[A] Starcraft 2 Brood War - Page 33
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Essbee
Canada2371 Posts
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Thoreezhea1
United States532 Posts
so when workers (and other units) were sent to mine or go someplace, they never took a straight path to their target. if they wanted to go to say 11:30 o'clock relative north, they went straight north then turned up-left at the last second. In sc2 this was elimnated, so everything took a straight path. This was one of the reasons that mineral and gas deposits were so drastically reduced. The main reason that sc2 had an infintessimal axis is that it was getting on some players nerves when they tried to move goliaths or other large model units up ramps. therefore the only perfect solution is to bring back the octagonal axis. Hope this helped! | ||
MasterReY
Germany2708 Posts
They reduced it to 5 to make it similar to BW. So dont change anything imho. Better pathfinding and 5 mins/trip = BW pathfinding and 8 mins/trip ! | ||
faction123
Australia949 Posts
[url blocked] i'm definitely enjoying being able to pull off shit I couldn't dream to in broodwar due to the SC2 interface, though . another thing I noticed today was that you can only fit 1 lurker into an OL, wasnt it 2 lurkers in BW? | ||
MavercK
Australia2181 Posts
and probably faction | ||
RoarMan
Canada745 Posts
But other than that great map, pretty nifty stuff here. EDIT: Spider mine's shouldn't group with other units, makes it kind of tricky to micro | ||
threehundred
Canada911 Posts
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emc
United States3088 Posts
1.) some of the descriptions on the buildings and units you create say you can create units or do things that aren't actually there. Examples are Robotics Facility and Robotics Bay each tell you you can make colossus. The description of the void prism says you can lay warp fields, and the name of that unit should be changed to shuttle. The Fleet beacon says you can make motherships, etc. 2.) The dragoon and DT share the same hotkey and dragoon takes priority over DT. You should make the dragoon hotkeyed to G for goon, I think people can remember that. 3.) The attack command sound effects for the dragoon are the immortals and I think when they are attacked their sound effect are stalkers. I like the SC1 sounds imported, so make sure it's unified. 4.) The reaver just looks silly, I think you should just do what some people have suggested, use the infestor and change it's color. Maybe put some protoss unit for the face and make the colors even so that it looks like one unit ( like you could do a sentry for the face and the infestor for the body and make the colors the same so it looks decent). 5.) The arbiter has a cloak animation on the dark archons but for the other units they turn red, which is odd. I'm sure you know about this one already, but maybe use some of the motherships properties including any graphical features it might have that relate to cloaking. I dunno, just throwing that out there. I'll check Z and T later. | ||
emc
United States3088 Posts
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MavercK
Australia2181 Posts
ty for the dragoon hotkey. i'll fix that. impact sounds are hard to work out since they aren't named properly in SC1 but i'll have a look. gold/yellow infestor looks horrible. trust me. it's what i originally used before i even started this mod (remaking the reaver triggered me to start) new models don't cloak properly because the current exporter plugins do not support particles or something. so cloaking wont work until then. dark archon can cloak because it is not a new/imported model. just an archon tinted red. lurkers take 2 seconds to burrow in sc2. apparently this is too quick? testing out 3 seconds currently. | ||
Tribune
Australia60 Posts
On September 29 2010 19:26 MavercK wrote: 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) if you can do this....this will truly be a really good mod | ||
emc
United States3088 Posts
1.) No Queen? I don't mean the creep spreading/larve spitting queen, I mean a flying one with abilities. I'm sure you are working on one but for Z to be viable they need one. Might be silly to see a SC2 queen flying around, so I'm not sure what you could do. Maybe keep the infestor with the same abilities as the BW queen but instead of flying it can move while burrowed. Just a suggestion, but maybe a sc2 element could fit BW decently. 2.)Infestation pit serves no purpose then to get hive. Again, infestor could remain in the game, just sayin. 3.) There is no way to upgrade burrow at hatch, lair or hive, I checked several times. Lurkers could burrow without it being researched even though I couldn't find a way to research it. Just make sure it's at hatch tech. | ||
MavercK
Australia2181 Posts
infestation pit will be the queens nest eventually no burrow? probably another thing i missed when i switched from 4 dependencies to 2 (about half the buttons got removed from buildings. had to readd them) | ||
k10forgotten
Brazil260 Posts
On October 01 2010 12:50 MavercK wrote: someone sent me an already made queen using the swarm guardian model. i havn't really looked at it too much yet. i wasn't sure if i wanted to use the swarm guardian model for the queen. Better use the Brood Lord. Swarm Guardian is better to be the... Guardian. =P | ||
MavercK
Australia2181 Posts
anyway recently i changed the way protoss shields work instead of waiting 10 seconds and then regenerating at 2hp a second they now wait 2 seconds and regen 0.5 hp a second (roughly) this is what broke explosive/concussive damage against protoss. shields were regenerating too quickly so it was as if a unit always had shields when it had none. will be fixed in next version. *EDIT* i've done more and more testing and 8 minerals per trip is just way too much even with over double the mining time. slower scvs. longer wait time before returning minerals. i can't make it line up. 6 SCVs. 5 minerals per trip. default mining/return time. i get 200/100 right around when my barracks finishes. to me this feels perfect? the only issue i think people might have is main bases in sc2 have 8 mineral patches while proleague maps have 9 mineral patches in the main. | ||
axwell
62 Posts
On October 01 2010 13:33 k10forgotten wrote: Better use the Brood Lord. Swarm Guardian is better to be the... Guardian. =P no... brood lord is a better placeholder for guardian having a similar name doesn't mean anything | ||
k10forgotten
Brazil260 Posts
On October 01 2010 23:09 axwell wrote: no... brood lord is a better placeholder for guardian having a similar name doesn't mean anything It's just that we can have the old Guardian.. Like, exactly the same thing. Between something that is not equal and something that is equal, I prefer the equal. Oo You can say about its tail, but it's SO easy to take that off. | ||
RoarMan
Canada745 Posts
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Essbee
Canada2371 Posts
On October 02 2010 00:53 RoarMan wrote: You could use overseer as a Queen place holder. Great idea. | ||
MavercK
Australia2181 Posts
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