Also, may I ask you if you are able to remove the reactors from the science vessel, it looks real bad, just my opinion
[A] Starcraft 2 Brood War - Page 78
Forum Index > SC2 Maps & Custom Games |
Essbee
Canada2371 Posts
Also, may I ask you if you are able to remove the reactors from the science vessel, it looks real bad, just my opinion | ||
Darkren
Canada1841 Posts
Edit: quality work Bravo | ||
MavercK
Australia2181 Posts
trying to host a game on it crashes SC2 however. joy. if anyone else is on SEA. the map is public. please try it and see if it crashes for you too. | ||
Phenny
Australia1435 Posts
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MavercK
Australia2181 Posts
SC1 music will once again have to wait. *EDIT* scratch that. protoss music will have to wait. | ||
vek
Australia936 Posts
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baskerville
541 Posts
ahhhh i'm not the only one saying it... (ie: f..k blizz no lan) and the temporary ghost attack sound on the queen made me ![]() | ||
baskerville
541 Posts
me too quick for my own good the guardian was kick ass, can't wait to see it cream medics and such | ||
MavercK
Australia2181 Posts
well it works. i just have to cut out protoss music for now. also i've maxed my map slots (10 wtf.) i'll probably write a guide or something so people can publish maps using my mod. i'll have to anyway for EU/KR i can't stay awake to publish on US when it comes back up. i'll hopefully do that tommorow sometime. i think i've ironed out all the problems i had. maps all set and ready to go on SEA currently. | ||
BrTarolg
United Kingdom3574 Posts
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GnaReffotsirk
78 Posts
Yes, defiler's next and darkswarm (if it's possible to fake the effect without particles). Cheers, - Gna | ||
Kinetik_Inferno
United States1431 Posts
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da_head
Canada3350 Posts
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BrTarolg
United Kingdom3574 Posts
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MavercK
Australia2181 Posts
theres no channel rights or ownership or anything. im idling there now but i'm off to work. | ||
MavercK
Australia2181 Posts
for now it's on NA. if your on SEA just play on NA instead ![]() 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. Scourge made more inefficient in the same way again The validator which would prevent a Mutalisk from attacking if too many were stacked has been removed. Medic Heal Range reduced from 1 > 0.75 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 a Cancel Button for Addons. New Sounds for Hydralisk (just it's voices) 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 Consume no longer plays a Global Sound Effect (Could hear it from other side of the map) Fixed Scarab Explode Sound so that it actually plays Spider Mines are now dumb similar to Scarabs (they do not know how to avoid obstacles) Sieging and Unsieging Tanks now works exactly the same as BW Spider Mine increased in size Spider Mine Sounds return Spider Mine Animations tweaked. Spider Mines once again CLAMP/SNAP into the ground. none of this sissy circular drilling crap I broke Spider Mines with all these changes and hopefully fixed them. keep an eye on these little bastards and report any bugs Fixed Attachments for Valkyrie Infested Command Center no longer acts as a Drop Off point for Resources Infested Command Center can now land near Resources Increased time it takes Buildings to Land and Lift Off Observers have the map revealed for spectating purposes Marine/Medic/Firebat Collision size increased slightly Fixes to Vulture Collision | ||
baskerville
541 Posts
+ Show Spoiler + +1 for "sick ass models and textures be4 the music" "Ive got an EU acc so you can use me to publish maps i dont do anything else with it" keep em coming, let himwrite his guide, but KEEP EM COMING + Show Spoiler + thank you to all "pure" players who do this! | ||
Essbee
Canada2371 Posts
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Essbee
Canada2371 Posts
- hydralisk don't morph into lurkers, they stay hydralisks. weird bug. - corsairs don't completely stop before attacking, they slide and attack - corsairs also appears as phoenixes when they spawn because of the warp animation thing, you could just remove it and make them spawn normally like terran units. I personally feel corsairs are way too big too ![]() | ||
MavercK
Australia2181 Posts
*EDIT* confirmed button to evolve lurker aspect is missing. should be fixed now. | ||
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