[A] Starcraft 2 Brood War - Page 91
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emc
United States3088 Posts
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nalgene
Canada2153 Posts
Based on 3 /4 ( the duration of a mule is 90 but ends up being 67.5 and that is 3/4 ) the ratio would be the same? | ||
MavercK
Australia2181 Posts
also the exact amount of frames for a unit to attack is not easy to work out | ||
MavercK
Australia2181 Posts
30 / 24 * 1.3776 = 1.722 currently i have them set to 1.8 so it is wrong. but not by much. zerglings for example i have their attack speed almost perfect running a 1000 long hit test (marine with 1000hp. zergling does 1 damage) on sc2bw and scbw side by side. the marines die within 1-2 hp of each other. so im pretty happy with my calculations. but yes. i need to go through all of them and apply this accuracy. | ||
valheru
Australia966 Posts
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jebi86
Korea (South)133 Posts
- Scout, Wraith, Valkyrie is Large unit. Not medium unit. (This time it's right :p) - Sometimes Corsair's attack isn't alert to other players("Your forces are under attack" function). - Some zerg user's suggestion. When zerg player selects 2 or more larva and press the mutate button, then all of larva mutates to same type unit. It is unfair because other races are easy to control the macro, but zergs are not. My suggestion is, add an another option that zerg players can mutate larva seperately like SC2's zerg. (If this is too bother or hard to apply, please ignore this ![]() | ||
MavercK
Australia2181 Posts
other 2 are fine. will fix. | ||
jebi86
Korea (South)133 Posts
In NA version SC2, corsair's new SC2 voice files are basically included. But other nation's localized version is not include the corsair voice file. So, we can't hear any voices from corsair... We need the voice files of corsair(SC1 version or SC2). *EDIT : Lurker not requires 3 supply. In BW, when hydra morphs to lurker, +1 supply increased. But in SC2BW, hydra morphs to lurker and +2 supply increased. this is wrong. Also, Air units doesn't affected whether it is on higher ground or not. (50% attack chance) | ||
MavercK
Australia2181 Posts
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jebi86
Korea (South)133 Posts
when guardian is on water(water is recognized as lower ground), he can attack to ground building or unit with 50% chance. This error occurs when air-to-ground attack does. ![]() ![]() | ||
MavercK
Australia2181 Posts
also i finially found the god damn cause for the spider mine bug. god damn. thought i was going crazy. bug didn't exist in an older version of the map. sat here for hours comparing the two. couldn't find the difference >_< so much rage. i've also recalculated splash damage range. pretty much all splash radius on all damage effects is being reduced. | ||
axwell
62 Posts
also there's something wierd when going to unexplored areas : a unit sees normally but also reveals fog of war (grey mask) within a +1 radius however this seems to apply only to player one | ||
MavercK
Australia2181 Posts
im not sure what you mean by the 2nd however? could you elaborate? preview of next versions changes Zergling pathing changed to the same as the Vulture. They will move in formation better but have difficulty getting around other units/obstacles (auto surround is worse) Scout, Wraith, Valkyrie are now Large Units. not Medium. Warp in Effect removed from corsair/carrier New Sounds for Corsair/Ultralisk/Firebat/Mutalisk Zergling AttackImpact Sound volume reduced Lurker supply cost reduced to 2 from 3 Air Units no longer miss Fixed a bug where if a player planted a Spider Mine at an enemy Units feet. it would not attack. Air Unit Spreading Trigger should no longer produce script errors. Enemy player will now be alerted when a corsair is attacking their units. All Splash Damage Radius' have been reduced in size to more accurate values Many AoE Spells (Storm in particular) have been reduced in size to more accurate values | ||
axwell
62 Posts
On January 29 2011 21:55 MavercK wrote: im not sure what you mean by the 2nd however? could you elaborate? basically player 1 has greater vision range than everyone else. here's a picture to illustrate : ![]() that bonus vision only reveals terrain, this can also be seen on the minimap | ||
Frallan
Sweden56 Posts
But I found one thing, Spawning Pool is 150 minerals in SC:BW and not 200 like in SC2. | ||
xccam
Great Britain1150 Posts
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jebi86
Korea (South)133 Posts
I played and observed many games in polaris rhapsody, grand line, circuit breaker, match point. I found some differences compared to original map and SC2BW's map. -The most serious thing was the polaris rhapsody. Because original PR's 12'o clock and 6'o clock has 1000M with no gas, and 1'o clock and 7'o clock has "2500x2"gas(not 5000x2). -Grand lines third expansion (only-mineral field) has 1000M, and island expansion has 1000M/2500G. Most serious problem about GL is, there was no slots for observer. That just has 4 slots for players. (when playing 1v1, 2 people can observe) -Circuit breaker has building zone problem. Explain with picture : + Show Spoiler + Only can constructing in center zone. -Match point has no problem. quite good map ![]() And please be delete the all map's watch tower. It is too beneficial for Terran tanks. | ||
nalgene
Canada2153 Posts
The Dragoon size could be slightly smaller/scale down a bit? Aren't they a bit big relative to the marine? Just curious. The blue goo being added soon? It made their deaths more obvious in group fights with many things happening at once. Do the Firebats do the damage after the animation or delayed or do they do the full damage on attack rather than on striking? | ||
me_viet
Australia1350 Posts
On January 30 2011 01:02 Frallan wrote: Errhhhm. Just played the map for the first time. Great map! But I found one thing, Spawning Pool is 150 minerals in SC:BW and not 200 like in SC2. lol no 150 was like vanilla sc. They changed to 200 long long long time ago. Btw, your corsair units don't give off attack notification. All you hear is the 'pew pew pew' and you have to find it manually, no red ping on minimap whatsoever. Also, your hardcore mode, i'm not sure, but last time I played, I believe that you CAN still hotkey multiple buildings to a hotkey, however when you press the hotkey, your hatches won't actually build anything. Not sure if that was intentional. Always thought that it'll at least allow the first building hotkey'ed to respond. Other than that, great map ^_^ EDIT: oh also, I think your gateways are too big, If i remember correctly Gateways were smaller than nexus in bw, however in sc2bw, gateways are BIGGER than nexii if not same size =S | ||
proot
United States126 Posts
On January 30 2011 01:48 nalgene wrote: Could you possibly brighten up the unit colors? The Mutalisk themselves ( not the projectiles ) look fairly dark? The Dragoon size could be slightly smaller/scale down a bit? Aren't they a bit big relative to the marine? Just curious. The blue goo being added soon? It made their deaths more obvious in group fights with many things happening at once. Do the Firebats do the damage after the animation or delayed or do they do the full damage on attack rather than on striking? I agree with the darkness thing. If you look at some BW screenshots, everything looks pretty colorful and bright. In SC2, it just seems really dark. I don't know if that's an effect of the maps or just how the units came out but is there anyway to improve the brightness in general? MavercK has the unit sizes down. The ratios are pretty much identical to what is present in BW. The sizes may seem disproportionate to BW because of the engine, but it's actually fairly close. Goons are actually pretty damn fat in BW. | ||
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