![[image loading]](http://img46.imageshack.us/img46/2585/screenshot2010092814213.jpg)
![[image loading]](http://img545.imageshack.us/img545/9018/screenshot2010092814221.jpg)
Here it is with team colors (red):
![[image loading]](http://img696.imageshack.us/img696/5048/screenshot2010092814285.jpg)
It needs to be scaled, of course, it's probably 6-7x normal size. The size is probably messing up the ingame shaders.
| Forum Index > SC2 Maps & Custom Games |
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buhhy
United States1113 Posts
![]() ![]() Here it is with team colors (red): ![]() It needs to be scaled, of course, it's probably 6-7x normal size. The size is probably messing up the ingame shaders. | ||
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Archerofaiur
United States4101 Posts
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buhhy
United States1113 Posts
![]() ![]() ![]() I might define the textures a little more later, and I still need to add illumination maps. | ||
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Slakter
Sweden1947 Posts
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Zealotdriver
United States1557 Posts
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. | ||
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Half
United States2554 Posts
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buhhy
United States1113 Posts
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. | ||
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k10forgotten
Brazil260 Posts
+ Show Spoiler + ![]() | ||
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Retgery
Canada1229 Posts
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MavercK
Australia2181 Posts
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k10forgotten
Brazil260 Posts
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MavercK
Australia2181 Posts
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. | ||
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MavercK
Australia2181 Posts
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) | ||
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Thoreezhea1
United States532 Posts
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buhhy
United States1113 Posts
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. | ||
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Deleted User 55994
949 Posts
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. | ||
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MavercK
Australia2181 Posts
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 ![]() | ||
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buhhy
United States1113 Posts
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? | ||
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MavercK
Australia2181 Posts
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. | ||
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MavercK
Australia2181 Posts
still WAY too many minerals | ||
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