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[A] Starcraft 2 Brood War - Page 33

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 31 32 33 34 35 246 Next
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
September 30 2010 14:04 GMT
#641
Reduce their movement speed, they seem to move so fast compared to BW.
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
September 30 2010 17:05 GMT
#642
I have it. (snaps fingers) the workers seem to be mining so fast because the movement in BW was purely on a octagonal axis, and you could only move units up, down, left, right, and up-left, up-right, down-left, and down-right.

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!
What the Fu- REAPERS?!
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
September 30 2010 17:17 GMT
#643
Blizzard itself said that because of the better pathfinding of the workers the income was way too high with 8 per trip.
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 !
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
faction123
Profile Blog Joined December 2009
Australia949 Posts
Last Edited: 2010-09-30 21:57:23
September 30 2010 21:29 GMT
#644
here's some reps, hardly amazing micro moments or anything in them for you to use but maybe there's something:

[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?
NA Legend - stream: http://twitch.tv/faction60
MavercK
Profile Joined March 2010
Australia2181 Posts
September 30 2010 23:12 GMT
#645
forcing movement to octagonal axis is probably impossible. for me atleast.

and probably faction
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
Last Edited: 2010-09-30 23:24:20
September 30 2010 23:22 GMT
#646
Vultures don't do any reduced damage vs Large structures so they just deal full 20 damage to dragoons, buildings, etc.

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
All the pros got dat Ichie.
threehundred
Profile Joined July 2009
Canada911 Posts
September 30 2010 23:42 GMT
#647
tvp vultures ftw
KimTaeyeon MEDIC MU fighting! ^^;;
emc
Profile Joined September 2010
United States3088 Posts
October 01 2010 00:01 GMT
#648
I played protoss and checked everything out and a few things:

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
Profile Joined September 2010
United States3088 Posts
October 01 2010 00:04 GMT
#649
also, I really think the mineral gathering and the number of geysers per main should remain at what SC2 is. I think the timings of SC2 and SC1 mineral gatherings are very similar and won't really change anything. As it is now with 8 per trip and one geyser makes gas stealing really difficult to deal with. I think the gathering aspect should remain the same imo.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-10-01 01:33:26
October 01 2010 00:17 GMT
#650
tooltips are my lowest priority currently.
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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Tribune
Profile Joined April 2010
Australia60 Posts
October 01 2010 02:16 GMT
#651
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
Profile Joined September 2010
United States3088 Posts
October 01 2010 03:35 GMT
#652
A few things about Z:

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
Profile Joined March 2010
Australia2181 Posts
October 01 2010 03:50 GMT
#653
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.

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)
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
October 01 2010 04:33 GMT
#654
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
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
Last Edited: 2010-10-01 14:04:53
October 01 2010 04:33 GMT
#655
i still disagree with that notion

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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
axwell
Profile Joined June 2010
62 Posts
October 01 2010 14:09 GMT
#656
On October 01 2010 13:33 k10forgotten wrote:
Show nested quote +
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


no... brood lord is a better placeholder for guardian having a similar name doesn't mean anything
k10forgotten
Profile Joined September 2010
Brazil260 Posts
October 01 2010 14:39 GMT
#657
On October 01 2010 23:09 axwell wrote:
Show nested quote +
On October 01 2010 13:33 k10forgotten wrote:
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


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.
I fear no enemy, for the Khala is my strength! I fear not death, for our strength is eternal.
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
October 01 2010 15:53 GMT
#658
You could use overseer as a Queen place holder.
All the pros got dat Ichie.
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
October 01 2010 21:12 GMT
#659
If you think the amount of minerals is ok with 5 per trips, could you at least put 4 workers back, it's more BW like, well, a longer early game. SC2 early game is just so fast.

On October 02 2010 00:53 RoarMan wrote:
You could use overseer as a Queen place holder.


Great idea.
MavercK
Profile Joined March 2010
Australia2181 Posts
October 01 2010 22:17 GMT
#660
with 4 workers and 5 minerals per trip you do not get enough minerals to start your 2nd worker before the first finishes. which doesn't feel right.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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