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[A] Starcraft 2 Brood War - Page 24

Forum Index > SC2 Maps & Custom Games
Post a Reply
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kusu
Profile Joined April 2010
Sweden440 Posts
September 10 2010 10:15 GMT
#461
Awesome map!

I saw two things that should fix
You can still make shift-commands. ex. Build supply and shift to mineral line. I don't think you were able to do that i BW.

My ultras couldn't attack buildings... I could be 'cause of it was my own building, but still.

keep it up!
Expa bör man annars dör man! A game withouth me, is a game not worth winning!
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 10:26 GMT
#462
On September 10 2010 19:15 kusu wrote:
Awesome map!

I saw two things that should fix
You can still make shift-commands. ex. Build supply and shift to mineral line. I don't think you were able to do that i BW.

My ultras couldn't attack buildings... I could be 'cause of it was my own building, but still.

keep it up!


i dont think im going to remove UI improvements. like that.
also ultras couldn't attack buildings because i removed the head attack. it'll be fixed in next release.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
virusak
Profile Joined December 2009
Czech Republic344 Posts
September 10 2010 11:01 GMT
#463
and one more bug, when I played as Z, and had 14 mutas selected and stacked, they did not attack at all, when some of them died, I think they started attacking again, was really weird
uploading a rep now
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 11:12 GMT
#464
On September 10 2010 20:01 virusak wrote:
and one more bug, when I played as Z, and had 14 mutas selected and stacked, they did not attack at all, when some of them died, I think they started attacking again, was really weird
uploading a rep now


you can only stack 11
if you stack more than 11 they will not be able to attack.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
virusak
Profile Joined December 2009
Czech Republic344 Posts
September 10 2010 11:27 GMT
#465
On September 10 2010 20:12 MavercK wrote:
Show nested quote +
On September 10 2010 20:01 virusak wrote:
and one more bug, when I played as Z, and had 14 mutas selected and stacked, they did not attack at all, when some of them died, I think they started attacking again, was really weird
uploading a rep now


you can only stack 11
if you stack more than 11 they will not be able to attack.

that has already been implemented in the version released 47 hours ago? thought you posted it after
will make it kinda hard to manage larger muta armies when you can accidentally very easily select more than 11
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 11:34 GMT
#466
it was implemented awhile ago
next version will incorporate a method of mutas to spread out while they are inactive.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
Last Edited: 2010-09-10 11:41:34
September 10 2010 11:41 GMT
#467
On September 10 2010 19:15 kusu wrote:
You can still make shift-commands. ex. Build supply and shift to mineral line. I don't think you were able to do that i BW.

You could do that in BW.
화이팅
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
Last Edited: 2010-09-10 13:37:24
September 10 2010 12:06 GMT
#468
Great job again! Having a lot of fun playing around with this!

Changes
storm lasts for too long (duno about the damage output though)
dweb doesn't last long enough
goon fire animation seem just a millisecond too slow... (maybe it's just me?)
you can't stasis your own units.
I have a feeling that zerg larva is spawning too quickly.

(I'll just update as I notice stuff)
화이팅
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-10 12:23:16
September 10 2010 12:07 GMT
#469
Great work Maverck. I played this map last night. The only thing I really dont like is the reaver model. Looks unpolished. Dragoon model is orgasmic though.

On September 10 2010 19:26 MavercK wrote:

i dont think im going to remove UI improvements. like that.


I agree with this, at least for now. You want to make BW as faithful as possible and you also want to resist the urge to change things to your personal preferences (maybe buffing your favorite unit, adding that cool ability you thought of etc...) As such you want to use BW data and mechanics as a guideline. However some things related to the underlying user interface are really really deeply ingraned in the engine and if changed at all they should be last. This also affords the option of having two maps, one with UI improvement and one without, from which you can then let the community play and decide which one feels more fun. than balance that version.


Also whats your position on the high ground and tree mechanics?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 12:18 GMT
#470
Also whats your position on the high ground and tree mechanics?


will be annoying to do. i will have to create a behavior i think and apply it to every unit in the game. but one day i'll get to it.

reaver model. yea... i wish i could get a better model. actually the model is fine. it's just the texture really and the animations could use a complete redo.
just be glad i didn't use the buttons that were created for it................ ... ... ...

but for now it will do. until i get enough interest to attract talented content creators.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
Last Edited: 2010-09-11 01:45:12
September 10 2010 13:16 GMT
#471
On September 10 2010 20:41 XsebT wrote:
Show nested quote +
On September 10 2010 19:15 kusu wrote:
You can still make shift-commands. ex. Build supply and shift to mineral line. I don't think you were able to do that i BW.

You could do that in BW.

Correct. It was harder though. You had to tell the SCV to build then shift right click a mineral patch before it started building. You couldn't queue anything once it had started building. I really don't mind having this fixed in SC2.

And I agree that UI improvements DON'T need to be removed for this. I'm mostly interested in the units and the tech tree (and the sounds). Of course maybe eventually there will be a couple versions, with one being exactly like BW in every way possible. I'd do that version second though (not top priority)


*EDIT* ffs managed to post the opposite of what I meant. Don't remove UI improvements hah
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-10 14:37:08
September 10 2010 14:26 GMT
#472
On September 10 2010 21:18 MavercK wrote:
Show nested quote +
Also whats your position on the high ground and tree mechanics?


will be annoying to do. i will have to create a behavior i think and apply it to every unit in the game. but one day i'll get to it.

reaver model. yea... i wish i could get a better model. actually the model is fine. it's just the texture really and the animations could use a complete redo.
just be glad i didn't use the buttons that were created for it................ ... ... ...

but for now it will do. until i get enough interest to attract talented content creators.



Have you considered just recoloring the infestor? I think it would look better (still a place holder of course) and it already has movement and attack animations.

[image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-10 14:54:55
September 10 2010 14:41 GMT
#473
On September 10 2010 13:30 MavercK wrote:
Show nested quote +
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.
Oh, I totally appreciate that, and would never ask for it, as long as it's also difficult to implement. So just game-wise, here are the reasons:+ Show Spoiler +
the idea to have this limitation is also to limit your opponent. Both of you gain more entertaining play, because you are limited in the controllable army sizes during the game. Which means you will be forced to engage more often -- hopefully on multiple fronts -- with multiple small groups of units. That makes more multitasking and also more fun to watch.

As of now SC2 becomes too 1-dimensional, often just a pipeline of units, or two maxed armies. They should either increase the total food cap, or decrease the limit for control groups to something reasonable, eg: 24 (the usual screen count), if they wish to make it entertaining.
If you stand next to my head, you can hear the ocean. - Day[9]
k10forgotten
Profile Joined September 2010
Brazil260 Posts
September 10 2010 18:31 GMT
#474
On September 10 2010 23:26 Archerofaiur wrote:
Show nested quote +
On September 10 2010 21:18 MavercK wrote:
Also whats your position on the high ground and tree mechanics?


will be annoying to do. i will have to create a behavior i think and apply it to every unit in the game. but one day i'll get to it.

reaver model. yea... i wish i could get a better model. actually the model is fine. it's just the texture really and the animations could use a complete redo.
just be glad i didn't use the buttons that were created for it................ ... ... ...

but for now it will do. until i get enough interest to attract talented content creators.



Have you considered just recoloring the infestor? I think it would look better (still a place holder of course) and it already has movement and attack animations.

[image loading]



If you could make the infestor go into a diet or something... Anyone tried to make it smaller in the Z axis?
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 10 2010 20:27 GMT
#475
Smaller infestor would be great! Not only for BW
lololol
Profile Joined February 2006
5198 Posts
September 10 2010 20:31 GMT
#476
On September 10 2010 21:06 XsebT wrote:
goon fire animation seem just a millisecond too slow... (maybe it's just me?)


It's because he used the SC1 editor durations and they do not match the SC2 editor ones.
The SC1 editor uses a conversion of 1 second = 15 frames, but on fastest game speed one real second is 23.8095(or 1000/42).
In the SC2 editor one real time second is 1.4375 game seconds(calculated by using the real time and game time functions of the editor itself).
23.8095/15 = 1.5873, so the ratio between the editor value and the actual value is higher in the SC1 editor, then the SC2 editor.
There's also the random attack delay, but that can be removed by setting the min and max delay to 0 and there could be things I'm missing, but if you want an easy to use value you can just use the ratio between the two, which is 0.9056 or ~90%, so 100 seconds in the SC1 editor are 90 seconds in the SC2 editor and currently the unit attack speeds and build speeds in the map are at 90% of the fastest speed in BW.
I'll call Nada.
Assault_1
Profile Joined April 2009
Canada1950 Posts
September 10 2010 20:42 GMT
#477
On September 11 2010 03:31 k10forgotten wrote:
Show nested quote +
On September 10 2010 23:26 Archerofaiur wrote:
On September 10 2010 21:18 MavercK wrote:
Also whats your position on the high ground and tree mechanics?


will be annoying to do. i will have to create a behavior i think and apply it to every unit in the game. but one day i'll get to it.

reaver model. yea... i wish i could get a better model. actually the model is fine. it's just the texture really and the animations could use a complete redo.
just be glad i didn't use the buttons that were created for it................ ... ... ...

but for now it will do. until i get enough interest to attract talented content creators.



Have you considered just recoloring the infestor? I think it would look better (still a place holder of course) and it already has movement and attack animations.

[image loading]



If you could make the infestor go into a diet or something... Anyone tried to make it smaller in the Z axis?


I agree.. recolor the infestor and flatten it, it looks alot like a reaver
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
September 10 2010 21:24 GMT
#478
On September 11 2010 05:31 lololol wrote:
Show nested quote +
On September 10 2010 21:06 XsebT wrote:
goon fire animation seem just a millisecond too slow... (maybe it's just me?)


It's because he used the SC1 editor durations and they do not match the SC2 editor ones.
The SC1 editor uses a conversion of 1 second = 15 frames, but on fastest game speed one real second is 23.8095(or 1000/42).
In the SC2 editor one real time second is 1.4375 game seconds(calculated by using the real time and game time functions of the editor itself).
23.8095/15 = 1.5873, so the ratio between the editor value and the actual value is higher in the SC1 editor, then the SC2 editor.
There's also the random attack delay, but that can be removed by setting the min and max delay to 0 and there could be things I'm missing, but if you want an easy to use value you can just use the ratio between the two, which is 0.9056 or ~90%, so 100 seconds in the SC1 editor are 90 seconds in the SC2 editor and currently the unit attack speeds and build speeds in the map are at 90% of the fastest speed in BW.

Oh, had no idea about that stuff (thanks for the explaination), but I guess he is aware of the problem aswell then, which is the most essential thing.
화이팅
MavercK
Profile Joined March 2010
Australia2181 Posts
September 10 2010 22:33 GMT
#479
ty again lololol for very useful information.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
pathy
Profile Blog Joined December 2009
Taiwan619 Posts
September 10 2010 23:13 GMT
#480
wow tl april fool's
was not a joke
Graphicscolosi suck
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