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[A] Starcraft 2 Brood War - Page 58

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 56 57 58 59 60 246 Next
MavercK
Profile Joined March 2010
Australia2181 Posts
November 23 2010 06:55 GMT
#1141
it'll be removed for next version.
mainly due to it never clicked for me if the building died you'd no longer be able to make lurkers. which is kind of a big issue haha.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
vlaric
Profile Blog Joined July 2007
United States412 Posts
November 23 2010 07:54 GMT
#1142
Was playing this map last night with a friend, and found that the valkyrie attack will splash ground units as well. Keep up the good work!
Wannabe zerg player
MavercK
Profile Joined March 2010
Australia2181 Posts
November 23 2010 07:59 GMT
#1143
On November 23 2010 16:54 vlaric wrote:
Was playing this map last night with a friend, and found that the valkyrie attack will splash ground units as well. Keep up the good work!


lol, gg, will fix that.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-23 13:46:17
November 23 2010 10:48 GMT
#1144
changes i've been working on. might do a release tommorow.


Hardcore Mode Additions
- Smart Casting disabled on most spells (example. select 4 High Templars and cast Storm. all 4 Templars cast storm instead of just 1)
- Spells affected are. Psionic Storm, Stasis Field, Maelstrom, Mind Control, Dark Swarm, Plague, Disruption Web,
Nuclear Strike, Lockdown, Optical Flare, Restoration, Ensnare, Parasite, Spawn Broodling, Defensive Matrix, EMP, Irradiate.
- Autocast for Repair Disabled
- Camera Distance from the Ground reduced from 34.07 > 30 (Default SC2 Camera shows more area than in BW)


"Magic Box" size increased slightly.
Deceleration Values of Units that have them. slightly increased. (units slow down and stop faster. this does not affect the 0.25 second timeframe where units do not decelerate after being told to attack/patrol/hold position)
Reduced the rate at which air units "Spread" when stacked.
Changed the way Explosive/Concussive Damage works against Shielded Units. A Unit will need more than 10 Shields to receive full damage from an Explosive/Concussive Attack (for example Zealots can now survive 4 shots from a Siege Tank instead of 2)
Fixed a bug that allowed you to research the Upgrades at the Physics Lab multiple times
Infested Terran movement speed increased
Infested Terran sight radius reduced from 8 > 5
Infested Terran now costs 1 Supply
"You are being revealed" mechanic has been removed
Broodlings now have a bar to indicate their lifespan
Infested Command Center regenerates life like other zerg buildings/units
Plague effect radius increased from 1.5 > 3.3
Lurker Den replaced by Lurker Aspect. An Upgrade as opposed to a Building.
Valkyrie's attack no longer deals Splash Damage to Ground Units
Reworked the way High Ground Miss Chance is calculated
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
puissance
Profile Joined May 2010
97 Posts
November 23 2010 12:09 GMT
#1145
Hi, first of thanks for this gread mod, I actually considering to play this rather heavily, because Terran Mech is dead in Sc2, accidentally it was my favorite playstyle :<

Concerning Mech and Siege Tanks, is it just me or did Tanks have longer range in BW? In Liquipedia it says range 12 compared to range 13 in Sc2, but i dont know if you can compare these values directly.
At the back door there's the collapsible rocks, you wanna destroy those to block off the back door with rocks and your opponent has to kill the rocks, and later you can shoot down the rocks to get to the third.. ~Day9 TvP Hots Battlereport
MavercK
Profile Joined March 2010
Australia2181 Posts
November 23 2010 12:15 GMT
#1146
well my mod has them set at 12 range. all other units range are corresponding the liquipedia aswell. so it should be fine.
the other thing to consider is one of the changes im making above in regards to how far zoomed out the camera is. starcraft 2 im pretty sure is zoomed out more.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Nisani201
Profile Joined September 2010
United States1400 Posts
November 24 2010 05:12 GMT
#1147
Some zerg things for hardcore mode:

-When multiple hydralisks are selected, the "morph to lurker" button should affect all the hydralisks instead of doing it one by one.
-If more than 6 larvae are used for zerglings, and the eggs are hotkeyed, it lets me bypass the 12 unit selection in the hotkey. This probably works for scourge as well.
Enjoy your day.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 24 2010 07:14 GMT
#1148
first point i may fix but it will probably be for both normal and hardcore modes.
second im not too sure if i could fix that. perhaps i will bar eggs and larva from being assigned to control groups.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Ohdamn
Profile Joined June 2010
Germany765 Posts
November 24 2010 21:28 GMT
#1149
one small thing to add for hardcore mode could be to remove the idle worker button
"If you can chill....chill!"
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-26 15:50:23
November 26 2010 08:01 GMT
#1150
i know i said i was going to do a release yesterday. but i've been going through the EXTREMELY TEDIOUS process of converting models from the Warcraft 3 mod Project Revoluion

currently trying to touch them up. increasing poly count. improving the texture (my weakest point). but here is a preview of the arbiter, straight ported without changes.

version 0.1 direct port
+ Show Spoiler +

[image loading]


version 0.2 increased poly count + normal mapping
+ Show Spoiler +

[image loading]


in playing around with this stuff i've made a few breakthroughs

1) i've discovered why my custom models were having issues with cloak. something to do with the Specular Map. it will not be present on units like the Dragoon/Reaver (no real noticable loss in image quality)
2) i've worked out how to add more team color to a units texture. Dragoon will soon feature more color.

*Maybe the 100th EDIT to this post tonight*

working cloak !
+ Show Spoiler +

[image loading]


Valkyrie
+ Show Spoiler +

[image loading]


Dragoon Team Colors !
+ Show Spoiler +

[image loading]


Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Nisani201
Profile Joined September 2010
United States1400 Posts
November 26 2010 19:42 GMT
#1151
Is this in the current version?
Enjoy your day.
MavercK
Profile Joined March 2010
Australia2181 Posts
November 26 2010 21:19 GMT
#1152
should all be in the NEXT version
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
November 26 2010 21:19 GMT
#1153
damn thats amazing, especially the arbiter
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
November 26 2010 21:50 GMT
#1154
Its starting to seem like... Literally sc1 simply with uber graphics.
great work so that leaves the dragoon, when is that model u made a few weeks back going to get implemented, and I especially want to see the spinny thing underneath the dragoon.

I assume that these new models will get revised to look much more awesome correct?
What the Fu- REAPERS?!
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
November 26 2010 22:01 GMT
#1155
On November 26 2010 17:01 MavercK wrote:
i know i said i was going to do a release yesterday. but i've been going through the EXTREMELY TEDIOUS process of converting models from the Warcraft 3 mod Project Revoluion

Something changed from when I suggested it and did the reaver? Well obviously.. you've finished up most of the basic stuff since then. That was more important than getting the models in back when I was messing with it. Answered own question, yay
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-11-26 22:17:12
November 26 2010 22:07 GMT
#1156
On November 27 2010 06:50 Thoreezhea wrote:
Its starting to seem like... Literally sc1 simply with uber graphics.
great work so that leaves the dragoon, when is that model u made a few weeks back going to get implemented, and I especially want to see the spinny thing underneath the dragoon.

I assume that these new models will get revised to look much more awesome correct?


to the best of my ability i guess. im not really a modeler/texture person. im doing my best. biggest issue on my mind currently is the corsair texture. it really needs to be almost done completely from scratch.

but basically if you look at the first 2 screenshots i linked 0.1 and 0.2 of the arbiter. thats really the best i can do =\

that dragoon i did not make however. i forget who made that model. not sure if it was released.

as for the reaver. i "COULD" port the reaver from project revolution but im really not looking forward to animating it...
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
buhhy
Profile Joined October 2009
United States1113 Posts
November 26 2010 23:38 GMT
#1157
I have the dragoon model fully animated and textured. It's posted somewhere on SC2Mapster, just gotta fix some of the textures.
Ohdamn
Profile Joined June 2010
Germany765 Posts
November 26 2010 23:39 GMT
#1158
wow amazing work with the new models :D
can't wait for the next version
"If you can chill....chill!"
MavercK
Profile Joined March 2010
Australia2181 Posts
November 26 2010 23:39 GMT
#1159
ah it was you. i thought so
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
November 26 2010 23:53 GMT
#1160
Love the new unit models, amazing stuff!

Also, the Zealot attack sound change is damn awesome, makes the Zealots baller again.
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