On April 04 2014 10:43 MavercK wrote: I always struggled with unit sizes and movement speeds. Every time i went to calculate it i got different figures lol. Then I'd get all that to where I'm happy and then realize building footprints are no longer accurate and zerglings can't fit between cannons anymore and so i have to modify unit sizes based on the restrictions of building footprints and THE RIDE NEVER ENDSSSSSSSSSSSS. lol.
I'll give your Vulture stuff and unit speeds a look over however, they should be interesting. Thanks.
Not a problem. iamcaustic helped me with the speed conversion formula, and having tested it on a blank 256x256 map side by side I can guarantee they are correct. 2.14 is the usual marine/zealot speed. Such a small and hard to detect difference, but it exists.
Ah man, trying to replicate BW walls sounds like it would be a headache.
On April 04 2014 10:43 MavercK wrote: I always struggled with unit sizes and movement speeds. Every time i went to calculate it i got different figures lol. Then I'd get all that to where I'm happy and then realize building footprints are no longer accurate and zerglings can't fit between cannons anymore and so i have to modify unit sizes based on the restrictions of building footprints and THE RIDE NEVER ENDSSSSSSSSSSSS. lol.
I'll give your Vulture stuff and unit speeds a look over however, they should be interesting. Thanks.
Not a problem. iamcaustic helped me with the speed conversion formula, and having tested it on a blank 256x256 map side by side I can guarantee they are correct. 2.14 is the usual marine/zealot speed. Such a small and hard to detect difference, but it exists.
Ah man, trying to replicate BW walls sounds like it would be a headache.
To be precise, unit speed stats in SC2 are 20% faster than BW, but the games are always played on fastest. BW's fastest was 160% normal speed, while SC2's is only 140%. When you put it all together, SC2 unit speeds end up resulting in a ~5% speed increase over BW.
I have the math stored away in one of my melee map threads. The easiest way to convert the BW movement speeds to SC2 terms is to use the following unit movement speed values and multiply them by 0.535. For example, the value there for marines/zealots is 4, and 4 * 0.535 = 2.14.
On April 04 2014 13:29 MavercK wrote: should definitely be useful.
I'm curious do you have a formula for acceleration also? as that's another difficult to convert number.
Unfortunately, not without data from Brood War to tell us what the original acceleration was. If we had that, then it'd be as simple as using the conversion numbers we already established with speed.
edit: Apparently the BWAPI has methods for getting a unit's acceleration, so it might be possible to use it to establish what the original unit accelerations were, though the units acceleration is measured in is unknown... https://code.google.com/p/bwapi/wiki/UnitType#acceleration
found a bug that unburrowed mine directly targets hover units(workers). please prevent unburrowed mine from targeting hover type units.
edit : spider mine should attack only for its first target. current mine can change target while unburrowed. if target is dead before mine suicides, then mine should be re-burrowed and wait for another target.
yeah i tried ctrl+W, but the control panel on the right down corner and resource panel on the up right corner still there.
oh BTW, python is a extremely terran favor map, and alternative is a map very good for protoss. U should not delete pathfinder or Polaris rhapsody to save space for python in NA server. I played lots of games with my friend on pathfinder and PR, they are balanced and fun to play.
On April 05 2014 11:55 Existor wrote: Can you rotate Hatchery model by 45 degree to make it look less symmetrically from standard view? It will look exactly same as in SC1
dragoon's ragdoll looks almost same as living dragoons. sometimes it makes hard to read that what dragoon is live or dead.
my suggestion : delete the team color of dragoon's ragdoll make dragoon's ragdoll has different color compared to living one. (like this color?) make dragoon's ragdoll dissapear faster make dragoon's goo color to more deep blue
right one is hallucination dragoon's corpse. you can use this model if there is no alternative.
i have contacted with starbow map author. they allow me to upload their awesome BW map onto custom game, now we can play maps like tau cross, blue storm, andromeda with sc2bw on NA server.
Yea i've reduced the death models duration and also removed team color, i was looking into maybe making the texture of the dragoon darker to further differ it from an alive unit but haven't come up with something that looks good. also modifying the color of the blood has been difficult but still trying that.