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[A] Starbow - Page 515

Forum Index > SC2 Maps & Custom Games
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Sumadin
Profile Joined August 2011
Denmark588 Posts
January 21 2014 14:09 GMT
#10281
On January 21 2014 19:26 [SC]Django wrote:
Please visual & graphics changes to :

Vulture "Ion Thrusters" upgrade icon change:
[image loading]

Siege tank "Siege Mode" upgrade icon change:
[image loading]

Maybe Change model from dropship for this "Hercules dropship"
http://starcraft.wikia.com/wiki/Hercules_dropship
Of course change size...

Sentinel: model, portait and sounds change to Oracle
[image loading]

and why arbiter doesn't have old remastered sounds ?

Please for this changes i I would be happy.


I have mentioned most of those in the past. Namely the Oracle and the Dropship. The Hercules model is oversized but there is another dropship model available. As for the sentinel model, I have mentioned that one alot. It is bugged, ugly and cannot be cloaked, but Gossen/Kabel
likes to stick to light protoss tech. Don't ask.

More custom sound files will increase the size of the mod through.
The basic key to beating a priest is playing a deck that is terrible.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
Last Edited: 2014-01-21 22:24:41
January 21 2014 14:20 GMT
#10282
On January 21 2014 23:09 Sumadin wrote:
Show nested quote +
On January 21 2014 19:26 [SC]Django wrote:
Please visual & graphics changes to :

Vulture "Ion Thrusters" upgrade icon change:
[image loading]

Siege tank "Siege Mode" upgrade icon change:
[image loading]

Maybe Change model from dropship for this "Hercules dropship"
http://starcraft.wikia.com/wiki/Hercules_dropship
Of course change size...

Sentinel: model, portait and sounds change to Oracle
[image loading]

and why arbiter doesn't have old remastered sounds ?

Please for this changes i I would be happy.


I have mentioned most of those in the past. Namely the Oracle and the Dropship. The Hercules model is oversized but there is another dropship model available. As for the sentinel model, I have mentioned that one alot. It is bugged, ugly and cannot be cloaked, but Gossen/Kabel
likes to stick to light protoss tech. Don't ask.

More custom sound files will increase the size of the mod through.


could allways retexture the oracle to be golden instead of dark :p infact i saw one like that already looks pretty
here it is the file download http://www.sc2mapster.com/assets/dark-protoss/files/148-khalai-oracle/
its just textures so its small size
image:
[image loading]

for dropships you've these (left one looks cool):
http://www.sc2mapster.com/assets/soulfilchers-models/files/3-dropship-variations/
+ Show Spoiler +
[image loading]
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
AnteZ
Profile Joined September 2011
Germany29 Posts
January 21 2014 14:37 GMT
#10283
Hello guys I am back :-)

I have spend yesterday evening and this morning reimplementing the modified movement in the data editor.
I can tell you already that I am quite fond of how well it works.
I have made one change that is key: Instead of giving the blockers (I called them followers before) a higher push priority, I gave them the push priority of the marines. This means that the blockers can be pushed aside like normal units but they still spread out the unit formation.
I initially assumed that bigger units also have higher push priority but it turns out all units I have checked have the same priority so this works for all units equally.
Because of this, microing units works much better, there was almost no blocking in my tests. I have also had no trouble chasing and killing a marauder with a zergling. Surrounds work also, as do melee vs melee engagements. However, there is a problem with stutter stepping marines. The chasing zerglings are blocked off almost completely and can not attack. This will need some ideas.
I have made another demonstration video. Enjoy.

Some more implementation details:
My changes consist of a new behaviour, associated effects and the blocker unit. The only thing that needs to be done to apply the new movement is to add the behaviour to it. For now I am just using a trigger that adds the behaviour to every unit entering the map (unless it is a blocker unit).

As for the problem of raising depots and planting buildings: It is possible to deactivate collisions with structures (think forcefields).

Since we generate the blockers periodically, problems with bunkers, dropships, etc. should not arise.

Also the blockers have a timed live, so every issue that remains should go away after 3 seconds :-)
NukeD
Profile Joined October 2010
Croatia1612 Posts
January 21 2014 14:48 GMT
#10284
Hmm I liked the movement better before? Could you make it that the invisible units that spawn after movement stay alive a bit longer, or die when other unit stops.

In previous video they were spreading out even more which I liked.
sorry for dem one liners
AnteZ
Profile Joined September 2011
Germany29 Posts
Last Edited: 2014-01-21 16:33:40
January 21 2014 15:07 GMT
#10285
On January 21 2014 23:48 NukeD wrote:
Hmm I liked the movement better before? Could you make it that the invisible units that spawn after movement stay alive a bit longer, or die when other unit stops.

In previous video they were spreading out even more which I liked.


Yes I agree. Increasing the lifetime of the blockers is no problem. I am going to double the lifetime to 6 seconds and try how that works.

EDIT: Changing the livetime doesn't really change anything. But I have randomized the starting time of the period so the blockers are not generated all at once. Now the spreading is smooth as a babys bottom :-)

I used triggers for this however. No idea how to do this in the data editor.

What also helps mitigate sudden jerks while moving is setting the movement speed of the blockers slightly higher than that of the unit they are following. Here is how it looks at the moment.
Bswhunter
Profile Blog Joined May 2010
Australia954 Posts
Last Edited: 2014-01-21 19:25:55
January 21 2014 19:25 GMT
#10286
[image loading]

Wow that oracle looks really cool.

I have a question for the creators of this mod. Originally the terran's macro mechanic was to be dropping reactors. (well, giving buildings reactor properties for a limited time) Did you change it up because you thought it was to hard to balance or because you thought you couldn't get it working properly.

If its the latter, I think I could get it working. The way I see it, the terran will have to string together multiple drops while building reactored units so that they don't lose the debuff. Simple units, like marines and vultures would be fine with this, but doing something like creating two battlecrusiers would require you to keep the debuff on the starport for the entire construction of the second battlecrusier.
Stop browsing and do whatever it is you're supposed to do. TL will still be here when you get back
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-01-21 20:39:41
January 21 2014 20:12 GMT
#10287
On January 22 2014 04:25 Bswhunter wrote:
[image loading]

Wow that oracle looks really cool.

I have a question for the creators of this mod. Originally the terran's macro mechanic was to be dropping reactors. (well, giving buildings reactor properties for a limited time) Did you change it up because you thought it was to hard to balance or because you thought you couldn't get it working properly.

If its the latter, I think I could get it working. The way I see it, the terran will have to string together multiple drops while building reactored units so that they don't lose the debuff. Simple units, like marines and vultures would be fine with this, but doing something like creating two battlecrusiers would require you to keep the debuff on the starport for the entire construction of the second battlecrusier.


It was because of difficulties in the editor etc. Starbow team likes the drop reactor thing.
We couldnt get it to work the way we wanted it.

I dont remember completely how we wanted it but something like better effect on baracks, less on factories.
Iam sure someone else can fill in much better than me
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 21 2014 20:17 GMT
#10288
Here's a list with the assets changes you should made. Its really easy and i think older models should get replaced.
1. A dragoon portrait. God its been 2 years without a dragoon portrait. Do you think this is good ? + Show Spoiler +
[image loading]


2. Corsair portrait. Isnt the current one ugly ? + Show Spoiler +
[image loading]


3. Arbiter. oh , how much i hate you for having a 2010 Arbiter model. + Show Spoiler +
[image loading]


4. Optional , but id like it. Same as with Arbiter , 2010/2011 model. + Show Spoiler +
[image loading]


5. An sc1 Archon portrait. + Show Spoiler +
[image loading]


6. Archon model. This one is special , it has an unique team colored aura , which helps understanding the unit's owner. + Show Spoiler +
[image loading]
Author of Coda and Eastwatch.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
January 21 2014 20:36 GMT
#10289
Wow great work leZael! i hope this gets in, looks awesome!
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 21 2014 20:40 GMT
#10290
Those models are really beautiful.
Would love that dragoon portrait alot
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
January 21 2014 21:12 GMT
#10291
At lest the dragoon, corsair portrait and archon model should be implemented if we can
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
January 21 2014 21:22 GMT
#10292
That reaver scares me....
When i see that arbiter model, i dont get a picture of the one we have now. But its probably ugly so i rpefer this one!
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 21 2014 21:37 GMT
#10293
Why does the reaver scares you? I like it T'T
Author of Coda and Eastwatch.
labbe
Profile Joined October 2010
Sweden1456 Posts
January 21 2014 22:02 GMT
#10294
On January 22 2014 05:17 IeZaeL wrote:
Here's a list with the assets changes you should made. Its really easy and i think older models should get replaced.
1. A dragoon portrait. God its been 2 years without a dragoon portrait. Do you think this is good ? + Show Spoiler +
[image loading]


2. Corsair portrait. Isnt the current one ugly ? + Show Spoiler +
[image loading]


3. Arbiter. oh , how much i hate you for having a 2010 Arbiter model. + Show Spoiler +
[image loading]


4. Optional , but id like it. Same as with Arbiter , 2010/2011 model. + Show Spoiler +
[image loading]


5. An sc1 Archon portrait. + Show Spoiler +
[image loading]


6. Archon model. This one is special , it has an unique team colored aura , which helps understanding the unit's owner. + Show Spoiler +
[image loading]

Sick! I especially like the reaver and the archon. Hope they will be implemented.
cabal]
Profile Joined January 2013
Belgium37 Posts
January 21 2014 22:41 GMT
#10295
Hell why is roach look like the dumb campagin roach and its red and shoot fire? why does it shoot fire? make no sense for insect to spit fire. (and don't come now with it makes no sense that insect are big as human, that is the way it is in starcraft universe it is normal for zerg to be big but not normal for zerg to spit fire)
labbe
Profile Joined October 2010
Sweden1456 Posts
January 21 2014 22:59 GMT
#10296
On January 22 2014 07:41 cabal] wrote:
Hell why is roach look like the dumb campagin roach and its red and shoot fire? why does it shoot fire? make no sense for insect to spit fire. (and don't come now with it makes no sense that insect are big as human, that is the way it is in starcraft universe it is normal for zerg to be big but not normal for zerg to spit fire)

I agree the starbow roach is a bit corny. It doesn't really fit in with the rest of the zerg.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 21 2014 23:53 GMT
#10297
I like the starbow roach, it's not as nondescript as the current sc2 one.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
elmerpogs
Profile Joined August 2011
Philippines441 Posts
January 22 2014 05:44 GMT
#10298
I had my first game first loss. This mod is gonna get big in the future.
SKT [img]http://i.imgur.com/1NuGXvx.png[/img] is still the best [img]http://i.imgur.com/MsxcOXX.png[/img]
elmerpogs
Profile Joined August 2011
Philippines441 Posts
January 22 2014 05:46 GMT
#10299
Though Im a Starter Edition user it's no hassle to pick all 3 races! And now im installing SC2 SEs to my network pcs so I can party up with my real friends in the cafe. Starbow is so fucking fun to play.
SKT [img]http://i.imgur.com/1NuGXvx.png[/img] is still the best [img]http://i.imgur.com/MsxcOXX.png[/img]
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2014-01-22 12:15:05
January 22 2014 12:09 GMT
#10300
Currently the models and icons are not a priority, but in the future, may be implemented.

@Corsair: It would be nice if you could include the ability "graviton beam" on this unit, maybe the targeted light and medium units receives 50% of the damage and armored units gain 100% damage. What you think of this, kabel?

I'd like to see an alternative way to counter tanks, lurkers and reavers.
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