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.
[A] Starcraft 2 Brood War - Page 58
Forum Index > SC2 Maps & Custom Games |
MavercK
Australia2181 Posts
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. | ||
vlaric
United States412 Posts
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MavercK
Australia2181 Posts
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. | ||
MavercK
Australia2181 Posts
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 | ||
puissance
97 Posts
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. | ||
MavercK
Australia2181 Posts
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. | ||
Nisani201
United States1400 Posts
-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. | ||
MavercK
Australia2181 Posts
second im not too sure if i could fix that. perhaps i will bar eggs and larva from being assigned to control groups. | ||
Ohdamn
Germany765 Posts
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MavercK
Australia2181 Posts
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 + ![]() version 0.2 increased poly count + normal mapping + Show Spoiler + ![]() 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 + ![]() Valkyrie + Show Spoiler + ![]() Dragoon Team Colors ! + Show Spoiler + ![]() | ||
Nisani201
United States1400 Posts
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MavercK
Australia2181 Posts
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Essbee
Canada2371 Posts
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Thoreezhea1
United States532 Posts
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? | ||
MamiyaOtaru
United States1687 Posts
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
Australia2181 Posts
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... | ||
buhhy
United States1113 Posts
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Ohdamn
Germany765 Posts
can't wait for the next version | ||
MavercK
Australia2181 Posts
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Eishi_Ki
Korea (South)1667 Posts
Also, the Zealot attack sound change is damn awesome, makes the Zealots baller again. | ||
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