gotta wait for chat channelz
[A] Starcraft 2 Brood War - Page 72
Forum Index > SC2 Maps & Custom Games |
BrTarolg
United Kingdom3574 Posts
gotta wait for chat channelz | ||
emc
United States3088 Posts
| ||
MavercK
Australia2181 Posts
looks good ![]() | ||
wishbones
Canada2600 Posts
![]() | ||
MavercK
Australia2181 Posts
On December 30 2010 15:43 wishbones wrote: i found the dragoon clumpy about 2 months ago i guess, or whenever i first played this map, has it changed since then? thats the only flaw, it didn't feel close to the BW counterpart. is there a way to make them stupid? haha fuck ![]() only way to do that is to recreate bw pathfinding and restrict units to 8 axis of movement. niether of these are currently possible | ||
wishbones
Canada2600 Posts
| ||
BrTarolg
United Kingdom3574 Posts
edit: Also, IMPORTANT change needed Can you nerf worker mining a bit because they saturate too easily, in bw you got more retarded workers so they never 100% saturate. Because of this you get like 100 extra minerals per minute per base than broodwar which is a fairly large change | ||
Kinetik_Inferno
United States1431 Posts
On December 30 2010 19:49 BrTarolg wrote: Btw how can we help out with building models and stuff, where do we start what programs do we use to construct them? edit: Also, IMPORTANT change needed Can you nerf worker mining a bit because they saturate too easily, in bw you got more retarded workers so they never 100% saturate. Because of this you get like 100 extra minerals per minute per base than broodwar which is a fairly large change I noticed that when I did a bw build order on this mod, and then tried it in bw. | ||
MavercK
Australia2181 Posts
![]() | ||
GnaReffotsirk
78 Posts
On December 30 2010 19:49 BrTarolg wrote: Btw how can we help out with building models and stuff, where do we start what programs do we use to construct them? Model with 3ds max, since the exporter supports only 3ds max. Best if you use 2010. Nothing special. Smoothing Groups help a lot, as you may already know. The exporter is very easy to use, and I can provide a step-by-step on how to export and the details. There are stuff that's needed for proper texturing, but that's for later. Also with animation, and other stuff like attachments (will soon be implemented). Things to look out for though while modeling: 1. orientation must be x-0 y-0 z-0 (Z can vary. best to consider z-0 as the ground) both rotation and location. Your unit must be facing south from the top view. Haven't tested North. 2. Tris and quads only. 3. The model doesn't have to be closed. You can have holes here and there and work in a modular fashion. p.s. Happy New Year! | ||
Kinetik_Inferno
United States1431 Posts
| ||
jdsarge
United States308 Posts
| ||
Retgery
Canada1229 Posts
| ||
Essbee
Canada2371 Posts
| ||
Kinetik_Inferno
United States1431 Posts
| ||
Essbee
Canada2371 Posts
If not, you probably wont be able to import these models into your map ![]() | ||
monitor
United States2403 Posts
On January 01 2011 05:45 Essbee wrote: Someone know if Blizzard are planning to increase the maps size? If not, you probably wont be able to import these models into your map ![]() I don't think Blizzard has announced anything about maps. If they do, you could check here: http://us.battle.net/sc2/en/forum/ Wow, those models look really nice! Looking forward to a game with a friend., when will they be released? | ||
Essbee
Canada2371 Posts
| ||
proot
United States126 Posts
-Mutas are useless in standard mode when you get more than 12...they just don't attack unless you're completely spread out -This isn't as much a big deal but it was something my friends noticed when they were playing. If you go straight to hive without lurker tech researched, you can't research the tech anymore because it requires lair. Keep up the great work, this map is awesome! | ||
Paradice
New Zealand431 Posts
| ||
| ||