the original sounds? pleaaase? (: /especially for those units that aren't in SC2, it's confusing to use existing SC2 sounds, like stalker voice for dragoon/
- is there any way of reducing the control group maximum? you did it with mutas, probably could be done with all units.
If you stand next to my head, you can hear the ocean. - Day[9]
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 04:30 GMT
#458
On September 10 2010 12:52 figq wrote:
I love this so much, but for future releases:
- sounds ... the original sounds? pleaaase? (: /especially for those units that aren't in SC2, it's confusing to use existing SC2 sounds, like stalker voice for dragoon/
- is there any way of reducing the control group maximum? you did it with mutas, probably could be done with all units.


sounds coming eventually.
reducing control group. bah. i dont know why people really want this. just split your army and use more control groups. nothing is stopping you.
and if i did it the same way i did mutas it would be extremely annoying. im actually trying to find a better way to do muta stacking since mutas stack. permenantly. if you want to spread your mutas out it's an extreme pain.
could you imagine going back to your rally point. seeing 36 units there and having to select a bunch. deselect them till you have 12. assigning hotkey. moving them. doing this again and again. OOPS. selected 13 units. they can't move.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
September 10 2010 05:02 GMT
#459
speaking of mutas and stacking..

if you group more than 12, instead of not firing would it be possible to make it so they don't clump if there are more than 12?
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-09-10 05:48:45
September 10 2010 05:04 GMT
#460
On September 10 2010 14:02 MamiyaOtaru wrote:
speaking of mutas and stacking..

if you group more than 12, instead of not firing would it be possible to make it so they don't clump if there are more than 12?


this was my original idea for it.
unfortunately you cannot change the Separation Radius of a unit with triggers or behaviors and thats the only 2 ways i can think of doing it.

but yes. that would be idea if i could do it that way.

*EDIT*
it's funny how when i tell someone something isn't possible i usually get another idea of how to pull it off.
Mutalisk's now can be stacked. the limit of 11 to attack still exists. however now when mutas are idle they will check if they are ontop of another mutalisk and "wander" until both mutalisks are atleast 0.5 distance apart.
im happy with this because now when you make 20 mutas they dont all sit on the rally point ontop of each other like a jumbled mess. they spread out.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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