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[A] Starcraft 2 Brood War - Page 52

Forum Index > SC2 Maps & Custom Games
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Prev 1 50 51 52 53 54 246 Next
axwell
Profile Joined June 2010
62 Posts
Last Edited: 2010-11-01 09:07:32
November 01 2010 09:06 GMT
#1021
small things i've noticed on bgh:
- zerglings can't run through a wall of supply depots
- nydus canal entrance has a footprint of 3x3 instead of 2x2
- entrance and exit have separate models
- units don't go out of canal instantly
- dropship still has energy

and btw no pushing is awesome
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 04 2010 03:10 GMT
#1022
--- Nuked ---
MavercK
Profile Joined March 2010
Australia2181 Posts
November 04 2010 05:02 GMT
#1023
i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations.
currently using arsenal 3 to view the values but... i dont think the fields are named correctly
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Ohdamn
Profile Joined June 2010
Germany765 Posts
November 04 2010 12:33 GMT
#1024
pretty sweet changes with the latest update

BUT

VOTE FOR QUEEN!!!!!
"If you can chill....chill!"
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
November 04 2010 13:06 GMT
#1025
On November 04 2010 14:02 MavercK wrote:
i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations.
currently using arsenal 3 to view the values but... i dont think the fields are named correctly

What values are you trying to look for? On liquipedia there are a ton of values that seem to be sneakily hiding which I have run into.

http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes
All the pros got dat Ichie.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 04 2010 13:22 GMT
#1026
i've already incorporated all the unit movement speeds from that url.
some of the unit/building sizes i've incorporated but alot of it's wrong as fine tuning it is basically impossible atm.

but in terms of turning rate, acceleration, deceleration i've simply been guessing so far.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
TwilightStar
Profile Blog Joined August 2009
United States649 Posts
Last Edited: 2010-11-04 14:42:07
November 04 2010 14:41 GMT
#1027
This looks/sounds so ridiculously fun. Can't wait to try it out.
(5)Twilight Star.scx --------- AdmiralHoth: There was one week when I didn't shave for a month.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-11-04 17:20:22
November 04 2010 16:49 GMT
#1028
On November 04 2010 14:02 MavercK wrote:
i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations.
currently using arsenal 3 to view the values but... i dont think the fields are named correctly


Arsenal 3 has a lot of the things not named correctly or listed as unknown, since it's very old. DatEdit is a lot newer and better, and the only flaw I can think of currently is that you can't see how long are the melee ranges.
I'll call Nada.
MindRush
Profile Joined April 2010
Romania916 Posts
November 04 2010 17:47 GMT
#1029
i like this
why not check this out ?
playing BW with better graphics is ok, even just for ol' times sake
nostalgics will thank MavercK for this
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-04 22:31:08
November 04 2010 22:15 GMT
#1030
On November 05 2010 01:49 lololol wrote:
Show nested quote +
On November 04 2010 14:02 MavercK wrote:
i've been looking at flingy.dat and it's doing my head in. im not able to work out the correct calculations.
currently using arsenal 3 to view the values but... i dont think the fields are named correctly


Arsenal 3 has a lot of the things not named correctly or listed as unknown, since it's very old. DatEdit is a lot newer and better, and the only flaw I can think of currently is that you can't see how long are the melee ranges.


i wasn't aware datedit could view flingy.dat?
in that case i'll have another look

*EDIT*
ah yes. was right infront of me the entire time.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Retgery
Profile Joined August 2010
Canada1229 Posts
November 04 2010 22:46 GMT
#1031
I just wish there were more people to play with
Fall down 7 times, stand up 8.
Dugrok
Profile Joined April 2010
Canada377 Posts
November 04 2010 23:29 GMT
#1032
Oh man, this is finally up? I know what I'm doing tonight!
zingmars
Profile Joined April 2010
Latvia189 Posts
Last Edited: 2010-11-05 19:55:45
November 05 2010 14:36 GMT
#1033
EDIT2: Forget this, I played an older version of the map, which had alot of bugs.
Anyway something weird happened. I played against zerg medium AI in the latest version up on EU and the enemy had a baneling nest. wtf? o_O
"I think there is a world market for maybe five computers." -- Thomas Watson
danielrh
Profile Joined November 2010
34 Posts
Last Edited: 2010-11-05 17:51:04
November 05 2010 17:48 GMT
#1034
Hey folks: I'm new to the forum so I couldn't create a thread (though I would appreciate it if someone did for me) but started out independently working on a Starcraft 1 remake just like Maverck. Recently I found his version, and published my version, and now I've tried my best to merge them into a .SCMod

Anyhow I have a step-by-step guide with screenshots how to add SC1 tech to any existing map with just a few clicks.

The main difference between my work and Maverck's is that my mod leaves SC2 technology in tact, so the AI operates properly and also so you can do SC1 vs SC2 battles--you could even randomly choose what the players have to play)

anyhow the guide is here:
http://graphics.stanford.edu/~danielrh/sc1to2tutorial/

Again: I'd love it if someone made a new topic for the guide.

PS: the funny thing is that independently Maverck and myself made the dragoon in the same way: by chopping off an immortal turret. We went about it in different ways: I made a binary patch for the immortal.m3 that came with starcraft2 by searching for vertices within a set of bounding boxes, and I think he used 3dsmax or a 3d editor, but they look exactly the same outside an arbiter cloaking field.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 05 2010 21:30 GMT
#1035
On November 05 2010 23:36 zingmars wrote:
EDIT2: Forget this, I played an older version of the map, which had alot of bugs.
Anyway something weird happened. I played against zerg medium AI in the latest version up on EU and the enemy had a baneling nest. wtf? o_O


ai wont work. it's a pretty big job reconditioning blizzard ai to work with my mod.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
GeForceFX
Profile Joined June 2010
Lithuania101 Posts
November 06 2010 08:15 GMT
#1036
Dragoons.. eh... :/ Give me back my dragoons!
"My biggest rival is myself" - Nada
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-06 16:40:35
November 06 2010 16:36 GMT
#1037
changes i've been working on

was able to hack together a way to convert speed and acceleration from flingy.dat


Dropship no longer has Energy (for real this time)
Mutalisk Acceleration/Deceleration reduced from 3.25 > 1.75
Scourge Acceleration/Deceleration reduced from 3.25 > 2.625
Drone/Probe/SCV Acceleration/Deceleration reduced from 3.25 > 1.75
Guardian Acceleration/Deceleration reduced from 1.0 > 0.6875
Arbiter Acceleration/Deceleration reduced from 3.25 > 0.875
Carrier Acceleration/Deceleration reduced from 1.0 > 0.6875
Scout Acceleration/Deceleration reduced from 1.875 > 1.25
Shuttle Acceleration/Deceleration reduced from 2.125 > 0.4375
High Templar Acceleration/Deceleration reduced from 1000 > 0.6875
Observer Acceleration/Deceleration reduced from 2.125 > 0.6875
Battlecruiser Acceleration/Deceleration reduced from 1.0 > 0.6875
Dropship Acceleration/Deceleration reduced from 2.3125 > 0.4375
Wraith Acceleration/Deceleration reduced from 2.625 > 1.75
Vulture Acceleration/Deceleration reduced from 1000 > 2.625
Devourer Acceleration/Deceleration reduced from 2.0 > 1.25
Corsair Acceleration/Deceleration reduced from 3.25 > 1.75
Pretty much every "Projectile" Weapon has had it's speed/acceleration tweaked
Mutalisk Attack Impact Effect increased in Scale by 50% (much more visible)
Drone/Probe/SCV "Mineral Harvest Time" reduced from 5.0 > 4.4575
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
November 06 2010 18:40 GMT
#1038
Really cool, thanks.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-07 05:50:12
November 07 2010 05:39 GMT
#1039
theres also this

+ Show Spoiler +

[image loading]


this + a traditional FMP map in a coming version.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-11-07 10:31:05
November 07 2010 10:29 GMT
#1040
By the way, do the spider mines do 125? They changed the values in the campaign to like 70-80 or something

hydralisk spines, are they like the SC2 ones? they seem like they're nearly invisible in the attack anims
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 )
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