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[A] Starcraft 2 Brood War - Page 238

Forum Index > SC2 Maps & Custom Games
Post a Reply
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decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
April 04 2014 03:19 GMT
#4741
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.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-04-04 04:29:05
April 04 2014 04:20 GMT
#4742
On April 04 2014 12:19 decemberscalm wrote:
Show nested quote +
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.

Hope this helps you out, MavercK.
Twitter: @iamcaustic
MavercK
Profile Joined March 2010
Australia2181 Posts
April 04 2014 04:29 GMT
#4743
should definitely be useful.

I'm curious do you have a formula for acceleration also? as that's another difficult to convert number.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-04-04 04:39:40
April 04 2014 04:35 GMT
#4744
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
Twitter: @iamcaustic
MavercK
Profile Joined March 2010
Australia2181 Posts
April 04 2014 05:22 GMT
#4745
well DatEdit has a number but it is quite strange a number.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2014-04-04 06:29:03
April 04 2014 06:01 GMT
#4746


i tested Starbow's vulture micro, and it is awesome!
it would be more similar to BW if "shoot toward its direct back" is prevented.
[image loading]
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2014-04-06 12:10:13
April 04 2014 06:41 GMT
#4747


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.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
April 04 2014 14:49 GMT
#4748
--- Nuked ---
weitao9292
Profile Joined December 2013
China25 Posts
April 04 2014 16:40 GMT
#4749
hey jebi, i saw ur vods.I was wondering how to remove the mini map and other stuff when u watching a replay?

Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 04 2014 17:08 GMT
#4750
ctrl + w
aka KanBan85. Working on Starbow.
weitao9292
Profile Joined December 2013
China25 Posts
Last Edited: 2014-04-05 01:58:06
April 05 2014 00:09 GMT
#4751
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
April 05 2014 02:55 GMT
#4752
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
L3monsta
Profile Joined May 2012
New Zealand149 Posts
April 05 2014 23:28 GMT
#4753
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

Interesting, I never even noticed that,
+ Show Spoiler +
[image loading]

but it's quite true haha.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
April 10 2014 15:03 GMT
#4754


found a glitch : enemy player can't hear the cloaked wraith's attack sound.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
April 13 2014 17:54 GMT
#4755
feedback about dragoon's goo

+ Show Spoiler +

[image loading]
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.
[image loading]
(like this color?)
make dragoon's ragdoll dissapear faster
make dragoon's goo color to more deep blue


[image loading]
right one is hallucination dragoon's corpse. you can use this model if there is no alternative.

weitao9292
Profile Joined December 2013
China25 Posts
April 13 2014 18:23 GMT
#4756
dragoon's ragdoll is cool, but to be honest, the ragdoll stay too long in battlefield, i hope u can make them disapear faster.
MavercK
Profile Joined March 2010
Australia2181 Posts
April 13 2014 23:14 GMT
#4757
should be able to do both.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
weitao9292
Profile Joined December 2013
China25 Posts
April 15 2014 18:23 GMT
#4758
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.
weitao9292
Profile Joined December 2013
China25 Posts
April 22 2014 03:00 GMT
#4759
hey maverck, u made changes to the goon's ragdoll or blue goo?
MavercK
Profile Joined March 2010
Australia2181 Posts
April 22 2014 11:51 GMT
#4760
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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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