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[A] Starcraft 2 Brood War - Page 51

Forum Index > SC2 Maps & Custom Games
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MavercK
Profile Joined March 2010
Australia2181 Posts
October 28 2010 03:55 GMT
#1001
i used to have a stacking method for mutalisks but it caused alot of issues when you didn't want them to be stacked. im still looking into better methods.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-10-28 03:59:27
October 28 2010 03:59 GMT
#1002
But will wraiths also have the ability to release without losing speed?

It's like in that video on youtube
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 28 2010 04:08 GMT
#1003
i've been giving alot of units deceleration values. the same as their acceleration. it doesn't feel quite the same as sc1 but it feels like sc1 doesn't decelerate straight away. hence why move-stop-move micro with stuff like corsair and drones is so effective but in sc2 units seem to slow down straight away.

another thing i've been doing with units like the wraith is removing the delay inbetween receiving the attack command and firing. so yea. using the wraith you can fire then back off straight away without losing speed. if your quick enough.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
virusak
Profile Joined December 2009
Czech Republic344 Posts
October 28 2010 10:26 GMT
#1004
did the comsat station get in the way so much in sc1 too? with the scvs so big and the command center so close to the minerals I think it should be smaller
MavercK
Profile Joined March 2010
Australia2181 Posts
October 28 2010 11:05 GMT
#1005
i'll see about reducing the radius of the comsat. i have myself also noticed it's quite troublesome
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
October 28 2010 11:28 GMT
#1006
now as i understand it
moving shot micro was only possible through attack/hold position/patrol yes? not stop?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-10-28 12:56:11
October 28 2010 12:48 GMT
#1007
You can get the halt distance from the "flingy" tab in DatEdit.
Units that use iscript.bin for movement(the ones with a movement animation) stop when their animation ends and don't have normal deceleration.

Here's my guess as to how to conver the numbers from SC1 to SC2(yep, it's going to be a huge pain in the ass to implement): + Show Spoiler +
Let's use SCVs/Probes/Drones, which have a speed of 1280. This is speed in pixels per frame * 256, so they move at 5 pixels per frame(1280/256=5)
Their halt distance is 12227, which should be 47.76 pixels(not sure how they do the rounding). This is ~19 frames with half their speed on average(since they are decelerating), 19 frames is ~0.8 seconds, so the deceleration is ~1.25 times their speed or ~3.5 in SC2

This doesn't adjust for different unit sizes(i.e. a zergling in BW is a 0.5 x 0.5 square, in SC2 it's a circle with a diameter of 0.75), and I dunno if it should or shouldn't in order for deceleration to feel like it does in BW, so you would probably need to run a lot of tests to make it feel right either way.
I'll call Nada.
vek
Profile Joined March 2010
Australia936 Posts
October 28 2010 12:57 GMT
#1008
On October 28 2010 20:28 MavercK wrote:
now as i understand it
moving shot micro was only possible through attack/hold position/patrol yes? not stop?


Correct, I just tested it and if units are in range of an enemy and you hit stop they will continue moving (while decelerating) but not attack until they come to a complete stop.
MavercK
Profile Joined March 2010
Australia2181 Posts
October 28 2010 14:23 GMT
#1009
well currently i have a behavior that sets a units deceleration to almost nothing for 0.25 seconds. it is applied whenever a unit receives the hold position or patrol command.
this allows mostly flying units to move and shoot. stuff like Drones and Probes i can't seem to get them to do move shooting as
a) they dont automatically acquire targets
b) attack command makes units stop dead if they are in range

i've also re-implemented air unit stacking (not just the mutalisk this time. wraiths/corsairs/etc also)
it's basically the same as before. stacking is easy (for now). if you stack more than 11 units they will be unable to attack.
the difference now however is when they are idle they now spread out as they used to.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
October 29 2010 07:33 GMT
#1010
heres full changelog of my progress so far.
getting ready to release a new version


Some tweaks to the Valkyrie. it's now more responsive. it still cannot do damage to friendly units even with forcing attack. it doesn't do full damage to the target unless the missile lands directly on the target. this isn't ideal but im not seeing a fix just yet.
Research Stimpack Cost reduced from 150/150 > 100/100
Research Restoration added to Academy
Scanner Sweep Hotkey (SC1 Profile) changed from C > S
Research Yamato Cannon Cost reduced from 150/150 > 100/100
Build Nuke Cost increased from 100/100 > 200/200
Build Nuke Build Time increased from 60 > 86.1
Morph Spire Cost reduced from 200/200 > 200/150
Morph Queen's Nest Cost increased from 100/100 > 150/100
Morph Guardian Cost decreased from 200/150 > 50/100
Morph Devourer Cost decreased from 200/150 > 150/50
Guardian Supply Cost reduced from 4 > 2
Devourer Supply Cost reduced from 4 > 2
Metasynaptic Node Cost increased from 100/100 > 150/150
Anabolic Synthesis Cost increased from 150/150 > 200/200
Pylon HP and Shields increased from 200 > 300
Photon Cannon HP and Shields decreased from 150 > 100
Shield Battery HP and Shields decreased from 550 > 200
Medic's - Heal Range decreased from 2 > 1
Cybernetics Core HP and Shields reduced from 550 > 500
Citadel of Adun HP and Shields reduced from 500 > 450
Robotics Facility Shields increased from 450 > 500
Gravitic Thrusters Upgrade added (Scout Speed Upgrade)
Carrier Capacity Upgrade Cost reduced from 150/150 > 100/100
Argus Jewel Upgrade Cost reduced from 150/150 > 100/100
Hallucination Upgrade Cost increased from 100/100 > 150/150
Probe Scaled down by 15% (Purely cosmetic)
Marine/Zergling/Zealot Scaled Up by 10% (Purely cosmetic)
Hydralisk Scale returned to Default (was 15% smaller (Purely cosmetic))
All Units which do not attack have had their "Attack Priority" reduced to 15. Attacking Units remain at 20.
Stasis Field is no longer Red when cast on a Dark Archon
New Sounds for Carrier and Arbiter
New Sounds for Dark Swarm and Consume Abilities
Probe and Drone Attack now has a Range of 1
Some tweaks to Dark Swarm effect. it will no longer spawn large distracting spinny things of annoyance.
Tweaks to Zergling Animation speed while Attacking
Unit "Pushing" COMPLETELY Disabled.
When using the Hold Position/Patrol Commands on Units. Units will be granted a short grace period where they will not decelerate. (unfortunately this cannot be done with Attack command. units just seem to stop. instantly. when ordered to attack and there is a target in range.)
All Air Units now turn at the drop of a hat.
Mutalisk\Wraith\Scout\Corsair\Devourer\Scourge can all be stacked. You can stack upto 11 units. anymore than this and they will be unable to Attack. When these units are left idle they will spread/seperate as normal.
Irradiate is much more visible as to which unit is currently affected by it (Effect is alot stronger and brighter)
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Rafx
Profile Joined July 2010
Poland37 Posts
October 29 2010 10:21 GMT
#1011
Hello,
I'm rafx, I'm the author of the Polaris Rhapsody map remake used by MavercK. I've just checked out the map on EU servers and I read in its description "Map by iCCup map team" which is totally incorrect (the map was published by someone called "Ohdamn"). I don't know if it's the same for the other servers but as far as I know I'm not on the iCCup map team and this map is not in iCCup map pool.

I thought I'd just clarify that.

Anyway, good luck with your project MavercK : )
MavercK
Profile Joined March 2010
Australia2181 Posts
October 29 2010 10:35 GMT
#1012
might be a mistake on my end. i might have uploaded it to sc2mapster without changing it. on US/SEA you've got credit tho. i'll fix it for next release.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
collegeBored
Profile Joined November 2002
United States1524 Posts
October 30 2010 01:02 GMT
#1013
is this still under "sc2bw"? searching for that only returns 4 maps right now on US, are more different maps with bw units coming?

sorry if this was covered already, 50pages is too long to read
The stupid neither forgive nor forget, the naive forgive and forget, the wise forgive but never forget.
MavercK
Profile Joined March 2010
Australia2181 Posts
October 30 2010 01:26 GMT
#1014
more maps eventually
with more maps it becomes more difficult to update.

but something i want to do definitely
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
October 31 2010 05:36 GMT
#1015
i've recreated Big Game Hunters myself.
probably do a release sometime tonight with it included.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-10-31 06:12:33
October 31 2010 06:12 GMT
#1016
Nice animation change on Dark Swarm

How long does Maelstorm stun biological units for?
Size?

( Since the game runs at "faster" )
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 31 2010 06:24 GMT
#1017
it should be the same time as BW on fastest.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-10-31 08:38:25
October 31 2010 08:25 GMT
#1018
new version on US/SEA
going up on sc2mapster right now.

Changes
+ Show Spoiler +

Research Stimpack Cost reduced from 150/150 > 100/100
Research Restoration added to Academy
Scanner Sweep Hotkey (SC1 Profile) changed from C > S
Research Yamato Cannon Cost reduced from 150/150 > 100/100
Build Nuke Cost increased from 100/100 > 200/200
Build Nuke Build Time increased from 60 > 86.1
Morph Spire Cost reduced from 200/200 > 200/150
Morph Queen's Nest Cost increased from 100/100 > 150/100
Morph Guardian Cost decreased from 200/150 > 50/100
Morph Devourer Cost decreased from 200/150 > 150/50
Guardian Supply Cost reduced from 4 > 2
Devourer Supply Cost reduced from 4 > 2
Metasynaptic Node Cost increased from 100/100 > 150/150
Anabolic Synthesis Cost increased from 150/150 > 200/200
Pylon HP and Shields increased from 200 > 300
Photon Cannon HP and Shields decreased from 150 > 100
Shield Battery HP and Shields decreased from 550 > 200
Medic's - Heal Range decreased from 2 > 1
Cybernetics Core HP and Shields reduced from 550 > 500
Citadel of Adun HP and Shields reduced from 500 > 450
Robotics Facility Shields increased from 450 > 500
Gravitic Thrusters Upgrade added (Scout Speed Upgrade)
Carrier Capacity Upgrade Cost reduced from 150/150 > 100/100
Argus Jewel Upgrade Cost reduced from 150/150 > 100/100
Hallucination Upgrade Cost increased from 100/100 > 150/150
Some tweaks to the Valkyrie. it's now more responsive. it still cannot do damage to friendly units even with forcing attack. it doesn't do full damage to the target unless the missile lands directly on the target. this isn't ideal but im not seeing a fix just yet.
Probe Scaled down by 15% (Purely cosmetic)
Marine/Zergling/Zealot Scaled Up by 10% (Purely cosmetic)
Hydralisk Scale returned to Default (was 15% smaller (Purely cosmetic))
All Units which do not attack have had their "Attack Priority" reduced to 15. Attacking Units remain at 20.
Stasis Field is no longer Red when cast on a Dark Archon
New Sounds for Carrier and Arbiter
New Sounds for Dark Swarm and Consume Abilities
Probe and Drone Attack now has a Range of 1
Some tweaks to Dark Swarm effect. it will no longer spawn large distracting spinny things of annoyance.
Tweaks to Zergling Animation speed while Attacking
Unit "Pushing" COMPLETELY Disabled.
When using the Hold Position/Patrol Commands on Units. Units will be granted a short grace period where they will not decelerate. (unfortunately this cannot be done with Attack command. units just seem to stop. instantly. when ordered to attack and there is a target in range.)
All Air Units now turn at the drop of a hat.
Mutalisk\Wraith\Scout\Corsair\Devourer\Scourge can all be stacked. You can stack upto 11 units. anymore than this and they will be unable to Attack. When these units are left idle they will spread/seperate as normal.
Scourge do not suffer the Penalty of being unable to Attack when to many units are stacked as they would be unable to attack a set of stacked units.
Irradiate is much more visible as to which unit is currently affected by it (Effect is alot stronger and brighter)
Fixed Caduceus Reactor Upgrade for Medic remaining at the Academy after being Researched.



includes the new Big Game Hunters map by me.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-10-31 08:43:51
October 31 2010 08:39 GMT
#1019
By any chance that you'll make the mutalisk/wraith attacks more visible? They give off a green explosion when they hit marines ( pretty easy to spot colors and such... )
You could see the attack animations even if the videos were highly compressed/low resolution quality


In SC1, if you use an arbiter to recall a unit the moment someone uses stasis target on that unit, it'd freeze the arbiter that recalled the unit being stasis'd ( need somewhat good timing on that one though ), but does that work too on your map?
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 31 2010 08:58 GMT
#1020
stasis is instant on my map currently so that wouldn't be possible i dont think.

making effects more visible is something i can work on.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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