StarCraft Mass Recall: SC1 campaigns on SC2 thread - Page 62
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Bluefire5678
Canada2 Posts
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HewTheTitan
Canada331 Posts
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Jones313
Finland172 Posts
On March 28 2015 19:18 Brifelt wrote: I would still love Gradius12 to make a seperate "half-retro" version including only the old sounds. I wrote a pm to him about this on sc2mapster two weeks ago. So far i've gotten no response, but I suppose they are all busy working on the latest version of the main mod. Gradius hasn't been actively working on SCMR lately, I'm sure he has plenty of other stuff of his own going on. I kinda consider the standard mod "half-retro" - it does have plenty of custom models and BW sounds after all. I kind of see it like having a mod that has the amount of custom Brood War stuff in it that's necessary, and having a mod that has as much Brood War as possible. Honestly I don't see us having three different versions available. On March 31 2015 00:22 dRaiser wrote: Not worth it then. I play unlocking one by one and I finished already Terran campaign, so... Kerrigan portrait looks great. ![]() I would even use that without any animations. http://farm9.staticflickr.com/8337/8184115057_0602c032d5.jpg We actually were going to use that portrait, but with the talking animations that Gradius implemented, the problem was, as valas guessed, that the portrait didn't have talking animations so it would've kind of stood out. Or maybe it did have them and I never knew... anyway I think we'll need to talk to GhostNova if there's anything that can be done about it - I too would love to see that portrait instead of the Nova one. On April 05 2015 11:17 HewTheTitan wrote: Crank is doing a playthrough live right now. ![]() | ||
Blazethesage
108 Posts
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valas991
Hungary181 Posts
On April 06 2015 08:44 Jones313 wrote: Gradius hasn't been actively working on SCMR lately, I'm sure he has plenty of other stuff of his own going on. I kinda consider the standard mod "half-retro" - it does have plenty of custom models and BW sounds after all. I kind of see it like having a mod that has the amount of custom Brood War stuff in it that's necessary, and having a mod that has as much Brood War as possible. Honestly I don't see us having three different versions available. Understandable. And the more I think about it the more confident I become that the standard mod is indeed a kind of half-retro one, as you mentioned and is more than enough On April 06 2015 08:44 Jones313 wrote: We actually were going to use that portrait, but with the talking animations that Gradius implemented, the problem was, as valas guessed, that the portrait didn't have talking animations so it would've kind of stood out. Or maybe it did have them and I never knew... anyway I think we'll need to talk to GhostNova if there's anything that can be done about it - I too would love to see that portrait instead of the Nova one. It would be cool. If it worked, would you use it in both mod, or in the retro one only? Btw, in case you haven't seen, a guy has asked whether you'll update the SCMR trailer once LotV is out. I personally like that trailer and would be glad to see an updated version....but I guess that's timeconsuming as well. [ps. Whenever I hear that track World Without End by BXM, I always associate it with your trailer.] | ||
Telenil
France484 Posts
On April 05 2015 11:17 HewTheTitan wrote: Wow :oCrank is doing a playthrough live right now. Link. The amount of units he builds... It looks like they are coming out of nowhere ^^ | ||
noobPride
Spain333 Posts
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valas991
Hungary181 Posts
Also, it was really weird to see him playing...that much clicks and stuff. And sometimes funny in my opinion. I really hope he will do more. I'm especially interested in your hardest maps. | ||
Blazethesage
108 Posts
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valas991
Hungary181 Posts
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Telenil
France484 Posts
It makes sense I suppose: progamers instinctively know what they can or cannot get away with when they play, but the AI doesn't follow the rules since it starts with a full base and can immediately pump lots of units out. Surprisingly, I feel a little anxious about whether he finds this fun or frustrating... | ||
Jones313
Finland172 Posts
On April 06 2015 16:05 valas991 wrote: Understandable. And the more I think about it the more confident I become that the standard mod is indeed a kind of half-retro one, as you mentioned and is more than enough It would be cool. If it worked, would you use it in both mod, or in the retro one only? Both. Btw, in case you haven't seen, a guy has asked whether you'll update the SCMR trailer once LotV is out. I personally like that trailer and would be glad to see an updated version....but I guess that's timeconsuming as well. [ps. Whenever I hear that track World Without End by BXM, I always associate it with your trailer.] Not going to be a priority, but we shall see... On April 07 2015 02:19 valas991 wrote: I noticed that when a marine dies, his corpse's model is the original model with combat shield. At least, in the Jacobs Installation, and when Kerrigan kills the confederate officers on antiga. Not sure if you can do anything about it though. Also, it was really weird to see him playing...that much clicks and stuff. And sometimes funny in my opinion. I really hope he will do more. I'm especially interested in your hardest maps. Best we can do for now is remove the combat shield, that shouldn't be a problem. On April 07 2015 16:20 Blazethesage wrote: Just wanna point out, actually, screwing around in a few maps, that Duran's damage (in particular, I looked at it on Episode 5, map 1) against large targets still appears to be bugged. Against targets like Missile Turrets or Goliaths, Duran can plink away at them for days without accomplishing anything, when he should be doing at least 6 or so damage before armor. Was this pointed out before? Whoops. Fixed now, thanks. Also, good luck have fun on your playthrough! I've only glanced at it myself, to be honest, but having a recorded retro mod playthrough would certainly be outstanding. On April 08 2015 05:10 Telenil wrote: So far Crank versus Mass Recall is pretty crazy. Progamers tend to macro super hard while being on the offensive, but the AI has been been designed to counter that style and force the player to get defenses. Of course, Crank obliterates the enemy with what feels like supernatural micro once he knows what to expect, but the AI stands a decent chance of surprising him at his first try. It makes sense I suppose: progamers instinctively know what they can or cannot get away with when they play, but the AI doesn't follow the rules since it starts with a full base and can immediately pump lots of units out. Surprisingly, I feel a little anxious about whether he finds this fun or frustrating... Crank rules. Where other players including myself would just turtle for half an hour, he's instantly trying to get some damage done. And even after getting his VIP units killed a few times, instead of hiding them in a corner he's still assaulting enemy bases with them. I'm digging his style, for sure. | ||
Blazethesage
108 Posts
A lot of multiplayer instincts actually don't translate well to campaign-play. In multiplayer, exploring as much as possible as early as possible is fairly crucial, but in the campaign can quickly get you overwhelmed as you stretch yourself thin, and you activate too many enemies or events. This bit Crank in the ass as early as Backwater Station, though he compensated admirably. Incidentally, as for using heroes, I for one am an advocate of using the heroes to the fullest. They're beefed up, they're powerful, they kick butt. Let them kick the asses they are destined to kick! But, you simply have to be careful. Keep an eye on them, don't let them jump out too far ahead, and be ready to pull them out if things start to turn pear-shaped. Hell, Raynor can almost oneshot a Zergling - assuming equal upgrades, he leaves them in range to be finished by a single marine-shot. Kerrigan has similar power, and has the utility of a ghost, minus the nukes. Cloak and lockdown have plenty of uses. Fenix is just a wrecking machine in either incarnation, plain and simple - Infested Kerrigan EARNS her title as the Queen of Blades as well, what with dealing 50 damage a swing, and having storm to boot. So use them, absolutely, just don't get reckless with 'em. Keep an eye on their health, and don't let them jump too far ahead of the rest of your army. EDIT: Incidentally, I find myself amused to discover just how many SCV's it takes to long-range-mine that damn geyser on Biting the Bullet without a 2nd command center. Amusingly, 12 SCV's means it actually costs LESS MINERALS to build a second command center and have 3 SCV's on it; 400 for the CC, and 3 SCV's for a total of 550 as opposed to 600 minerals for 12 SCV's. | ||
valas991
Hungary181 Posts
On April 08 2015 09:56 Jones313 wrote: Best we can do for now is remove the combat shield, that shouldn't be a problem. I realised that's the case with every marine in every mission...since the model is the same for every mission. Anyways. Also, the front colour of that battlecruiser looks weird. [In case you haven't seen that part] [btw. I really hope that the problem is not on my end, I mean video card problem or something....] http://i.imgur.com/oezgEKW.jpg | ||
Blazethesage
108 Posts
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valas991
Hungary181 Posts
On April 09 2015 03:24 Blazethesage wrote: That was specific to him - I just played that mission again myself, and there was no such texture error. I see. Thanks Btw, in Biting the bullet, he was actually surprised (I think) that the AI drops...I guess he had underestimated the AI a little bit...I believe as he gets used to how the AI works, he will prepare for their coming, in future missions... His playing is great indeed ps: poor Crank....Raynor died at 51:35... I really like his expression there | ||
HewTheTitan
Canada331 Posts
The SC2 remake with the sc1 tech tree ![]() | ||
Blazethesage
108 Posts
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varsovie
Canada326 Posts
On April 08 2015 16:06 Blazethesage wrote: EDIT: Incidentally, I find myself amused to discover just how many SCV's it takes to long-range-mine that damn geyser on Biting the Bullet without a 2nd command center. Amusingly, 12 SCV's means it actually costs LESS MINERALS to build a second command center and have 3 SCV's on it; 400 for the CC, and 3 SCV's for a total of 550 as opposed to 600 minerals for 12 SCV's. More so since you'll need a 2nd CC anyway when your first mines out mineral, and more scans ain't bad. | ||
HewTheTitan
Canada331 Posts
the Train mission and Diamondbacks. I beat that with marine-medic on brutal. Sure was easier with diamondbacks though. the campaigns in Starcraft 2 are rather specifically built around the campaign's tech tree I'm not saying it would be easy. It would take some macgyvering on the part of the mapmaker and the player, but the only certainty is it would be fun and people would play it. In my opinion anyways ![]() Would only be worthwhile as a for-fun project. Regardless, ty to whoever posted the link to Crank's VOD above. Those are wicked! | ||
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