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[A] Starbow - Page 61

Forum Index > SC2 Maps & Custom Games
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Prev 1 59 60 61 62 63 537 Next
Roblin
Profile Joined April 2010
Sweden948 Posts
August 17 2012 20:20 GMT
#1201
On August 18 2012 00:48 Danko__ wrote:
...

4. Its cool to have units with huge potential, shining in good hands. I hope one day we will find good solution.

...


cant you make a trigger which triggers every time a reaver attacks and spawns a baneling with the following traits, then orders the modified baneling to attack the reavers target?

a. has a different model.
b. cannot be targeted.
c. cannot be controlled.
d. is invulnerable.
e. costs no supply.
f. moves as if it was a mining worker (unitwalking)
g. dissappears after a timer.
h. modified stats such as damage, movement speed, acceleration etc.

instead of creating a projectile or something, just create a unit. units have built-in pathing options that will allow you to play around with those kinds of things however much you want right?

no need to reply if you have already tried. just throwing my thoughts out there.
I'm better today than I was yesterday!
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 18 2012 01:27 GMT
#1202
I have an idea how to fix the tank splash bug. Not sure if it'll work since I don't have access to my computer yet, still mid move.

If you create a set of damage effects (just like viking and missle turret) minus the missles for immediate damage, you could have one effect damage in a small radius for just the splash and one effect damage for just the target. That way you can fine tune how much damage the splash will do. Just be sure to make only one effect display the siege tank fire art or it'll double up. The effect that hits the target unit needs to have its damage be [intended damage]-splash=[actual damage for the effect]. The reason for this is the splash damage will overlap and add to the damage of the effect only targetting a single unit.
Just some theory crafting, hope its useful!
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 18 2012 08:54 GMT
#1203
Casted a TvZ. It was a fun game!

I think it would be nice to have an IRC room available. I'm not on 24/7 on Starcraft 2, so I'm not sitting in the chat room the entire time either. It'd be a nice place to find a game while not in starcraft, and a really good place for NA and EU to talk about Starbow together. Just a thought. Thanks!
Kabel
Profile Joined September 2009
Sweden1746 Posts
August 18 2012 13:03 GMT
#1204
The latest patch has been sent to NA now. It will be uploaded as fast as possible by ULoseTheGame.
Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
August 18 2012 13:32 GMT
#1205
On August 18 2012 17:54 decemberscalm wrote:
http://www.youtube.com/watch?v=gbABlmvVyWU&feature=youtu.be Casted a TvZ. It was a fun game!

I think it would be nice to have an IRC room available. I'm not on 24/7 on Starcraft 2, so I'm not sitting in the chat room the entire time either. It'd be a nice place to find a game while not in starcraft, and a really good place for NA and EU to talk about Starbow together. Just a thought. Thanks!


As someone who has an IRC client always open; I approve.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Caas
Profile Joined November 2011
Sweden51 Posts
August 18 2012 14:36 GMT
#1206
u guys using quakenet??
join #starbow

usually have my irc client up to :-)
thank you for casting btw!
its fun hehe
Dammit!
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 18 2012 18:05 GMT
#1207
Somehow I have never seen this before altho I am in the mapmaking forum every day... hm

So I can't go through 61 pages but it seems this has no highground advantage other than the SC2 shit which is basically near useless. You probably understand what a proper highground advantage would do, if not I try to explain my thoughts on it.
I wonder why didn't you add one?
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 18 2012 18:10 GMT
#1208
--- Nuked ---
Ragoo
Profile Joined March 2010
Germany2773 Posts
August 18 2012 18:31 GMT
#1209
Yeaaa, I guess I suck. I just looked at the pretty unit pictures and strg+f for highground :D Sorry!

I like this project a lot I was thinking about doing sth like that, but in SC2 it's so hard to get any custom maps played so I didn't bother.
I hope this can change with Arcade/HotS
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Meerel
Profile Joined March 2012
Germany713 Posts
Last Edited: 2012-08-18 18:40:25
August 18 2012 18:35 GMT
#1210
that shit is awesome.
my suggestions: add broodwar sounds (at least for the lurker attack because i can barly hear it and the spikes arent visible enough), change carrier model into an actual carrier from the sc2bw mod, add better maps.
and maybe fix that dark swarm, not sure what happend but it kinda moved up into the sky lol.
SDMF
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2012-08-18 18:51:53
August 18 2012 18:47 GMT
#1211
On August 19 2012 03:35 Terranlover wrote:
that shit is awesome.
my suggestions: add broodwar sounds (at least for the lurker attack because i can barly hear it and the spikes arent visible enough), change carrier model into an actual carrier from the sc2bw mod, add better maps.
and maybe fix that dark swarm, not sure what happend but it kinda moved up into the sky lol.

That was a bug I think. I just played a ZvT and it didn't do that. It was odd, but the maps a work in progress .

Another bug that needs to get fixed (not sure if intentional), vultures don't shove aside friendly units so you have to sort them out by playing the traffic game.

Finally got to play my first two matches with Ulosethegame, fun stuff!

I've got a question if anyone can answer. What is Tosses answer to stim marines? Marines chew up Tosses bread and butter stalker so cost efficiently all day long with medics. No sentries for guardian shield to help nullify damage, all I can think of is potentially the reaver. Storm comes out way to late unless toss is forced to play purely defensive vs terran early game.
Danko__
Profile Joined January 2012
Poland429 Posts
August 18 2012 19:38 GMT
#1212
Stalkers early with micro, and by the time terra has decently sized ball and stim you should have HTs with storm or reavers. You can also delay push with dts or even stalkers as they are not really dying when you retreat. Just move stalkers around, atack them from behind as they are moving toward your base. You can easly delay push and kill reinforcement with just couple of stalkers.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-19 01:14:19
August 19 2012 01:11 GMT
#1213
Please continue report bugs & errors to me! I constantly aim to improve missing tooltips, weird animations or models, or abilities/units not working as intended.

And don´t forget to check out this VOD:

http://www.youtube.com/watch?v=gbABlmvVyWU&feature=youtu.be
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
August 19 2012 03:20 GMT
#1214
On August 19 2012 10:11 Kabel wrote:
Please continue report bugs & errors to me! I constantly aim to improve missing tooltips, weird animations or models, or abilities/units not working as intended.

And don´t forget to check out this VOD:

[link]
Get in IRC you silly people.

http://webchat.quakenet.org/
Channel: #Starbow
Caas
Profile Joined November 2011
Sweden51 Posts
August 19 2012 12:14 GMT
#1215
anyone feel like playing tonight?
im gonna be on around 22.00 +1 GMT

fun to see more ppl getting aware of this mod
Dammit!
Gben592
Profile Joined August 2012
United Kingdom281 Posts
Last Edited: 2012-08-19 20:48:46
August 19 2012 13:55 GMT
#1216
Question for the Kabel

Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D

Sorry if this topic has already been brought up.. there are lots of pages :/
"The more skilled player is the one who wins, and I don't think there's better balance than what we have now." INnoVation
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
Last Edited: 2012-08-19 14:41:42
August 19 2012 14:41 GMT
#1217
--- Nuked ---
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-19 17:09:17
August 19 2012 17:09 GMT
#1218
I´m online on EU now if anyone wanna play

Join Starbow chat channel as usual.
Creator of Starbow
NukeD
Profile Joined October 2010
Croatia1612 Posts
August 19 2012 21:02 GMT
#1219
On August 19 2012 22:55 Gben592 wrote:
Question for the Kabel

Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D

Sorry if this topic has already been brought up.. there are lots of pages :/


Please answer this one Kabel.
sorry for dem one liners
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-08-19 22:18:30
August 19 2012 22:13 GMT
#1220
On August 20 2012 06:02 NukeD wrote:
Show nested quote +
On August 19 2012 22:55 Gben592 wrote:
Question for the Kabel

Have you thought about introducing various changes to the mechanics of how units move and stuff, like moving shot - (http://www.teamliquid.net/forum/viewmessage.php?topic_id=121769) and MM and such? could be pretty cool :D

Sorry if this topic has already been brought up.. there are lots of pages :/


Please answer this one Kabel.


Yeah Ive read it before and I agree with the content. Moving shot was a crucial component in BW. I have not looked closely on how all units movent and attack behave in Starbow. If anyone has suggestions on units to improve, please let me notice and I will look at it!
Creator of Starbow
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