Polaris Rhapsody !
Yes! Yes! and Yes!
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Retgery
Canada1229 Posts
Polaris Rhapsody ! Yes! Yes! and Yes! | ||
MavercK
Australia2181 Posts
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DoubleReed
United States4130 Posts
The mod looks great, btw. Though I am annoyed, I thought Blizzard said they would include models of all the Brood War units. | ||
Retgery
Canada1229 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=146438 | ||
MasterReY
Germany2708 Posts
Good open (bw style) and big map! http://www.teamliquid.net/forum/viewmessage.php?topic_id=153307 | ||
lololol
5198 Posts
That's the minimum amount of damage an attack can deal in BW. Edit: All burrowed units in BW are immune to 50% and 25% splash areas, and this affects how much the mines destroy each other. There's also that units die on the next frame in BW, while in the SC2 engine they die instantly, so mines exploding at the same time should all deal damage in BW, while with the SC2 engine the damage will be processed in sequence and the first mine will destroy the rest of them, before they can explode. There could be a delay on mine damage as well, but I haven't done any tests on that and even if there isn't any, delaying damage a bit after the mine explodes would still be relatively similar to the overall behaviour they have in BW. | ||
TheCraft
Chile2 Posts
Right now my vultures can drop mines even before I research mines heh And yeah you got the brood war way for dropping them. It does lead to some oddities though. If you have two vultures selected, it shows a total of six mines. This allows you to queue up 6 mine drops. After each of them drops the third, they just sit there instead of going to the next waypoint, or any movement waypoint you shift queued for afterwards. Similarly, if one of them only has one mine left and you shift queue 3 mine drops, one of them will remain in place while the other goes to drop its remaining two, ignoring anything you told them to do afterward. This isn't so terrible, as you couldn't really do that in broodwar anyway, but it does show what happens when you get a game that assumes you are doing each spell one click per cast and then change it so each unit casts the same thing from one button press. | ||
MavercK
Australia2181 Posts
On October 19 2010 05:59 TheCraft wrote: SCVs cant repair tanks or vultures (other stuff too?) "must target mechanical units" Right now my vultures can drop mines even before I research mines heh And yeah you got the brood war way for dropping them. It does lead to some oddities though. If you have two vultures selected, it shows a total of six mines. This allows you to queue up 6 mine drops. After each of them drops the third, they just sit there instead of going to the next waypoint, or any movement waypoint you shift queued for afterwards. Similarly, if one of them only has one mine left and you shift queue 3 mine drops, one of them will remain in place while the other goes to drop its remaining two, ignoring anything you told them to do afterward. This isn't so terrible, as you couldn't really do that in broodwar anyway, but it does show what happens when you get a game that assumes you are doing each spell one click per cast and then change it so each unit casts the same thing from one button press. these are bugs i have already fixed. looking at the map file i have vultures/tanks as mechanical. im assuming you played an old version? what realm are you on | ||
nalgene
Canada2153 Posts
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MavercK
Australia2181 Posts
On October 19 2010 10:55 nalgene wrote: Btw, does psionic storm's hotkey only show the cursor when you press the hotkey or does it have some grid thing? Are you going to revert to the cursor thing if not? elaborate ![]() not sure what you are talking about heh | ||
Chimpalimp
United States1135 Posts
On October 19 2010 11:01 MavercK wrote: Show nested quote + On October 19 2010 10:55 nalgene wrote: Btw, does psionic storm's hotkey only show the cursor when you press the hotkey or does it have some grid thing? Are you going to revert to the cursor thing if not? elaborate ![]() not sure what you are talking about heh I think what he is talking about is when a high templar casts psionic storm. In bw, when you cast storm you are given a point to select where your storm will land, so your kinda forced to guess where it will actually hit. As for SC2, they give you a casting grid which displays the area that the storm will cover. | ||
MavercK
Australia2181 Posts
using the name "SC2BW - Polaris Rhaspody" i've asked the owner for permission so depending on his reply it may/may not stay up. so yea. Create Game > Search for "SC2BW" This is mainly a test. it's using mod/dependency method and im not sure if there will be bugs/problems. US only for now | ||
k10forgotten
Brazil260 Posts
About footprints, I can't get a single one working correctly. And I can't see why. Maybe if I change the data directly (since every map is a .MPQ, I can edit the FootprintData file), but I don't know. The ones I changed (and worked) were those that are 3x2 in Brood War - since I used the SC-Reborn footprint. But when I tried to make a creep version of this footprint, it just doesn't work. The same with the 4x3. Any ideas of how can I make them work? And... How can I send it to you, MavercK? ![]() EDIT: latest map: Grand Line - the one before Polaris. I've seen it just now. | ||
MavercK
Australia2181 Posts
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Jragon
Australia1471 Posts
Not sure about the feasibility and it may not work where all available player slots were taken, but a suggestion on how to get around mines not attacking cloaked units: is it possible to have placed spider-mines belong to another team, allied with you and sharing vision but hostile to your opponent? Then have shared vision switched off on triggering of the mine to stop you seeing how many cloaked units there are...although shared vision is likely set by team, not by unit...hm, tough problem ![]() | ||
vek
Australia936 Posts
One suggestion though is to do with hotkeys. I found it annoying not all the hotkeys were classic (I use classic for sc2 also). Off the top of my head Siege Tanks weren't using T, Siege Mode wasnt using O, Marines weren't using M. I found this frustrating and ended up clicking units to build them instead. There may have been more but I can't recall off the top of my head and I don't have access to the game right now. This may have already been fixed but I was definitely playing the map published by you (NA server). I would really like full classic hotkey support though ![]() One other thing... Is it possible to make the scarab AI a bit worse? Overall though, really great work. I can't wait to play it again. Maybe I can help out with some custom models for the units/buildings that have placeholders if I have some spare time off work. | ||
MavercK
Australia2181 Posts
i know siege mode is O and marine is definitely M on sc1 setting... so i dunno. | ||
vek
Australia936 Posts
On October 19 2010 21:26 MavercK wrote: if you go into options > hotkeys. the sc1 hotkeys should all be classic. i know siege mode is O and marine is definitely M on sc1 setting... so i dunno. Hmm I'm fairly sure I had it set to classic hotkey setup though. I'll give it another go after work today and report back. | ||
Essbee
Canada2371 Posts
On October 19 2010 12:38 MavercK wrote: Polaris Rhaspody is published using my mod using the name "SC2BW - Polaris Rhaspody" i've asked the owner for permission so depending on his reply it may/may not stay up. so yea. Create Game > Search for "SC2BW" This is mainly a test. it's using mod/dependency method and im not sure if there will be bugs/problems. US only for now Damn, thanks. | ||
MavercK
Australia2181 Posts
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