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[A] Starcraft 2 Brood War - Page 32

Forum Index > SC2 Maps & Custom Games
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buhhy
Profile Joined October 2009
United States1113 Posts
Last Edited: 2010-09-28 18:40:37
September 28 2010 18:32 GMT
#621
Nevermind I fail. Here's the ingame screenshots without team colors:

[image loading]
[image loading]

Here it is with team colors (red):

[image loading]

It needs to be scaled, of course, it's probably 6-7x normal size. The size is probably messing up the ingame shaders.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-09-28 18:38:39
September 28 2010 18:38 GMT
#622
Sorry to nit pick bu it would help to have an immortal next to it for reference things like shading, colors etc..
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
buhhy
Profile Joined October 2009
United States1113 Posts
September 28 2010 18:47 GMT
#623
Ok, here it is properly scaled:

[image loading]

[image loading]

[image loading]


I might define the textures a little more later, and I still need to add illumination maps.
Slakter
Profile Joined January 2010
Sweden1947 Posts
September 28 2010 20:19 GMT
#624
The question we´re all asking ourself, is the Dragoon as retarded as before?
Protoss, can't live with em', can't kill em'.
Zealotdriver
Profile Blog Joined December 2009
United States1557 Posts
September 28 2010 21:14 GMT
#625
On September 29 2010 05:19 Sl4ktarN wrote:
The question we´re all asking ourself, is the Dragoon as retarded as before?


I for one welcome our new unit path algorithms.
Turn off the radio
Half
Profile Joined March 2010
United States2554 Posts
September 28 2010 21:26 GMT
#626
Couldn't you just make sure the bones in the legs are named the same as the immortal bones and reuse the animation?
Too Busy to Troll!
buhhy
Profile Joined October 2009
United States1113 Posts
September 28 2010 21:41 GMT
#627
On September 29 2010 06:26 Half wrote:
Couldn't you just make sure the bones in the legs are named the same as the immortal bones and reuse the animation?


Unfortunately, it's impossible to modify the mesh and keep it skinned to the bones.
k10forgotten
Profile Joined September 2010
Brazil260 Posts
September 28 2010 22:50 GMT
#628
The goons seem to be floating. Could you lower them just a little? (:

+ Show Spoiler +
[image loading]
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
Retgery
Profile Joined August 2010
Canada1229 Posts
September 29 2010 01:43 GMT
#629
Are you going to raise zealot sheilds back up to 60?
Fall down 7 times, stand up 8.
MavercK
Profile Joined March 2010
Australia2181 Posts
September 29 2010 03:44 GMT
#630
done. will be in next version.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
September 29 2010 06:03 GMT
#631
Stacked mutalisks don't attack. Oo
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
MavercK
Profile Joined March 2010
Australia2181 Posts
September 29 2010 06:14 GMT
#632
On September 29 2010 15:03 k10forgotten wrote:
Stacked mutalisks don't attack. Oo


you can only stack 11.

currently an issue does exist where you can just attack move like 40 mutas and they will all stop at their attack range. stacking. i dont really have a solution to this yet.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
September 29 2010 10:26 GMT
#633
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling

for exile who i played with today heh.

also im currently implementing new pathing footprints for buildings that existed in sc1 (for instance small units being able to move through pylon walls, etc)
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
September 29 2010 19:51 GMT
#634
You can see that the dragoons look rough amd crappy next too a blizz made immortal, I assume Maverck is working o this?
What the Fu- REAPERS?!
buhhy
Profile Joined October 2009
United States1113 Posts
September 29 2010 21:20 GMT
#635
On September 30 2010 04:51 Thoreezhea wrote:
You can see that the dragoons look rough amd crappy next too a blizz made immortal, I assume Maverck is working o this?


No, Maverck doesn't do the graphics.

Anyways, that's weird, since the legs are straight from the immortal, yet they aren't anti-aliased like the immortal's are. It's definitely a texture issue, though I can't say what.
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
September 30 2010 00:53 GMT
#636
idk if it's possible to fix but lurkers seem to burrow super fast compared to bw. i havn't had a lurker die mid burrow at all yet in like 30 games

i also dunno if you've commented on it before since this thread has 32 pages but i'd like to suggest changing all the mins to gold or something? I know you start with 6 workers but it doesn't really seem to balance it out, I can't do alot of builds I could do in bw because of the lower mins/trip.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-09-30 01:06:52
September 30 2010 01:02 GMT
#637
i havn't compared lurker burrow speed. it may be different.
mining rate is something i have fiddled with to try and get it back to 8 minerals. it's hard to judge.
my baseline originally was the rax into factory into CC build and with the rate scv's mine currently the timing seemed fine?

i've tried some things like modifying the acceleration of workers and increasing the time it takes for them to mine. it's just very hard to measure. i may do some testing in sc1 and work out the exact rate.

but yea. thinking about it now. it probably makes alot of sense zerg has a hard time getting minerals since they keep such a lower worker count


you should definitely provide me with replays so i can make another preview video however
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
buhhy
Profile Joined October 2009
United States1113 Posts
September 30 2010 04:18 GMT
#638
On September 30 2010 10:02 MavercK wrote:
i havn't compared lurker burrow speed. it may be different.
mining rate is something i have fiddled with to try and get it back to 8 minerals. it's hard to judge.
my baseline originally was the rax into factory into CC build and with the rate scv's mine currently the timing seemed fine?

i've tried some things like modifying the acceleration of workers and increasing the time it takes for them to mine. it's just very hard to measure. i may do some testing in sc1 and work out the exact rate.

but yea. thinking about it now. it probably makes alot of sense zerg has a hard time getting minerals since they keep such a lower worker count


you should definitely provide me with replays so i can make another preview video however


Is it not possible to change mining rate to 8? Same with gas?
MavercK
Profile Joined March 2010
Australia2181 Posts
September 30 2010 04:49 GMT
#639
gas is already at 8.

problem with minerals at 8 is you get SOOOOOOOO much minerals.
you could probably expand on 9 it's so ridiculous.

my current findings are 5 minerals per trip with the current worker speed/mining speed is pretty close to BW. but i'll look into it more closely.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
September 30 2010 13:27 GMT
#640
4 workers. mining 8 minerals per trip. 5 second mining time (up from 2.7 seconds)
still WAY too many minerals
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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