[A] Starcraft 2 Brood War - Page 51
Forum Index > SC2 Maps & Custom Games |
MavercK
Australia2181 Posts
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nalgene
Canada2153 Posts
It's like in that video on youtube | ||
MavercK
Australia2181 Posts
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. | ||
virusak
Czech Republic344 Posts
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MavercK
Australia2181 Posts
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MavercK
Australia2181 Posts
moving shot micro was only possible through attack/hold position/patrol yes? not stop? | ||
lololol
5198 Posts
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. | ||
vek
Australia936 Posts
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
Australia2181 Posts
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. | ||
MavercK
Australia2181 Posts
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) | ||
Rafx
Poland37 Posts
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
Australia2181 Posts
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collegeBored
United States1524 Posts
sorry if this was covered already, 50pages is too long to read ![]() | ||
MavercK
Australia2181 Posts
with more maps it becomes more difficult to update. but something i want to do definitely | ||
MavercK
Australia2181 Posts
probably do a release sometime tonight with it included. | ||
nalgene
Canada2153 Posts
How long does Maelstorm stun biological units for? Size? ( Since the game runs at "faster" ) | ||
MavercK
Australia2181 Posts
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MavercK
Australia2181 Posts
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. | ||
nalgene
Canada2153 Posts
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? | ||
MavercK
Australia2181 Posts
making effects more visible is something i can work on. | ||
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