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[A] Starcraft 2 Brood War - Page 74

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Essbee
Profile Blog Joined August 2008
Canada2371 Posts
Last Edited: 2011-01-03 05:56:32
January 03 2011 05:44 GMT
#1461
Polaris - [url blocked]
Match - [url blocked]

The weird defiler bug was in match point.

Edit: give me feedbacks when you are done checking them
MavercK
Profile Joined March 2010
Australia2181 Posts
January 03 2011 06:02 GMT
#1462
ah k, i know what the defiler problem is. it's not really a bug just something i actually expected but was being lazy. i'll see if i can make it better.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 03 2011 06:07 GMT
#1463
okay then, and what about the rest, especially the collision size of the bio army? it still feel quite overpowered
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-03 06:56:24
January 03 2011 06:40 GMT
#1464
increasing the collision side of bio i dont think is the right way to go about it. i'll look into it some.

ultras are probably still too big yea. i havn't really looked into this.

upgrades i'll fix.

zergling speed i'll look into/fix
*EDIT*
SCV 1
Zergling 1.108

zerglings are faster than SCVs

looking at ultras again i've reduced their size visually but their collision size is actually smaller than a siege tank. which is incorrect. will be increased from 0.75 > 0.875
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 03 2011 07:48 GMT
#1465
Okay about the zergling/scv speed I think thats because in bw the zergling stopped to attack the scv when chasing him so it couldnt attack it because the scv was still moving, so you actually had to micro your zerglings to correctly chase down the scv. The difference here is that you can leave the AI kill the scv for you. It may not be that bad then.

And about the collision-size, it's just that i felt like the units in bw were more far apart than currently in your mod, thats why I thought it could be a solution. Removing the automatic clumping was a great idea btw, there's probably just a minor thing to change so it'll be near perfection.

Good luck
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-03 10:53:55
January 03 2011 07:57 GMT
#1466
+ Show Spoiler +

On December 29 2010 21:44 MavercK wrote:
Show nested quote +

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 Revolution. Re-animated by myself.
New Reaver Texture by DeveRR0 and GnaReffotsirk
New Arbiter Texture by GnaReffotsirk
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.
Fixed a bug that caused the Hardcore Unit and Building selection restrictions to not apply
All Hardcore features can be switched on/off individually in the lobby
New Footprints for every Building in the game. Buildings are still a tight wall. but are now 3x2 instead of 3x3. Gateways/Rax/etc are now 4x3 instead of 3x3 and so on.
Lots of Buildings have had their orientation and scale changed to fit with the new footprints. some might look odd. if it's too much tell me and i'll re-evaluate it.
Science Facility now has a Placement Model (not of Blizzard's quality. but it will do for now)
Science Facility now has a Building Animation (it no longer looks completed when construction has just started)
Flying Starport can now correctly construct a Control Tower
Science Facility and Command Center now have Cancel Buttons for Addons.
New Sounds for Hydralisk (just it's voices)


changes so far.



added changes

Spider Mines no longer do bonus damage instead of reduced damage
Infatry Weapons/Armor Level 2/3 Upgrades now require a Science Facility instead of an Armory
Ultralisk reduced in size visually by 5% but it's actual Collision size was increased
Defiler can no longer use Consume with Full Energy.
Consume no longer wastes Zerglings. If the Defiler reaches max Energy all subsequent Consume's queued by that Defiler are canceled.
Fixed a bug that would remove Defensive Matrix from a Siege Tank if it Sieged/Unsieged.
Halt Hotkey changed from T > ESC
Halt Button removed from Constructing Building
Delay added to the beginning of Zergling's Attack. making it not so effective at attacking retreating units.
SCVs and Probes now spawn at the bottom left of the CC/Nexus irregardless of rally point
SCVs/Probes/Drones all spawn at the bottom of the CC/Nexus/Hatchery at the beginning of the game
Defensive Matrix can no longer be cast on Structures


*EDIT*
added stuff
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 03 2011 08:01 GMT
#1467
+ Show Spoiler +
On January 01 2011 12:17 Essbee wrote:
- switching between siege and unsiege mode removes defensive matrix
- the bind for "halt construction" in the classic binds is T instead of ESC

Edit: i play with bots once in a while just to figure out some bugs


Just pointing that out so you dont forget them
MavercK
Profile Joined March 2010
Australia2181 Posts
January 03 2011 08:06 GMT
#1468
ah yea. i fixed the defensive matrix one. but halt construction i dunno. because cancel is there aswell... not really sure what to do about that one.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 03 2011 08:09 GMT
#1469
halt construction is supposed to be on the scv and cancel on the actual building no?
MavercK
Profile Joined March 2010
Australia2181 Posts
January 03 2011 08:12 GMT
#1470
yea. alright. will change it.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 03 2011 08:16 GMT
#1471
Okay great thanks, ill go play some other races if I can find something
MavercK
Profile Joined March 2010
Australia2181 Posts
January 04 2011 09:24 GMT
#1472
[image loading]

queeny
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 04 2011 09:34 GMT
#1473
His models are so fucking great
axwell
Profile Joined June 2010
62 Posts
January 04 2011 09:36 GMT
#1474
looks exactly like bw's
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 04 2011 09:54 GMT
#1475
Have you increased the spider mines size for the next patch? I think they look wayyyyy too small, I can barely see them
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 04 2011 10:05 GMT
#1476
Btw another thing, priority for spider mines seems strange

I'm not 100% sure what its meant to be, but i know when you a-move into them, they should be the first thing you attack when they appear

or maybe im wrong?
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-04 10:29:16
January 04 2011 10:29 GMT
#1477
I'd vote for an "abdomen" alien type reversed tentacle to boot this z spitting baller unit (the bottom parts of models are always kinda bleh from blizz's rendering engine)...

god save the queen! No,.. Maverck save the queen uh ..+ Show Spoiler +
saves the tl modding scene..
.
+ Show Spoiler +
I hate it when people draw on my drawings, so sorry,
just mickey mouse illustrating of said tentacle
[image loading]
imagine it with the blood drippin animation and oooouuuuuu nasty
http://www.teamliquid.net/mirror/smilies/random-big.gif
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
January 04 2011 10:51 GMT
#1478
Btw im finding it really tough to find ppl to play with..

I know the other thread for players is practiclaly dead so hit me up at brtarolg at hotmail.com (msn) for games and stuff
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2011-01-04 11:36:41
January 04 2011 11:35 GMT
#1479
I think we're all waiting for the chat system to really start playing this map ,it should come soon

edit: the models are soooooooo good , but is somebody going to animate them?
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
January 04 2011 13:03 GMT
#1480
What Unit is attached to the Swarm Guardian model?
secret - never again
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