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[A] Starcraft 2 Brood War - Page 91

Forum Index > SC2 Maps & Custom Games
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Prev 1 89 90 91 92 93 246 Next
emc
Profile Joined September 2010
United States3088 Posts
January 28 2011 23:11 GMT
#1801
the AI works, but it probably won't give you much trouble. 1v1 on insane is easy to deal with, but 2v1 on insane can be a bit hard so if you want a challenge against AI i'd recommend they team up on you.
nalgene
Profile Joined October 2010
Canada2153 Posts
January 28 2011 23:18 GMT
#1802
For Mutalisks, to match BW's cooldown ( 1.25 in "Fastest" ? ) 1.67 ( as "Normal" ) would make it 1.2525 in "Faster"

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?

Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-28 23:43:26
January 28 2011 23:42 GMT
#1803
faster and fastest in bw and sc2 are slightly different.
also the exact amount of frames for a unit to attack is not easy to work out
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-28 23:49:41
January 28 2011 23:45 GMT
#1804
mutalisk attack cooldown according to dat edit is 30 frames

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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
valheru
Profile Joined January 2011
Australia966 Posts
January 29 2011 02:23 GMT
#1805
Wow you're putting more effort into this than Blizzard did with the original Starcraft. Good work keep it up .
I reject your reality and substitute my own
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-29 04:35:58
January 29 2011 04:34 GMT
#1806
Have some feedbacks from korean users.

- 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
Profile Joined March 2010
Australia2181 Posts
January 29 2011 04:59 GMT
#1807
yea 3rd one. have to look into it but is probably difficult.

other 2 are fine. will fix.
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: 2011-01-29 08:02:03
January 29 2011 06:14 GMT
#1808
Ah, one more thing.

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
Profile Joined March 2010
Australia2181 Posts
January 29 2011 08:10 GMT
#1809
miss chance still applies to air units?
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: 2011-01-29 08:17:37
January 29 2011 08:12 GMT
#1810
I tested with guardians. Map was BGH.
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.

[image loading]
[image loading]
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-29 11:44:29
January 29 2011 11:01 GMT
#1811
k, have fixed that

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.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
axwell
Profile Joined June 2010
62 Posts
Last Edited: 2011-01-29 12:24:24
January 29 2011 12:13 GMT
#1812
when watching a replay on the everyone cam, corsair's "it is a good day to die" can be heard when it's been built by a player

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
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-29 12:56:38
January 29 2011 12:55 GMT
#1813
im aware of the corsair thing

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
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
axwell
Profile Joined June 2010
62 Posts
Last Edited: 2011-01-29 16:42:57
January 29 2011 15:07 GMT
#1814
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 :
[image loading]

that bonus vision only reveals terrain, this can also be seen on the minimap
Frallan
Profile Joined December 2010
Sweden56 Posts
January 29 2011 16:02 GMT
#1815
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.
xccam
Profile Blog Joined September 2009
Great Britain1150 Posts
January 29 2011 16:08 GMT
#1816
Wrong, spawning pool is 200 in brodwar, only in a very early patch was it 150.
jebi86
Profile Joined January 2011
Korea (South)133 Posts
Last Edited: 2011-01-29 16:38:35
January 29 2011 16:12 GMT
#1817
Oh, more things about maps... sorry for bother you :p

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 +


[image loading]
[image loading]
[image loading]
[image loading]


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
Profile Joined October 2010
Canada2153 Posts
January 29 2011 16:48 GMT
#1818
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?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
Last Edited: 2011-01-29 19:43:57
January 29 2011 19:42 GMT
#1819
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
Profile Joined June 2004
United States126 Posts
January 29 2011 20:09 GMT
#1820
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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