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[A] Starcraft 2 Brood War - Page 88

Forum Index > SC2 Maps & Custom Games
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Prev 1 86 87 88 89 90 246 Next
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-23 23:45:07
January 23 2011 23:12 GMT
#1741
I update KR user's teamplay video on youtube(I played as protoss at 12'O clock).
Sorry for video's unbalanced playtime. :p
Version 0.94b, BG Hunter

Part 1 :

Part 2 :

Part 3 :

Part 4 :

Part 5 :
Jetaap
Profile Blog Joined November 2010
France4814 Posts
January 24 2011 00:26 GMT
#1742
Wow that's an amazing game ! ! Gonna try to play some 3v3 on bgh as soon as possible . Seing these storms ,dark swarm ,real siege tanks ,defensive matrix ,lockdown ... and this epic nuke, wow honestly that's mindblowing ^^. Can you upload the replay as well? I'd like to see it in better quality (video quality is not so good unfortunately)
MavercK
Profile Joined March 2010
Australia2181 Posts
January 24 2011 00:32 GMT
#1743
lol. such a good nuke.
nice video
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
lololol
Profile Joined February 2006
5198 Posts
January 24 2011 03:07 GMT
#1744
Mines do not trigger by hovering units, but they still take damage if a mine explodes nearby. Being psionic or not has nothing to do with it. Off the top of my head: all workers, vultures and both archons. You can see which units hover in DatEdit Units -> Advanced -> 0x80 (mine-safe) flag

DatEdit uses 24 frames per second, while the editor uses 15, so you could've mixed them up, while converting the data. Both should show the correct values, since they pull them from the MPQs.

Spell durations:
Irradiate - 249.9 damage over 600 frames(853/256 damage every 8 frames)
Plague - 295.9 over 600 frames(1010/256 damage every 8 frames)
Psionic Storm - 14 damage every 8 frames, 8 frames casting animation(the blue stuff that comes from the templar), first damage tick at 8 frames after the storm animation appears(64 frames of storm animation and 72 frames total with the casting animation). Splash radius of 48 pixels. In comparison psi storm in SC2 damages instantly and has no animation before casting(the templar goes through an animation after casting).
Dark Swarm - 900 frames
Stasis Field - 1050 frames
Defensive Matrix - 1350 frames or until it absorbs 250 damage(does not take armor into account and the leaking 0.5 damage per hit still counts as "blocked")
Ensnare - 600 frames
Maelstrom - 175 frames
Acid Spores - 1200 frames, up to 9 stack, each one expires individually(newest replace oldest when over 9)
Disruption Web - 360 frames
Lock Down - 1050 frames
Stim Pack - 300 frames
Hallucination - 1350 frames

You can get the casting ranges from DatEdit(if you haven't yet), they are under the weapons tab.
I'll call Nada.
aquabbs
Profile Joined January 2011
4 Posts
January 24 2011 05:15 GMT
#1745
Hi, thanks for this awesome game, I love to play it with my friends.

I registered here since I found some issues regarding the dark archon and would like to notify it to help you.
When I tested the newest version and used mind control, the dark archon lost his shield too with his energy.
I haven't tried it with maelstorm so I'm not sure on that one but Im sure that it needs some revising.
Also in BW, Im pretty sure that when u mind control a unit from a different race, it started a completely new supply for that race.
So it should be xxx/200 protoss x/11(12? i forgot) terran if I mind controlled a terran uint and their supply should increase as the supply depot increase.


And this is totally my opinion but I do not feel that the size of a structure needs to be the same as it was in BW.
I know that its changed for walling issue, but most maps are walled horizontally the only change i feel the need is the terran supply depot.
Vertical wise, i feel that its ok that the gateway and the core to be 3x3 and Hydra den as 3x3 too since I believe the maps are made to work fine with those size.
And im pretty sure that this doesn't effect the game balance at all....
Its just my opinion, please ignore if you don't like it
allowicious
Profile Blog Joined April 2007
United States972 Posts
January 24 2011 06:03 GMT
#1746
On January 23 2011 15:34 MavercK wrote:
Show nested quote +
On January 23 2011 15:32 allowicious wrote:
I just played this for the first time today.

Really fun, reminiscent of BW days. However, I did find one problem. For some reason, I couldn't cancel buildings when I was terran. For example, if I started building a structure, I couldn't cancel it to get my money back or anything. It just sat there unfinished.

Other than that, really really good work so far. Hopefully we'll see some new maps soon?


well i dont really have any map slots left.
should be able to cancel buildings however. with ESC or clicking cancel or even the button next to the progress bar in the center frame of the UI.


Really? I was pressing ESC but nothing was happening, so I tried looking for a cancel button, but I didn't see it anywhere on the UI either. Maybe my particular game was bugged?
lalalalala~~~
MavercK
Profile Joined March 2010
Australia2181 Posts
January 24 2011 06:18 GMT
#1747
On January 24 2011 15:03 allowicious wrote:
Show nested quote +
On January 23 2011 15:34 MavercK wrote:
On January 23 2011 15:32 allowicious wrote:
I just played this for the first time today.

Really fun, reminiscent of BW days. However, I did find one problem. For some reason, I couldn't cancel buildings when I was terran. For example, if I started building a structure, I couldn't cancel it to get my money back or anything. It just sat there unfinished.

Other than that, really really good work so far. Hopefully we'll see some new maps soon?


well i dont really have any map slots left.
should be able to cancel buildings however. with ESC or clicking cancel or even the button next to the progress bar in the center frame of the UI.


Really? I was pressing ESC but nothing was happening, so I tried looking for a cancel button, but I didn't see it anywhere on the UI either. Maybe my particular game was bugged?


what building in particular?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
allowicious
Profile Blog Joined April 2007
United States972 Posts
January 24 2011 06:50 GMT
#1748
On January 24 2011 15:18 MavercK wrote:
Show nested quote +
On January 24 2011 15:03 allowicious wrote:
On January 23 2011 15:34 MavercK wrote:
On January 23 2011 15:32 allowicious wrote:
I just played this for the first time today.

Really fun, reminiscent of BW days. However, I did find one problem. For some reason, I couldn't cancel buildings when I was terran. For example, if I started building a structure, I couldn't cancel it to get my money back or anything. It just sat there unfinished.

Other than that, really really good work so far. Hopefully we'll see some new maps soon?


well i dont really have any map slots left.
should be able to cancel buildings however. with ESC or clicking cancel or even the button next to the progress bar in the center frame of the UI.


Really? I was pressing ESC but nothing was happening, so I tried looking for a cancel button, but I didn't see it anywhere on the UI either. Maybe my particular game was bugged?


what building in particular?


It was an engineering bay I believe. I built it to block the zerg's nat, and then when his lings came out, I wanted to cancel it, but it wouldn't let me for some reason.
lalalalala~~~
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-24 12:46:16
January 24 2011 07:51 GMT
#1749
On January 24 2011 15:50 allowicious wrote:
Show nested quote +
On January 24 2011 15:18 MavercK wrote:
On January 24 2011 15:03 allowicious wrote:
On January 23 2011 15:34 MavercK wrote:
On January 23 2011 15:32 allowicious wrote:
I just played this for the first time today.

Really fun, reminiscent of BW days. However, I did find one problem. For some reason, I couldn't cancel buildings when I was terran. For example, if I started building a structure, I couldn't cancel it to get my money back or anything. It just sat there unfinished.

Other than that, really really good work so far. Hopefully we'll see some new maps soon?


well i dont really have any map slots left.
should be able to cancel buildings however. with ESC or clicking cancel or even the button next to the progress bar in the center frame of the UI.


Really? I was pressing ESC but nothing was happening, so I tried looking for a cancel button, but I didn't see it anywhere on the UI either. Maybe my particular game was bugged?


what building in particular?


It was an engineering bay I believe. I built it to block the zerg's nat, and then when his lings came out, I wanted to cancel it, but it wouldn't let me for some reason.


alright. i'll check it.

also jebi is correct. weapon and armor upgrades are very wrong.

my current numbers are

sc1 > sc2 time = x1.3776
1 frame in SC1 is equal to 0.0574 seconds

for example
an upgrade takes 2000 frames
2000/24*1.3776 = 114.8 seconds

i dont suppose lololol you have the exact number of frames it takes for an scv to mine?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-24 08:00:45
January 24 2011 07:57 GMT
#1750
On January 24 2011 09:26 Jetaap wrote:
Wow that's an amazing game ! ! Gonna try to play some 3v3 on bgh as soon as possible . Seing these storms ,dark swarm ,real siege tanks ,defensive matrix ,lockdown ... and this epic nuke, wow honestly that's mindblowing ^^. Can you upload the replay as well? I'd like to see it in better quality (video quality is not so good unfortunately)


http://www.mediafire.com/?3iovt8u1q23u6qv
Here's my SC2BW replays. That game is in SC2BW5 file.
I'm not sure KR localized replay can work on other versions...
Jetaap
Profile Blog Joined November 2010
France4814 Posts
January 24 2011 13:40 GMT
#1751
Thanks , replay is working fine!
Only one problem , when i switched to player view in the replay , the camera is messed up ( if i scroll to the north the camera will move to the south... ) I can fix that if i rotate the camera though.
baskerville
Profile Blog Joined April 2010
541 Posts
January 24 2011 13:56 GMT
#1752
"damage every 8 frames"
lol

what's the loop time on adds, cause at first it was cool but on a macro game it gets "redundant"

love the lurker, can't wait to survive long enough to add swarms to cover them

@aquabbs
the building sizes takes force of habit, but no more than going from sc1 to sc2 to sc2bw
http://www.teamliquid.net/mirror/smilies/random-big.gif
jebi86
Profile Joined January 2011
Korea (South)133 Posts
January 24 2011 16:02 GMT
#1753
On January 24 2011 22:40 Jetaap wrote:
Thanks , replay is working fine!
Only one problem , when i switched to player view in the replay , the camera is messed up ( if i scroll to the north the camera will move to the south... ) I can fix that if i rotate the camera though.


I think that problem's not caused by localizations...(I experienced the same problem)
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-01-24 22:02:04
January 24 2011 22:00 GMT
#1754
I did some tests and the mining time seems to be 80 frames.
The time it takes for a full mining cycle(including travel time, turning, pauses and such) is actually less, if the mineral field is 4 squares away horizontally, instead of 3(if you test it with the 2 CCs side by side it's easily noticable). Mineral fields 3 squares away vertically are mined slightly faster than 4 squares away. The average is around 175 frames(the faster fields were closer to 170, while the slower were closer to 180).
On January 24 2011 22:56 baskerville wrote:
"damage every 8 frames"
lol
It ment that it deals damage once every 8 frames.
I'll call Nada.
baskerville
Profile Blog Joined April 2010
541 Posts
January 24 2011 22:11 GMT
#1755
"damage every 8 frames"
lol

"It meant that it deals damage once every 8 frames"

i meant i loved the quote per say,
was not mentioning u were wrong at all (typing/reading u couldn't hear the love in my quote, sorry)
i video edit professionally and i'm trying to work with galaxy, your approach is great
and "frame" and "damage" in the same sentence made me smile for at least a half hour
so thank you
http://www.teamliquid.net/mirror/smilies/random-big.gif
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-24 22:49:31
January 24 2011 22:15 GMT
#1756
4.592 seconds from start mining to finished mining.
currently i have it set to 5.2 or 5.3 seconds or something
will try it tonight because i think currently mining is abit too slow. atleast in early game when trying to build your first depot/pylon without being supply blocked and constantly making probes. doesn't seem possible atm.

*EDIT*
4.592 seconds seems perfect.
trying build orders in sc1 and sc2bw it feels pretty much spot on.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
January 25 2011 00:42 GMT
#1757
there was a more brood war like carrier model, where did that go?
MavercK
Profile Joined March 2010
Australia2181 Posts
January 25 2011 01:31 GMT
#1758
noting to self

lower zealot attack delay
give dragoon projectile acceleration
check reaver attack rate
change mining time
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
danielrh
Profile Joined November 2010
34 Posts
January 25 2011 01:36 GMT
#1759
Question: I saw that super high rez updated corsair model by gnaa a few posts back: is there any chance that will make it in sometime? Last I saw it needed a texture, but was otherwise sweet and much higher poly than the current version.

BTW I was kinda unenthusiastic about the new dragoon until I saw it and prodded it in game, and the spinney thing on the bottom. It's amazing how details really bring back the memories. And how the cross shape of the legs is more skewed like an X rather than at right angles like a + and the gun port opens before firing--amazing. The new dragoon model looks unbelievably awesome.

GnaReffotsirk
Profile Joined January 2009
78 Posts
Last Edited: 2011-01-25 05:54:07
January 25 2011 05:48 GMT
#1760
Dan,

I'm waiting for the new exporter. Mainly since everything will have to be redone and refined. My thoughts were to pump the models out asap and get feed asap for remakes, however, I thought it best to just go ahead and model everything you guys would be needing until the exporter comes out.

By then, particles, textures, animations will then be processed.

I will keep you guys posted on new models, and hope you guys bring down the holy hammer so as to avoid remodelling and reskinning later when things seem a little off here and there.

Concept artwork will help me a lot. If you guys have one, it will help a ton.

-GnaReffotsirk

edit:

The current carrier needs more detail, and yet I can't for the life of me think of how it should look. Maybe you guys can grab a few ideas here and there?
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