[A] Starcraft 2 Brood War - Page 42
Forum Index > SC2 Maps & Custom Games |
nalgene
Canada2153 Posts
| ||
emc
United States3088 Posts
| ||
MavercK
Australia2181 Posts
On October 11 2010 13:13 emc wrote: A very strange and annoying bug, to burrow a hydra it says it costs 1 food, so you can't burrow if you are psi locked or maxed out, this is kinda strange. I dont think lurkers or lings do this, just hydras. yea. thats a bug ![]() On October 11 2010 11:29 nalgene wrote: Doesn't the game run at 1.25x speed in sc2? the game speed between sc1 and sc2 is different yes. but not by much and i have accounted for that difference in build/train/upgrade speed. movement speed and attack speed might be slightly different but i will continue to look into this as time goes on. On October 11 2010 07:28 Hyperion2010 wrote: Are you planning to replace all the (crappy) new sounds with that (awesome) old sounds? eventually | ||
Essbee
Canada2371 Posts
![]() The second game shows more mechanics than the first one imo, it has more big fights with swarm, tanks, vessels, etc. Well, in the first one, you can see how lurkers still annihilate terran m&m when they are well placed (like it used to do in bw :D ). Two more things I want to point out: - I've said it before and I'm sure MavercK is looking into this but the minerals income is way too high when you have 3+ expansions. I don't think it gave that much minerals in BW. Still, in the early stages of the game, the income is quite accurate. It just greatly improve as long as the game goes. - The walling is still to be done. For example, when you have 2 supply depots on top of each other (or 1 supply depot on top of a barrack), it's supposed to block any unit but many small units can still go through. [url blocked] [url blocked] Also, I did a game with a friend where he tries to muta harass me and where I succesfully defend and counter-attack. While I get to his base, I force him to back his mutas but my marines just TOTALLY destroy them. This is also why I feel marines are quite imba. They weren't able to annihilate mutalisks like this in BW. Here's the replay: [url blocked] Edit: Replays uploaded. Edit2: 1 more replay with explanation. | ||
emc
United States3088 Posts
| ||
MavercK
Australia2181 Posts
as for dark swarm. he did have like 20 tanks ![]() you needed more lings i think ![]() | ||
Arco
United States2090 Posts
| ||
MavercK
Australia2181 Posts
On October 11 2010 17:26 Tump wrote: Why is there no shuttle speed? it's an upgrade in sc2 too.. there should be? i'll check. *EDIT* it's actually there. i just used the wrong button ![]() will be fixed in the next version | ||
Arco
United States2090 Posts
~Shuttle tooltip still says you can deploy to create pylon power field. ~The Fleet Beacon tooltip still says Mothership at Nexus, and upgrades for Void Rays and Carriers (should be Scouts and Carriers) ~Arbiter tooltip has grammatical errors (the should be The at the beginning ![]() ~Templar Archives tooltip should be updated to also "Enables: Dark Templar at the Gateway" and "Contains upgrades for High Templar and Dark Archon" ~Defiler Mound ability Metasynaptic Node is missing it's tooltip ~Unnaturally large blank space at the bottom of Hatchery tooltip ~Creep Colony tooltip still has same tooltip as Creep Tumor ~Colonies misspelled as "colonys" in tooltips on the follow buildings: Spawning Pool, Evolution Chamber Missing Features: ~No hotkey for Observatory. Also if you're looking to improve this model, the Null Circuit is basically the same building in appearance except updated for SC2.. (scraped sc2 unit, not sure how detailed they went into it, though) + Show Spoiler + ![]() ![]() ~Missing Scout sight range and speed upgrades http://classic.battle.net/scc/protoss/units/scout.shtml ~Missing Shield Battery http://classic.battle.net/scc/protoss/popup/battery.htm ~Missing Argus Jewel upgrade (Fleet Beacon upgrade to increase Corsair max energy by 50) http://classic.battle.net/scc/protoss/popup/beacon.htm ~Missing Argus Talisman (Templar Archives upgrade to increase Dark Archon max energy by 50) http://classic.battle.net/scc/protoss/popup/archives.htm ~Missing Khaydarin Core (Arbiter Tribunal upgrade to increase Arbiter max energy by 50) http://classic.battle.net/scc/protoss/popup/tribunal.htm Bugs: ~Two Ultralisks should be able to be fit in an Overlord, not 1 ~A maximum of four Defilers should be able to fit in an Overlord, not 8 ~Zerg Buildings shouldn't die off of creep ~Probes sometimes get trapped when constructing two buildings next to each other Feedback: ~Arbiter attack should match Dragoon's attack (Sound wise) ~Scouts are default speed from campaign I assume? They seem slower than their SC1 counterparts, even unupgraded. Maybe I'm wrong on this. ~Moar vintage sounds! This can't be a BW mod without the Intercepter Launch sound from the OG.. ~I believe there may be a Creep Colony, Sunken Colony, and Spore Colony model or something somewhere in the game files. If not, I apologize in advance. | ||
MavercK
Australia2181 Posts
| ||
Arco
United States2090 Posts
On October 11 2010 17:50 MavercK wrote: i can't find that model in the editor. are you sure it's included? Probably not, they scrapped it during alpha. :/ | ||
Arco
United States2090 Posts
Thanks for the fun mod. edit: added some more again | ||
DocSnyder
Germany137 Posts
Looks great but how do i import it.Its a 3DS file right.How do you import that within a mod.I dont even get how MavercK is doing what hes doing...... | ||
MavercK
Australia2181 Posts
On October 11 2010 19:32 DocSnyder wrote: Looks great but how do i import it.Its a 3DS file right.How do you import that within a mod.I dont even get how MavercK is doing what hes doing...... 3DS file is 3d studio max you need that. aswell as the exporter plugin that nintoxicated (i think is his name) made. which lets you export as a m3 which can then be imported to starcraft 2. | ||
MavercK
Australia2181 Posts
Link for EU Uploaders + Show Spoiler + Changes + Show Spoiler + High Ground Mechanic restored (Credit to http://sc-reborn.com/) Reveal when attacking Mechanic restored (Credit to http://sc-reborn.com/) Hydralisk no longer costs food/resources when burrowing Morph Hydralisk to Lurker SC2 Hotkey changed from R > E (Conflicted with Burrow) New Sounds for the Lurker New Sounds for the Marine New Sounds for the Siege Tank New Sounds for the Vulture New Sounds for the Interceptor New Sounds for the Dropship New Sounds for the Defiler New Sounds for the Zerg Advisor New Sounds for the Scourge New Sounds for the Zealot Added a 0.25 second delay before the Zealot's Attack Robotics Bay renamed Robotics Support Bay Shuttle Speed Upgrade at the Robotics Support Bay now uses the Correct Button Few Tooltips corrected Observatory now has a Hotkey Khaydarin Amulet and Metasynaptic Node increase Starting Energy to 62.5 instead of 75 Khaydarin Amulet and Metasynaptic Node increase Maximum Energy to 250 (I'll add more of these energy upgrades eventually) Ultralisk Cargo Size reduced from 8 to 4 (2 fit into an overlord now) Defiler Cargo Size increased from 1 to 2 (4 fit into an overlord now) | ||
Essbee
Canada2371 Posts
On October 11 2010 16:42 emc wrote: I think marines have always been the counter for mutas, but with good control you can keep them alive and snipe marines. It's different in SC2 because marines can clump much easier so the dps is a lot better than in BW. Yea those were some fun games we had, I'm still not convinced that dark swarm is as effective as it was in BW but I'm not sure. Also no queen and infestation pit that only provides hive tech is kind of annoying, would be nice to atleast have a place holder for the queen. Yeah how they clump is probably the reason. 1 more thing, shouldn't the academy be the ghost academy model instead of the merc compound? it's so large compared to a normal academy imo. its just a simple thing and not so hard to change if im not alone to think like this. | ||
MavercK
Australia2181 Posts
currently it's 3x3 so it's not that much bigger. i may reduce it's size abit because it's model is larger than the footprint. | ||
Retgery
Canada1229 Posts
| ||
MavercK
Australia2181 Posts
it's hard making the footprints for buildings. since when you wanna just edit one. you can't. every time you open the footprint editor it wipes the footprint. i'll do some more work on barracks and depots specifically however. it's also highly unlikely i'll be able to get this kind of thing perfect either as all units in starcraft 2 are a radius. as opposed to pixel height/width (some units were taller than they were wide, which is why they couuld fit through gaps up or down but not side to side) | ||
Arco
United States2090 Posts
| ||
| ||