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On August 22 2010 15:58 MavercK wrote: remaking the arbiter now then i.... SHOULD have enough of the broad strokes down to publish it to battle.net. need reliable map publishers of US/EU/etc who are on frequently and can update frequently as im on SEA myself.
Just turn a Raven gold and you have an Arbiter.
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It looks better, but I wonder, if you are remodelling the reaver, why not make it like the old one. Dunno if its nostalgia but I think the BW reaver looks way cooler (and cuter) than the SC2 one.
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I've got a question about the spider mines: Did you redesign them or are you using the ones of the editor? Because those ones are pretty shabby to be honest. I'm doing a map myself and i want spider mines on it, I managed to copycat perfectly the behaviour of BW mines, but not so perfectly. They wait when deployed before burrow and can't attack. Once they're burrowed can focus on just one target and follow it to death, if that target dies or disappear before contact it has to burrow again for retargeting. But the problem is that it bugs when targeting invisible units ( editor mines don't even target invisible units...lame).
So, in case you redesigned them, how did you manage that problem? If you did not i'm trying to make a post on another forum about how i made them (not working properly on invisible units though), but laziness always beats me to finish it. When i do, i'll post that link if it helps.
Btw, i read about the DS/Tank Splash issue. I'll be trying to figure it out aswel while editing since im intrigued on how to make it work, though there won't be dark swarm on the map im doing ^^
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i have not changed spider mines at all except for how they are placed
so yea. if you can work that out i'd be a willing listener
siege tank and dark swarm i COULD... fix. but it's a pain in the ass and i lose motivation everytime i think about it.
i'd basically need to make a damage effect for each radius and have a validator for the direct hit for dark swarm but yea. it's a goal for another day.
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Does anybody ever tried a mod, which includes the Lurker, but doesnt change another thing of the current game. I'm just very very interested how a lurker would influence current gameplay..
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lurkers unchanged are bad because blizzard chose to have them at tier 3. hive tech. way too late to do anything.
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This looks phenomenal, and obviously took a lot of work. Really excited to see this come to fruition.
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so pumped to try this out
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lurkers unchanged are bad because blizzard chose to have them at tier 3. hive tech. way too late to do anything.
Would be stupid, anyway I wanted them implemented in an intelligent way... T2.5 like. Hydra Den -> Lurkerthing... like that
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Another issue with mines is they seem to have some weird sort of smart AI. In the campaign I remember laying mines and having them run straight past the cluster of 6 marines killing my base and go for the Medic in the back. Very frustrating, but I'm not sure how you would fix it.
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wow the preview looked great. my only question is that shouldnt dark swarm last much longer than that?
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On August 23 2010 01:59 Aquafresh wrote: Another issue with mines is they seem to have some weird sort of smart AI. In the campaign I remember laying mines and having them run straight past the cluster of 6 marines killing my base and go for the Medic in the back. Very frustrating, but I'm not sure how you would fix it.
thats basically just healing medics have a giant priority. so the ai targets them over other units. should be able to fix that.
On August 23 2010 02:00 manymunkies wrote: wow the preview looked great. my only question is that shouldnt dark swarm last much longer than that?
probably. frankly im having an extremely hard time finding accurate values on starcraft 1 units/abilities. like dark swarm. i also just remade the corsair but finding out the values for it's splash damage is like... wat?
"The corsair has a low damage attack but with a very high rate of fire that also causes 1/2 splash damage to units within a 50 pixel radius around the target and 1/4 splash damage within 100 pixels."
how the hell am i meant to work that one out? but on that note Corsair
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Man.. it looks awesome! 5/5! (:
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On August 23 2010 01:59 Aquafresh wrote: Another issue with mines is they seem to have some weird sort of smart AI. In the campaign I remember laying mines and having them run straight past the cluster of 6 marines killing my base and go for the Medic in the back. Very frustrating, but I'm not sure how you would fix it.
Don't need to worry about that. The way i made mines they've got just very few micro seconds to aquire a target the moment after it unburrows, and need to unburrow to aquire a new one. The range about they unburrow and target aquirement is quite the same (I put a bit of margin to make sure once unburrows, the unit which triggered it doesn't go away of range) That way mines should only aquire targets which triggered them, since its the closest unit to the mine at that moment.
Now i'm going to finnish the post explaining how i made them. This bitches took me 1 week and more to make them work properly, and still don't wanna work on invisible units. They unburrow, then you can see the waypoint aiming where the invisible unit is then burrows again (you can see a waypoint because mines, when moving to attack have queued the burrow ability next so when target is unreachable it burrows to retarget)
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Is it on B.net yet? If not how long till it's finally out?
p.s. i'm pretty sure this is gonna be more balance than starcaft 2 is now
Edit: are there sc2 Queens in it, and are there sc1 queens in it?
Extra Edit: you should turn the immortal back into the old Dragoon
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lol hate to be the buzzkill again but the defiler could stand to use some size upgrade lmao. right now its like 1.5x the size of a zergling but its length should be almost akin to the size of the reaver :O
saw the preview though and have to say that it looks great :D looking forward to play
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