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[A] Starcraft 2 Brood War - Page 47

Forum Index > SC2 Maps & Custom Games
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Prev 1 45 46 47 48 49 246 Next
Retgery
Profile Joined August 2010
Canada1229 Posts
October 18 2010 13:59 GMT
#921
Polaris Rhapsody !


Yes! Yes! and Yes!
Fall down 7 times, stand up 8.
MavercK
Profile Joined March 2010
Australia2181 Posts
October 18 2010 14:48 GMT
#922
has someone made a good remake of it for sc2 tho?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
October 18 2010 15:33 GMT
#923
Isn't the mining time slower for workers in BW than in SC2? I thought that's why it's +5 instead of +8.

The mod looks great, btw. Though I am annoyed, I thought Blizzard said they would include models of all the Brood War units.
Retgery
Profile Joined August 2010
Canada1229 Posts
Last Edited: 2010-10-18 19:35:58
October 18 2010 16:02 GMT
#924
I give you...(Andrew Ryan Voice) Polaris Rhapsody

http://www.teamliquid.net/forum/viewmessage.php?topic_id=146438

Fall down 7 times, stand up 8.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
October 18 2010 18:16 GMT
#925
Wuthering!
Good open (bw style) and big map!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=153307
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
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-10-18 20:22:46
October 18 2010 19:41 GMT
#926
Defensive matrix "leaks" 0.5 damage every hit.
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.
I'll call Nada.
TheCraft
Profile Joined October 2010
Chile2 Posts
October 18 2010 20:59 GMT
#927
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.

MavercK
Profile Joined March 2010
Australia2181 Posts
October 19 2010 01:35 GMT
#928
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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
October 19 2010 01:55 GMT
#929
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?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
MavercK
Profile Joined March 2010
Australia2181 Posts
October 19 2010 02:01 GMT
#930
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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Chimpalimp
Profile Joined May 2010
United States1135 Posts
October 19 2010 02:33 GMT
#931
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.
I like money. You like money too? We should hang out.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-10-19 09:50:03
October 19 2010 03:38 GMT
#932
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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
k10forgotten
Profile Joined September 2010
Brazil260 Posts
Last Edited: 2010-10-19 04:12:31
October 19 2010 04:10 GMT
#933
I've made many changes in your latest map, including Dropship wireframe, icon, portrait and (no) energy; footprints of many, many buildings... (And made the change of the Tribunal's and Citadel's models. Also, my reaver's there. :x)

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.
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
October 19 2010 04:21 GMT
#934
upload it somewhere and pm me the link
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Jragon
Profile Joined October 2010
Australia1471 Posts
October 19 2010 07:57 GMT
#935
Much respect for all your hard work here MavercK, looking forward to trying it out.

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
"Bisu is just too good." - Jaedong (http://www.teamliquid.net/forum/viewmessage.php?topic_id=218995) "Bisu hyung's play is just too good" - Flash (http://www.teamliquid.net/forum/viewmessage.php?topic_id=225861)
vek
Profile Joined March 2010
Australia936 Posts
October 19 2010 12:20 GMT
#936
I would just like to say thanks so much for all the work that has gone into this mod so far. I got around to playing it with a couple of friends last night and we had an absolute blast. I'm now certain the problem with sc2 is the boring units and not things like MBS.

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
Profile Joined March 2010
Australia2181 Posts
October 19 2010 12:26 GMT
#937
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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
vek
Profile Joined March 2010
Australia936 Posts
October 19 2010 17:47 GMT
#938
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
Profile Blog Joined August 2008
Canada2371 Posts
October 19 2010 19:57 GMT
#939
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
Profile Joined March 2010
Australia2181 Posts
October 20 2010 01:49 GMT
#940
people are being slow to respond to PMs T_T
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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