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[A] Starcraft 2 Brood War - Page 84

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 82 83 84 85 86 246 Next
virusak
Profile Joined December 2009
Czech Republic344 Posts
January 16 2011 11:55 GMT
#1661
is the map on EU published by ohdamn actual?? it has 0.93 in description :-( havent seen him active for a long time
MavercK
Profile Joined March 2010
Australia2181 Posts
January 16 2011 11:57 GMT
#1662
thats the old version. people are having issues publishing the newest one.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
January 16 2011 11:59 GMT
#1663
yea i hope we get the newest one fast, i want to play
virusak
Profile Joined December 2009
Czech Republic344 Posts
Last Edited: 2011-01-16 13:05:25
January 16 2011 12:13 GMT
#1664
I am trying to publish now, but the assets 1 and 2 names are taken in english :-(
there was no mod info in terran music so I filled it in the same way it was in assets

Edit:
OK so I was a little stuck here, I uploaded all the mod files, I changed the assets 1 and 2 mod files names (just added a space before their number) and changed the dependency accordingly to the data mod. But when I open the map, with the data dependency (also change it to match the mod name file version) and voila. Hope it works for everyone :-)

Edit2: it seems to work, there are some error reports when you start a game though (see http://i.imgur.com/e30o3.jpg)
Bugs:
-the Nexus doesnt match the grid when placing it, is somwhat confusing
-The carrier selection grig should be larger, you cant select it when you click about half of its front side
ArcticVanguard
Profile Blog Joined August 2010
United States450 Posts
January 16 2011 13:09 GMT
#1665
Well I played the casual version for the first time yesterday. I'm not a brood war veteran by any stretch of the imagination, I'm not a high level SC2 player, but here's my first impressions (bearing in mind I played on BGH, a fun map):

1. It's fun and I don't feel like I'm fighting the UI like I was back in BW. The updated engine could lead to some balance issues with melee units, however. I emphasize that that's a pretty big "could," and I'm at such a low level of play that it would be totally unnoticeable.
2. I had some issues with being unable to push units aside, mostly with zerglings pushing past hydras, but it was almost unnoticeable. I saw in a video that that was an intentional change, and seeing the reasoning for it, I agree with the change. Is there a way to enable only certain units to be pushed aside?
3. Terran AI works well enough on hard and above, though it mostly just does early mass marine pushes. Can't speak for Toss or Zerg AI since I didn't play against it at all. Medium AI and below never pushes out and surrenders very early, relatively speaking.
4. You did a good job porting the sounds, it sounds great. This was a major plus in my eyes, I wasn't a big fan of how SC2 did sound, voices especially.
5. The academy doesn't have a construction model for some reason. It was just totally invisible.
6. Hydras seemed rather large, relative to the marine. I seem to recall them being about the same size in BW. Maybe I'm misremembering, in which case, disregard this.
7. I didn't have access to the lurker den for some reason. I know it's upgraded at lair tech from a hydralisk den, but the "evolve lurker aspect" button wasn't there.

Maybe I played the wrong version? I'll check on that, and if so, I'll edit back here with correct adjustments later. It would certainly explain points 5, 6, and 7.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." ~C.S. Lewis
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-16 13:25:33
January 16 2011 13:22 GMT
#1666
Edit2: it seems to work, there are some error reports when you start a game though (see http://i.imgur.com/e30o3.jpg)


thats because you have AI in the game? im pretty sure it bugs out because of 4 workers or something. dont worry about it.

-the Nexus doesnt match the grid when placing it, is somwhat confusing
-The carrier selection grig should be larger, you cant select it when you click about half of its front side


it should match? not sure about that one
carrier selection circle is something that can't be changed atm. it's basically the bounding box. it's attached the model's m3 info. exporter doesn't support changing this currently. it gets set automatically. but it sets it way way too large. see Reaver. you select the reaver from half the screen away almost


5. The academy doesn't have a construction model for some reason. It was just totally invisible.

7. I didn't have access to the lurker den for some reason. I know it's upgraded at lair tech from a hydralisk den, but the "evolve lurker aspect" button wasn't there.


you played an old version. these 2 things specifically are fixed.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
ArcticVanguard
Profile Blog Joined August 2010
United States450 Posts
Last Edited: 2011-01-16 14:34:17
January 16 2011 14:19 GMT
#1667
On January 16 2011 22:22 MavercK wrote: you played an old version. these 2 things specifically are fixed.


That's what I thought, thank you.

Good work though! Lots of fun :D

EDIT: I just played the one you uploaded - guardians (or w/e they're called - the mutalisk evolution that is an air to ground unit) doesn't have a cocoon while morphing and can't be selected.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." ~C.S. Lewis
virusak
Profile Joined December 2009
Czech Republic344 Posts
Last Edited: 2011-01-16 15:07:44
January 16 2011 15:06 GMT
#1668
On January 16 2011 22:22 MavercK wrote:
Show nested quote +
Edit2: it seems to work, there are some error reports when you start a game though (see http://i.imgur.com/e30o3.jpg)


thats because you have AI in the game? im pretty sure it bugs out because of 4 workers or something. dont worry about it.


yeah i was trying if it actually works at all only with AI
if its all then, I hope it works for everyone on EU, enjoy :-)
Tempest[OEC]
Profile Joined February 2010
United States417 Posts
January 16 2011 17:31 GMT
#1669
Can the cannon attack rate be increased? I watched a few games and the cannons seem to fire at a really slow pace.
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
Last Edited: 2011-01-16 19:55:50
January 16 2011 18:37 GMT
#1670
Btw, if anyone from EU wants to play, please come in SC2BW channel

And MaverecK, my friend said that you can cast spells like in sc2, if you have bunch of templars selected for expample...
buhhy
Profile Joined October 2009
United States1113 Posts
January 16 2011 23:53 GMT
#1671
It's been a while since I updated. I've finished my dragoon model, textures, animations, and all.

+ Show Spoiler +

[image loading]

+ Show Spoiler +

[image loading]

+ Show Spoiler +

[image loading]

+ Show Spoiler +

[image loading]


I'll add a video for animations soon. Comments and criticisms before I finalize?





I have a couple editor/max questions though, if anyone can help:

How should the hierarchy be set up for turrets? I looked through other models like the Immortal and the Tank, but the turret still does not aim towards the target.

I have several REF_TARGET helpers, and they are listed correctly. However, projectiles always seem to aim towards the model origin. Here's the editor screenshot:
+ Show Spoiler +
[image loading]


The animation behaves weirdly at times ingame. For example, the bottom rotating thing sometimes rotates in a different direction randomly, but displays correctly in the editor.

I've tried to set up the attack animation like BW, where the dragoon opens up to attack, and stays open until it stops attacking. I've set up the actor with an attack begin and attack end, but when the dragoon attacks, between each attack, the beginning of the attack end animation plays for a very short time. Also, if I use attack animation cancel, the dragoon appears to glide along the ground while playing the attack end animation. Here's the actor setup:
+ Show Spoiler +
[image loading]
MavercK
Profile Joined March 2010
Australia2181 Posts
January 17 2011 00:13 GMT
#1672
shouldn't need to change the actor stuff. just make a single attack animation and time it with the dragoon's actual shot

im not too sure about the photon cannon turret. i'd prefer still just the blue bit with the shell on it that opens to fire.

attachment points mostly dont work. will have to wait for exporter to be updated.
origin/center is really the only one that works.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-17 06:41:28
January 17 2011 05:16 GMT
#1673
Today i worked alot on the air unit stacking bug.
i have it working exactly like in brood war. an offscreen/far away unit (overlord for example) must be grouped with the air units. upto 11 + offscreen unit can be selected for it to work. units must remain moving at all times to remain stacked.

im really happy with it myself.

only thing is i may tweak the speed air units spread. since you can still clump pretty effectively even if you have more than 12 units selected.

Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
maybenexttime
Profile Blog Joined November 2006
Poland5847 Posts
January 17 2011 06:53 GMT
#1674
Blizzard claimed that they fixed Mutas and can't make it any better due to the different engine. Looks like they were bullshitting us...

Good job, looks awesome. I was worried you fixed stacking but that Mutas would still stop before they attack. Doesn't seem to be the case, though. ;o
MavercK
Profile Joined March 2010
Australia2181 Posts
January 17 2011 06:55 GMT
#1675
yea. i have no idea why they could achieve it. or maybe they found it OP. i dunno. honestly what i did wasn't very hard. the hardest part was working around blizzard's engine.

i had to create my own spreading mechanic for air units and i had to create my own magic box.
then all it is, is a bunch of if-then-else with a bunch of conditions.
i dont see how this couldn't be done. especially on a code level. if i can do it in a GUI using the Trigger Editor.

but whatever.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
January 17 2011 07:00 GMT
#1676
Wow!!! That is really impressive and looks great . . . OH YES MUTA MICRO IS BACK BABY LOL :D
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Essbee
Profile Blog Joined August 2008
Canada2371 Posts
January 17 2011 08:49 GMT
#1677
"looks good, the only thing i dont like so far is the graphics for the dark swarm.. i think its really distracting and kinda hurts my eyes when looking at it lol.. would love to see the old graphic of the dark swarm if possible! or maybe if u took the graphics for irradiate and just changed the colour to a dark brown/orange and made it bigger."

Saw this comment on the ZvT video on youtube. I think you could try this.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-17 08:52:29
January 17 2011 08:51 GMT
#1678
Hey MavercK, Can I publish this map for KR Realm? KR Publisher doesn't publish this map...
MavercK
Profile Joined March 2010
Australia2181 Posts
January 17 2011 08:55 GMT
#1679
everyone whose tried has had issues.
your welcome to try tho.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
maybenexttime
Profile Blog Joined November 2006
Poland5847 Posts
January 17 2011 11:08 GMT
#1680
I agree that the Dark Swarm needs to be changed as far as graphics go. In BW it's very easy to tell where (give or take couple pixels) the spell's area of effect ends. In your mod (?) it's impossible to tell, I'd say.
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