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[A] Starcraft 2 Brood War - Page 93

Forum Index > SC2 Maps & Custom Games
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Prev 1 91 92 93 94 95 246 Next
wi1lywonka
Profile Joined January 2011
Germany57 Posts
January 30 2011 04:32 GMT
#1841
I have the mod files in the correct folder, there are a total of three in the C:\PF(x86)\SCII\Mods. Do I need to download an older version to get the missing sound files?

PS- Thanks for the help, I'm so glad you are still managing this thread/project.
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2011-01-30 04:36:12
January 30 2011 04:35 GMT
#1842
to get terran and zerg music mod files you need to get an older version yes.
whatever one is over 20mb has the music files
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
wi1lywonka
Profile Joined January 2011
Germany57 Posts
Last Edited: 2011-01-30 04:38:54
January 30 2011 04:36 GMT
#1843
TY, I'll look for one tomorrow.
MavercK
Profile Joined March 2010
Australia2181 Posts
January 30 2011 05:10 GMT
#1844
http://www.sc2mapster.com/maps/brood-war-1-5/files/51-sc2bw-v0-951a/

0.951a

Fixed a bug where having Building Selection Limit on would restrict unit control groups to 1.


0.951

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
Scanner Sweep Radius reduced to 10 from 13
3rd Expansion on Polaris Rhaspody now has no gas and 1000 minerals each patch. corner expansions gas geysers have 2500 instead of 5000
Grand Line 3rd Expansion now has 1000 minerals each patch
Circuit Breaker had many changes to Mains/expansions. Non-buildable areas present in Proleague Circuit Breaker map are now present.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Noe
Profile Blog Joined May 2009
Sweden80 Posts
January 30 2011 05:46 GMT
#1845
I don't know if you've really thought about it, but in Brood War a Firebat attacks 'twice' with eight damage each flame. Like a Zealot. Armor is worse in your current version against Firebats than it was in Brood War.

Other than that, I really appreciate your map. It's very well made.
MavercK
Profile Joined March 2010
Australia2181 Posts
January 30 2011 05:47 GMT
#1846
On January 30 2011 14:46 Noe wrote:
I don't know if you've really thought about it, but in Brood War a Firebat attacks 'twice' with eight damage each flame. Like a Zealot. Armor is worse in your current version against Firebats than it was in Brood War.

Other than that, I really appreciate your map. It's very well made.


1 point of armor reduces firebat damage by 2.
so it's actually accurate. im lazy to seperate the effect
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
rift
Profile Blog Joined September 2007
1819 Posts
January 30 2011 05:48 GMT
#1847
PlayXP seems to like it ^^
emc
Profile Joined September 2010
United States3088 Posts
January 30 2011 06:23 GMT
#1848
someone should translate that playxp article, i'm interested to know what they think about it
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
January 30 2011 07:15 GMT
#1849
any1 else noticing how their macro slips so much more on sc2bw than just normal sc2? =S

I mean my macro is fairly decent for diamond and money usually stays below 1k except when saving for certain tech (i'm Zerg).

But on this, i'm like floating 3k every game T_T
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
January 30 2011 08:26 GMT
#1850
Not sure if you played BW competitively, but since you don't have queens you need more hatcheries of course
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
MavercK
Profile Joined March 2010
Australia2181 Posts
January 30 2011 08:41 GMT
#1851
On January 30 2011 17:26 Superiorwolf wrote:
Not sure if you played BW competitively, but since you don't have queens you need more hatcheries of course


he never said he played zerg heh. but if you are. another thing to consider.
zerg require very few drones on minerals. not even 2 per patch.
gas is your main concern.
ofcourse having many drones on minerals lets you get more bases for more gas!. but you dont want 150 food worth of drones either
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
ZeroChrome
Profile Joined September 2010
Canada1001 Posts
January 30 2011 09:38 GMT
#1852
On January 30 2011 17:41 MavercK wrote:
Show nested quote +
On January 30 2011 17:26 Superiorwolf wrote:
Not sure if you played BW competitively, but since you don't have queens you need more hatcheries of course


he never said he played zerg heh. but if you are. another thing to consider.
zerg require very few drones on minerals. not even 2 per patch.
gas is your main concern.
ofcourse having many drones on minerals lets you get more bases for more gas!. but you dont want 150 food worth of drones either


i believe it is 5 drones needed per hatchery by the late game for minerals. 3 on gas all day every day ofc.
Forward
jebi86
Profile Joined January 2011
Korea (South)133 Posts
January 30 2011 10:31 GMT
#1853
http://www.mediafire.com/?jqyf8chcp0a1ysy

Edit KR translated 0.951a data files. (Some translation errors changed)
Please apply this in next patch
BrTarolg
Profile Blog Joined June 2009
United Kingdom3579 Posts
January 30 2011 11:10 GMT
#1854
HEy been doing a little testing

Reavers shots other than being too buggy, are too slow, i.e theres too much delay from dropping them from shuttle, and between each shot in general
Also part of that is because their shot doesnt travel FAST enough, - it is meant to get stuck behind thing, but it should be able to travel quickly to their destination if there is nothing blocking it

Also, although one scarab can be out at a time only, if the scarab is there long enough, the second scarab should be instant when the first one blows up

I dunno something seems wrong with reaver CD
MavercK
Profile Joined March 2010
Australia2181 Posts
January 30 2011 11:46 GMT
#1855
i have a theory with the reaver. i'm looking into it.

and yea i probably should speed it back up now that it's amazingly stupid.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
virusak
Profile Joined December 2009
Czech Republic344 Posts
January 30 2011 11:47 GMT
#1856
On January 30 2011 20:10 BrTarolg wrote:
HEy been doing a little testing

Reavers shots other than being too buggy, are too slow, i.e theres too much delay from dropping them from shuttle, and between each shot in general
Also part of that is because their shot doesnt travel FAST enough, - it is meant to get stuck behind thing, but it should be able to travel quickly to their destination if there is nothing blocking it

Also, although one scarab can be out at a time only, if the scarab is there long enough, the second scarab should be instant when the first one blows up

I dunno something seems wrong with reaver CD

it also seems to me that the pathing is too buggy
vek
Profile Joined March 2010
Australia936 Posts
January 30 2011 11:55 GMT
#1857
On January 30 2011 20:47 virusak wrote:
Show nested quote +
On January 30 2011 20:10 BrTarolg wrote:
HEy been doing a little testing

Reavers shots other than being too buggy, are too slow, i.e theres too much delay from dropping them from shuttle, and between each shot in general
Also part of that is because their shot doesnt travel FAST enough, - it is meant to get stuck behind thing, but it should be able to travel quickly to their destination if there is nothing blocking it

Also, although one scarab can be out at a time only, if the scarab is there long enough, the second scarab should be instant when the first one blows up

I dunno something seems wrong with reaver CD

it also seems to me that the pathing is too buggy


It's a lot better like this than the way it was (Reavers are extremely OP with even semi decent scarab AI). It's also pretty predictable right now. I agree the cooldown seems a bit strange at times, especially when dropping from a shuttle, but the scarab AI pathing feels fine.
Retgery
Profile Joined August 2010
Canada1229 Posts
January 30 2011 13:50 GMT
#1858
Forgive me if you have already changed this, i can only play on low settings...do the goliath upgraded hellfire missles have the blue smoke stream, when they are fired? If not is there anyway to add this?
Fall down 7 times, stand up 8.
MavercK
Profile Joined March 2010
Australia2181 Posts
January 30 2011 13:58 GMT
#1859
On January 30 2011 22:50 Retgery wrote:
Forgive me if you have already changed this, i can only play on low settings...do the goliath upgraded hellfire missles have the blue smoke stream, when they are fired? If not is there anyway to add this?


yea. i'll get to it one day.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
BrTarolg
Profile Blog Joined June 2009
United Kingdom3579 Posts
January 30 2011 14:27 GMT
#1860
On January 30 2011 20:55 vek wrote:
Show nested quote +
On January 30 2011 20:47 virusak wrote:
On January 30 2011 20:10 BrTarolg wrote:
HEy been doing a little testing

Reavers shots other than being too buggy, are too slow, i.e theres too much delay from dropping them from shuttle, and between each shot in general
Also part of that is because their shot doesnt travel FAST enough, - it is meant to get stuck behind thing, but it should be able to travel quickly to their destination if there is nothing blocking it

Also, although one scarab can be out at a time only, if the scarab is there long enough, the second scarab should be instant when the first one blows up

I dunno something seems wrong with reaver CD

it also seems to me that the pathing is too buggy


It's a lot better like this than the way it was (Reavers are extremely OP with even semi decent scarab AI). It's also pretty predictable right now. I agree the cooldown seems a bit strange at times, especially when dropping from a shuttle, but the scarab AI pathing feels fine.


Well we don't care about OPness, just wanna make it emulate broodwar

I feel the pathing is ok (except for occasional bugs where it cant shoot direct targets with nothing blocking it) but the shooting is too slow
Prev 1 91 92 93 94 95 246 Next
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