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On December 13 2010 16:53 virusak wrote: thanks for the vids I have one questino though - what up with the shooting shuttle? several times the shuttle seems to be shooting on the tanks?
was a bug with the dragoon attack. something i screwed up. it'll be fixed in the next version. basically if a dragoon picks a target and fires and is then loaded into a shuttle. aslong as the dragoon's target stays in range it can continue to shoot at it. if it goes out of range it'll stop shooting. it cannot acquire new targets either. so it's not a big deal. but irregardless it'll be fixed in next version
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Just played a few games on it. Don't try to 2hatch muta vs terran. In fact, don't try to micro a whole lot.
Also, no wall is tight. I tried a 1gate core build, with a normal walled of entrance. But the little zerglings just walked through the pylons.
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On December 13 2010 21:22 lgd-haze wrote: Just played a few games on it. Don't try to 2hatch muta vs terran. In fact, don't try to micro a whole lot.
Also, no wall is tight. I tried a 1gate core build, with a normal walled of entrance. But the little zerglings just walked through the pylons.
blame bnet 2.0 for that i guess 
also the footprints for buildings is something i tried and failed at. something i need to work at alot harder. i may revert my changes to footprints for now. problem resides in the footprint editor. it is ENDLESSLY tedious to modify a footprint. infact it's impossible to modify one. the only way to to repeatedly recreate the footprint from scratch. because of this i gave up trying to make them perfect and settled for something far less than perfect.
when/if Blizzard fix the footprint editor i will revisit this task.
my apologies if you did not enjoy it
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This is very well done and really made me nostalgiac about bw, I wanna see someone host an SC2BW Tourney!
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On August 19 2010 01:51 MavercK wrote: Eggs and Larva can no longer be assigned to any control group at all.
why not? I frequently assigned larva to control groups in BW.
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On December 13 2010 22:21 MamiyaOtaru wrote:Show nested quote +On August 19 2010 01:51 MavercK wrote: Eggs and Larva can no longer be assigned to any control group at all.
why not? I frequently assigned larva to control groups in BW.
it's to do with my hardcore mode. if you make 12 eggs into zerlings and assign them to control group 1 when the eggs hatch it'll be 24 zerglings in control group 1. this is the only way i currently know of to prevent this.
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the micro is pretty f'ed up, but thats because of the sc2 graphics engine i presume. Mutas and vultures are now pretty bad. Tried to micro a vulture vs a bunch of zerglings... didnt go as planned ^^
edit: also, when i removed the scv's constructing the barracks and tried putting a new one to resume construction, somehow it didnt work. Should probably try it more times to make sure
oh also, terran infantry and vehicle upgrades 2 and 3 should require a Science Facility, right now they just require an Armory
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On December 13 2010 23:06 Pulimuli wrote: the micro is pretty f'ed up, but thats because of the sc2 graphics engine i presume. Mutas and vultures are now pretty bad. Tried to micro a vulture vs a bunch of zerglings... didnt go as planned ^^
i cry for LAN latency. i really do. in my simple testing locally i can micro vultures very easily against zerglings. i did set vultures to have a near infinite turning speed. they should be easily micro'd just like patrol vultures. but yea....
also with the scv not being able to resume construction. i just tested and am not able to recreate this issue? i constructed a rax. stopped the scv. assigned a new scv to continue construction and it had no issues? if you have a replay perhaps?
oh and i didn't know about the science facility being required for tier 3 upgrades? really? my bad. will fix in next version.
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On December 13 2010 23:15 MavercK wrote:Show nested quote +On December 13 2010 23:06 Pulimuli wrote: the micro is pretty f'ed up, but thats because of the sc2 graphics engine i presume. Mutas and vultures are now pretty bad. Tried to micro a vulture vs a bunch of zerglings... didnt go as planned ^^ i cry for LAN latency. i really do. in my simple testing locally i can micro vultures very easily against zerglings. i did set vultures to have a near infinite turning speed. they should be easily micro'd just like patrol vultures. but yea.... also with the scv not being able to resume construction. i just tested and am not able to recreate this issue? i constructed a rax. stopped the scv. assigned a new scv to continue construction and it had no issues? if you have a replay perhaps? oh and i didn't know about the science facility being required for tier 3 upgrades? really? my bad. will fix in next version.
maybe just a one time thingy with the scv then ^^
yea in BW the science facility was required for upgrades beyond level 1 keep up the good work, the models look great man =)
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niiiiiice, that certainly brought back lots of memories
really nice work on the models, maybe with the exception of the dragoon and reaver, which dont look that good
seeing dark archons once again, hearing the original sound effects, that was certainly a nice experience
althought it also showed me how much better sc2 is, i wouldnt trade back :o
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On December 13 2010 23:46 summerloud wrote: althought it also showed me how much better sc2 is, i wouldnt trade back :o
argh. i could not disagree more  however you are entitled to your opinion 
hfgl irregardless
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On December 13 2010 21:25 MavercK wrote:Show nested quote +On December 13 2010 21:22 lgd-haze wrote: Just played a few games on it. Don't try to 2hatch muta vs terran. In fact, don't try to micro a whole lot.
Also, no wall is tight. I tried a 1gate core build, with a normal walled of entrance. But the little zerglings just walked through the pylons. blame bnet 2.0 for that i guess  also the footprints for buildings is something i tried and failed at. something i need to work at alot harder. i may revert my changes to footprints for now. problem resides in the footprint editor. it is ENDLESSLY tedious to modify a footprint. infact it's impossible to modify one. the only way to to repeatedly recreate the footprint from scratch. because of this i gave up trying to make them perfect and settled for something far less than perfect. when/if Blizzard fix the footprint editor i will revisit this task. my apologies if you did not enjoy it 
Ohh, Don't get me wrong. I might sound harsh, but I'm just pointing out some stuff that I noticed. I love the effort, and the rest of the map!
Keep up the good work!
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No lan is simply ridiculous if applied to traditional tourneys, but when it comes to the maps the community has produced since retail I think it gets even worse... Fuck the no lan "trade issues" from day one, but the more I get into testing online, the more I think this is the only significant fuck up that blizz committed, quite simply crippling potential !?!?!
Of course the equation is set so that the ladder play uses much less than the engine supposedly can achieve (to allow 2x200 or 8x50 food confrontations not lag "too much" and completely ruin gameplay), but it could potentially be the death of a certain type of mods...?
The example of lag ruining the vulture (along with some testing of my mod) makes me cringe... The lag ruins a whole bunch of micro events... I mean you need the connection for multiplayer, but now you get it on single player mods and for ALL the testing, since (for the foreseeable future) you need to account for said lag when creating a map/mod (for any concept, unit, ability, actors, behaviors... fuck even layout or lighting!?).
I haven't seen too much talk about this "lag issue" from mappers...
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The lag issue plagues all the FPS and TPS maps.
Just try them yourself and it will feel like over 200 ping in a traditional shooter.
If only Blizzard could just add the option to remove the lag...
Btw BW in SC2 is amazing. It plays so much better.
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+ Show Spoiler +On December 14 2010 06:28 Zombo Joe wrote: The lag issue plagues all the FPS and TPS maps.
Just try them yourself and it will feel like over 200 ping in a traditional shooter.
If only Blizzard could just add the option to remove the lag...
Btw BW in SC2 is amazing. It plays so much better. That's exactly my point, if it ruins the game experience then it's really not such a useful editor... (I stopped playing fps long ago (around Quake in fact) when I discovered it was fucking up my eyesight... while having a ball, but still...), in anything coming out of Galaxy.
In this context it shouldn't even be called lag anymore...
ps: what does TPS stand for again?
Sorry MavercK for the highjack of the thread, but I'm very curious/anxious to know how many other things than "speed" are concerned in this lag/unplayability issue... abilities impaired, behavior incapacitated etc... and you've done such an extensive brilliant work that I'm sure your insight on this would be useful to all.
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well apart from micro being difficult online the main thing i want to see is probably Local Triggers. that is triggers that run on the client not the server.
for example the only way i could see to limit unit selection to 12 was a trigger. but the problem exists in that online a player selects 20 units. theres a good 1 second or so before the selection is cut back to 12. because the trigger runs on the server.
stuff like this is very annoying.
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+ Show Spoiler +On December 14 2010 09:38 MavercK wrote: well apart from micro being difficult online the main thing i want to see is probably Local Triggers. that is triggers that run on the client not the server.
for example the only way i could see to limit unit selection to 12 was a trigger. but the problem exists in that online a player selects 20 units. theres a good 1 second or so before the selection is cut back to 12. because the trigger runs on the server.
stuff like this is very annoying.
MavercK: "stuff like this is very annoying"
First time I'm really feeling that the editor is not the shit... cause the actual playing part is it.
Whatever we implement, however gloriously groundbreaking or original our maps may be, if they don't work properly because of lag, there is no actual result... aaaaaaaahhhhhhhh shit, there's always a fucking catch ...
On the trigger's edge of things, what would be an acceptable delay? I vote none..; otherwise (again) it's not what you implemented and therefore it's nul and void... better off without... (of course not all triggers need to be instantaneous) ... I was under the misconception that triggers would not suffer from lan, so thanks for the insight.
Baaaaah, we'll probably be content to wait and suffer the consequences of players' discontent, until blizz allows us to go further by allowing extra servers and local play (around 2015).
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dezi
Germany1536 Posts
I played on the SC2BW Matchpoint yesterday. Really feels somewhat like in the old days but i already miss some improvements from SC2 (SC2 depots, units moving out of the way on their own if allied units want through, the area of view (it just feels so wrong to have a f.e. scv that kinda big on such a high resolution and screen width)). Overall this mod pleases my wishes (always wanted spidermines in SC2, etc.).
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Maverck will you be setting up a chat channel for this map in the next patch?
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On December 15 2010 11:52 Retgery wrote: Maverck will you be setting up a chat channel for this map in the next patch?
i will be yes
reaver is updated again
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