[A] Starcraft 2 Brood War - Page 64
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Holgerius
Sweden16951 Posts
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Jetaap
France4814 Posts
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Dead9
United States4725 Posts
When CCs die it screws up your scanner hotkey; you have to manually deselect the unpowered addon to use scans again Spider mines do extra damage to light instead of (i think) full damage to everything Scanner sweep should be on S and not C | ||
lololol
5198 Posts
On December 07 2010 18:51 Holgerius wrote: I had a dream tonight that was the opposite of this. I dreamed I played SC2 with BW graphics, and it was fucking amazing. :D There was actually such a mod posted on TL somewhere. AFAIK they never finished it, but there was a playable version of it. | ||
Archas
United States6531 Posts
I have a bit of a problem, though. I really loved the Brood War UMS "Twilight Struggle", in which up to two players operate a Terran base in the center of a barren map, and are forced to survive increasing amounts of Zerg waves coming from the eight Zerg bases at the edges of the map (in the north edge, northwest corner, west edge, southwest corner, and so on). The four bases at each corner are guarded by hero Zerg units, like the Torrasque and Hunter Killer, as well as a Cerebrate. Defeating a Cerebrate ceases unit production at that base, and killing all four Cerebrates results in victory. http://starcraft.wikia.com/wiki/Twilight_Struggle Anyway, I'm very interested in recreating this map for StarCraft 2, but I'm at a loss as to how I might import the BW settings from your project into what I was planning to make. Would I have to wait until 1.2 so that you can send a .mod file, or is there another way to do this? Also, since this is a UMS and not a melee map, there are going to be non-melee triggers. Does that matter at all? | ||
MavercK
Australia2181 Posts
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Archas
United States6531 Posts
On December 08 2010 09:36 MavercK wrote: mod file might be the easiest. otherwise i transfer data from my mod to other maps by using WinMPQ. extracting the data and leaving out terrain. then import it into other maps the same way. Alrightee. I'll wait until 1.2 comes out, so I don't have to give you any undue hassle. Thanks for the response. | ||
MavercK
Australia2181 Posts
i just.... wow. | ||
Gr1m
Australia52 Posts
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MavercK
Australia2181 Posts
On December 09 2010 15:03 Gr1m wrote: Wow mav, I would hate to derail your own thread. First the cookies and now the leak.. ignore this. | ||
MamiyaOtaru
United States1687 Posts
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k10forgotten
Brazil260 Posts
On December 09 2010 14:47 MavercK wrote: so after watching that leaked hots cinematic my heart is broken. personally im terrified of what blizzard will do next to starcraft 2. im worried they will do more harm than good to the future of this game. i just.... wow. We're there with you, man. ): On December 09 2010 17:52 MamiyaOtaru wrote: Mav right there with you. Your mod is the only reason I even look at SC2 anymore [2] I do hope that in the end, we're all just playing SC2BW (and any other badass custom map). | ||
Ghostclaws
114 Posts
-cancelled hatcheries shouldn't leave creep on the ground -lurker aspect cannot be researched if you have hive and no lair -zerg buildings lose health when not on creep -guardians and arbiters can do damage to units under dark swarm -queens don't follow rally points -yamato cannon should cost 150 energy instead of 125 -overlord upgrades shouldn't become availabe to hatcheries when you have hive or lair -infested command center should be at full health when a command center is infested -reaver doesn't show scarab as a weapon next to armor and shields -can't cancel scarab by hitting esc (no command card button) like carrier can cancel interceptor, must click on queue to cancel -no stop button on command card for burrowed lurkers (they won't stop attacking unless you unburrow) -arbiter seems large compared to other units (my opinion) -hallucinations shouldn't cost supply -hallucinated devourers shouldn't give acid spores (this was actually something that was patched in bw as well, patch 1.05) -mind controlled units don't cost supply or give supply (they might cost/give the original owner supply) -races should have their own 200 supply, giving one player 600 supply max if they had all 3 races -units can't burrow over each other -nydus functions differently from bw | ||
MavercK
Australia2181 Posts
-cancelled hatcheries shouldn't leave creep on the ground should be able to fix -lurker aspect cannot be researched if you have hive and no lair easy fix -zerg buildings lose health when not on creep easy fix -guardians and arbiters can do damage to units under dark swarm easy fix. odd it even happens. must have missed something. -queens don't follow rally points aware of this. no idea what causes it. -yamato cannon should cost 150 energy instead of 125 easy fix -overlord upgrades shouldn't become availabe to hatcheries when you have hive or lair fixed this before but it caused huge issues for some reason. will look at it again. -infested command center should be at full health when a command center is infested easy fix -reaver doesn't show scarab as a weapon next to armor and shields tried already and had trouble. will try again. -can't cancel scarab by hitting esc (no command card button) like carrier can cancel interceptor, must click on queue to cancel easy fix -no stop button on command card for burrowed lurkers (they won't stop attacking unless you unburrow) might be easy. i may have to change the way the attack works however. -arbiter seems large compared to other units (my opinion) already scaled it down slightly -hallucinations shouldn't cost supply might have to re-design the spell. i didn't actually create it. screborn team did. -hallucinated devourers shouldn't give acid spores (this was actually something that was patched in bw as well, patch 1.05) hopefully easy fix -mind controlled units don't cost supply or give supply (they might cost/give the original owner supply) unsure if this is possible. will look. -races should have their own 200 supply, giving one player 600 supply max if they had all 3 races dont think this is currently possible -units can't burrow over each other should be doable -nydus functions differently from bw having massive issues with the nydus. how it is now is the closest i could get it to BW. i may have to resort to making it trigger based which i generally try to avoid. tyvm for the feedback tho. much appreciated. | ||
pzea469
United States1520 Posts
Also it would be interesting if you made a version that was just like sc2 but u simply add a few units to each race or replace or whatever. Like if u added the reaver the way it is into sc2, would it be imba? U know just trying things out, but idk just thought it would be fun. | ||
MavercK
Australia2181 Posts
On December 10 2010 16:54 pzea469 wrote: I have a feeling that many people on TL don't know about your work since its only in the custom maps section. U should consider making a thread on the sc2 regular forums showing ur work of bringing the dragoon and reaver and stuff like that into sc2. Not necesarrily showing ur work of remaking sc1, but just showing ur remakes of some sc1 units. Also it would be interesting if you made a version that was just like sc2 but u simply add a few units to each race or replace or whatever. Like if u added the reaver the way it is into sc2, would it be imba? U know just trying things out, but idk just thought it would be fun. i've wanted to post in general forums for awhile but TL.net is very strict and even what you proposed i think would get shut down. what i've been considering for awhile actually is getting this thread renamed to Starcraft 2 Brood War. hopefully people would see it. | ||
vectorix108
United States4633 Posts
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MavercK
Australia2181 Posts
On December 10 2010 18:02 vectorix108 wrote: Hmm i really liked the old corsair model. what was wrong with it? the phoenix? it didn't really look like the corsair. | ||
TedJustice
Canada1324 Posts
It might be with custom resources and triggers. But it'd be kind of sloppy. | ||
MavercK
Australia2181 Posts
Changes to Scarab pathing. Scarab will have great difficulty getting around cliffs/objects. Flying Factory can now create Machine Shop correctly. Lockdown can now be used on Friendly Targets Marine attack has been made more inefficient in the same way the Siege Tank attack was changed. The validator which would prevent a Mutalisk from attacking if too many were stacked has been removed. Medic Heal Range reduced from 1 > 0.5 New Reaver Model from Project Revoluion. Re-animated by myself. New Reaver Texture by DeveRR0 Parasite and Broodling Spell Projectiles can no longer be shot and killed midflight Swapped Scanner Sweep hotkeys for SC1/SC2 Profiles Hatchery no longer drops a grid of creep while being constructed Lurker Aspect can now be researched when you have a Hive but no Lair Zerg Structures no longer lose HP when not on Creep Fixed a bug that prevented certain Ranged units from not being affected by Dark Swarm Yamato Cannon Energy Cost increased from 125 > 150 Overlord Upgrades can only be researched at the Lair or Hive When a Command Center becomes Infested it will be given Full HP Scarabs now show up in the Reaver information panel as it's Weapon Hold Position Lurkers are now possible by holding down the stop command. Releasing the stop command will allow them to attack once again Hallucinations no longer take Supply Hallucinated Devourer's no longer apply Acid Spores Mind Controlled Units no longer take Supply All Zerg units can now Burrow ontop of one another, effectively "Stacking" them Most spells now Dispel Hallucinations Feedback can no longer be cast on Hallucinations Spawn Broodling will no longer create Broodlings if cast on a Hallucination All Starcraft 2 Music replaced by Starcraft 1 Tracks Fixed a bug that allowed the Dragoon to fire while inside a Shuttle After firing a Scarab a Reaver can no longer fire a second until the first has expired Reavers can no longer fire immediately after being unloaded from a Transport All modified footprints for buildings have been reverted. This means all buildings will once again be a tight wall. This is temporary, in future i will return and do this properly and accurately. note. due to the increased size of the map i wont be able to release it until Blizzard release 1.2 *EDIT* updated | ||
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