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The 1st SC2 arcade game uses official WC3 assets! - Page 2

Forum Index > SC2 General
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Prev 1 2 All
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 27 2015 12:55 GMT
#21
On March 27 2015 05:44 Barrin wrote:
Show nested quote +
On March 27 2015 03:25 Tenks wrote:
On March 27 2015 03:21 digmouse wrote:
This is probably the most faithful and feature rich WC3 remake in SC2 right now, play it people.


I can't think of a way to phrase this without sounding snarky but is there a purpose to playing a WC3 mod running on the SC2 engine compared to just playing WC3?

(1) Not everyone who owns SC2 also owns WC3.
(2) Different communities (may or may not be a bonus).

Sc2 arcade can be accessed from sc2 starter edition which is free.
LA_Morello
Profile Joined July 2011
Brazil143 Posts
March 27 2015 16:34 GMT
#22
On March 27 2015 03:25 Tenks wrote:
Show nested quote +
On March 27 2015 03:21 digmouse wrote:
This is probably the most faithful and feature rich WC3 remake in SC2 right now, play it people.


I can't think of a way to phrase this without sounding snarky but is there a purpose to playing a WC3 mod running on the SC2 engine compared to just playing WC3?


Better graphics.
BlysK
Profile Joined March 2011
Singapore48 Posts
March 27 2015 17:20 GMT
#23
i hope we get proper minigames (uther party etc) into SC2 client would be cool
Take It Easy :)
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 27 2015 17:25 GMT
#24
On March 27 2015 03:25 Tenks wrote:
Show nested quote +
On March 27 2015 03:21 digmouse wrote:
This is probably the most faithful and feature rich WC3 remake in SC2 right now, play it people.


I can't think of a way to phrase this without sounding snarky but is there a purpose to playing a WC3 mod running on the SC2 engine compared to just playing WC3?

As long as a game can be modded, people will mod old games into new ones and vice versa. If assets are readily available, it will be even more likely to happen. No matter the purpose, the mods will happen, and it's always a novelty to play them in different engines.
ㅇㅅㅌㅅ
bri9and
Profile Blog Joined June 2010
United States246 Posts
March 27 2015 19:03 GMT
#25
very cool mod.. blizzard needs to take this over, re-publish a re-skinned version of wc3 (and warcraft 2 while we're at it).

only issue is some client side lag and obviously missing sounds.. they use sounds that are close but do not match.
I don't have time to play with myself
Renee.GA
Profile Joined March 2015
China6 Posts
Last Edited: 2015-03-28 09:33:52
March 28 2015 09:13 GMT
#26
Hi, Thanks for creating this thread.

I'm the author. And I want to explain a bit about the performance.

SC2's engine lack the support for WC3 style trees.

In SC2, mineral nodes are not standalone type, and they are actually units, just like a marine. Normally, sc2 map has less than 100 mineral nodes, so that's not a big problem.

And if you get 500 mineral nodes in the same place, your fps would drop to 0.

[image loading]

While it comes to War3, each maps would have 5,000-10,000 harvestable trees, War3 have standalone type for the trees which consumes much less resource than units. That means, when converted to SC2, you would have a melee map with 10000 units on the map every single time.

I have did many optimization to make the game to be able to reach 50 fps. Any future optimization would require blizzard engine support. (If I cut down the number of trees, and increase the resource amount of each tree, it would break balance, which war3 fans may get angry XD).

Hope there can be some official engine support in the future.

duckk
Profile Joined March 2013
United States622 Posts
March 28 2015 09:21 GMT
#27
On March 28 2015 18:13 Renee.GA wrote:
Hi, Thanks for creating this thread.

I'm the author. And I want to explain a bit about the performance.

SC2's engine lack the support for WC3 style trees.

In SC2, mineral nodes are not standalone type, and they are actually units, just like a marine. Normally, sc2 map has less than 100 mineral nodes, so that's not a big problem.

And if you get 500 mineral nodes in the same place, your fps would become 0.

While it comes to War3, each maps would have 5,000-10,000 harvestable trees, War3 have standalone type for the trees which use much less resource than units. That means, when converted to SC2, you would have a melee map with 10000 units on the map every single time.

I have did many optimization to make the game to be able to reach 50 fps. Any future optimization would require blizzard engine support. (If I cut down the number of trees, and increase the resource amount of each tree, it would break balance, which war3 fans may get angry XD).

Hope there can be some official engine support in the future.


It is pretty good so far. Not being able to shift click, creeps overly aggro range, ancient of war kills give exp, haunted gold mines can mine while constructing, oh and the game speed is locked to normal which is not the correct game speed for wc3.

Some other issues but its pretty good.
Renee.GA
Profile Joined March 2015
China6 Posts
Last Edited: 2015-03-28 10:22:53
March 28 2015 09:24 GMT
#28
Also if you have any feedback, you can post them on SC2mapster
http://www.sc2mapster.com/forums/general/general-chat/75039-you-can-submit-bug-suggestion-for-my-war3-mod-here/#posts

Or you can just reply them in this current thread in TL.


Ultimately, my Mod is targeted to provide other developers full(and free) Warcraft III mechanics and heroes/spells in addition to the official models/sounds. So the melee map is merely a example.

Due to engine difference, it is impossible to make every details of this mod exactly the same with war3. Some may be able to mimic by triggers, but some of them may consume insane resources which would never worth to do. So some differences are intended from the beginning. I definitely don't want to make a Mod which can only live in the trailers.

If any map-maker would like to use my Mod to create arcade games. It is recommend to create maps that doesn't require 10000+ harvestable trees. There is another sample map I uploaded to the arcade, which is a recreate of war3's 1st campaign mission. There is no harvestable trees in it, and you can always get 60fps in that map
Renee.GA
Profile Joined March 2015
China6 Posts
Last Edited: 2015-03-28 09:35:48
March 28 2015 09:29 GMT
#29
On March 28 2015 18:21 duckk wrote:
It is pretty good so far. Not being able to shift click, creeps overly aggro range, ancient of war kills give exp, haunted gold mines can mine while constructing, oh and the game speed is locked to normal which is not the correct game speed for wc3.

Some other issues but its pretty good.


'Not able to shift click'? Hmmm, this mod definitely can do it. Can you provide the detail?


haunted gold mines can mine while constructing was fixed today, you can try it again.

The game speed shows 'Normal', but the speed is the same as the 'faster' in War3. Which is 1:1 of the real time. (SC2's faster is much faster than the real time.)



I will check the creeps and ancient of war. Thanks for you feedback
duckk
Profile Joined March 2013
United States622 Posts
March 28 2015 09:43 GMT
#30
On March 28 2015 18:29 Renee.GA wrote:
Show nested quote +
On March 28 2015 18:21 duckk wrote:
It is pretty good so far. Not being able to shift click, creeps overly aggro range, ancient of war kills give exp, haunted gold mines can mine while constructing, oh and the game speed is locked to normal which is not the correct game speed for wc3.

Some other issues but its pretty good.


'Not able to shift click'? Hmmm, this mod definitely can do it. Can you provide the detail?


haunted gold mines can mine while constructing was fixed today, you can try it again.

The game speed shows 'Normal', but the speed is the same as the 'faster' in War3. Which is 1:1 of the real time. (SC2's faster is much faster than the real time.)



I will check the creeps and ancient of war. Thanks for you feedback



some shift clicking does work however many do not. call to arms shift click milita for example stops as they turn to milita. Build any structure and shift onto lumber does not work either.

I will recheck my wc3 creep routes but there is no way it is the same speed. Creeps seem impossible to kill and take far longer than they should be. can't quite figure out the problem. ( I could very well be wrong on this since i retired from wc3 awhile ago and am used to sc2s 1.5? or w/e speed, but the other wc3 players i have talked to noticed the same issue immediately)

As for the creep aggro. For example most creeps you have to shoot with a ranged attack then run to drag them, however these all chase before being fired at. The gnolls in the middle prevent hold position on the corner from healing at day, and you can not run around the merchatn shop at night to buy boots.
Renee.GA
Profile Joined March 2015
China6 Posts
Last Edited: 2015-03-28 10:06:46
March 28 2015 09:54 GMT
#31
On March 28 2015 18:43 duckk wrote:
Show nested quote +
On March 28 2015 18:29 Renee.GA wrote:
On March 28 2015 18:21 duckk wrote:
It is pretty good so far. Not being able to shift click, creeps overly aggro range, ancient of war kills give exp, haunted gold mines can mine while constructing, oh and the game speed is locked to normal which is not the correct game speed for wc3.

Some other issues but its pretty good.


'Not able to shift click'? Hmmm, this mod definitely can do it. Can you provide the detail?


haunted gold mines can mine while constructing was fixed today, you can try it again.

The game speed shows 'Normal', but the speed is the same as the 'faster' in War3. Which is 1:1 of the real time. (SC2's faster is much faster than the real time.)



I will check the creeps and ancient of war. Thanks for you feedback



some shift clicking does work however many do not. call to arms shift click milita for example stops as they turn to milita. Build any structure and shift onto lumber does not work either.(But there can be workaround to solve it if needed.)

I will recheck my wc3 creep routes but there is no way it is the same speed. Creeps seem impossible to kill and take far longer than they should be. can't quite figure out the problem. ( I could very well be wrong on this since i retired from wc3 awhile ago and am used to sc2s 1.5? or w/e speed, but the other wc3 players i have talked to noticed the same issue immediately)

As for the creep aggro. For example most creeps you have to shoot with a ranged attack then run to drag them, however these all chase before being fired at. The gnolls in the middle prevent hold position on the corner from healing at day, and you can not run around the merchatn shop at night to buy boots.


Oh, if you play the game with only 1 player, you can actually change the game speed while you are in the game. But if it locked to 'normal'. It is supposed to be the same as the faster of war3.

Currently I'm use the same standard to set the game time.

For example, the Peasant takes 15s (real time) to be trained in War3 under fast speed. Then it would take the same time to be trained in this mod under normal speed.

Build shift tree should work, as I just tried it a hour ago. The Calls to arm does break the shift order queue though, because of mechanism behind it (But there can be workarounds to solve this if needed).
Renee.GA
Profile Joined March 2015
China6 Posts
March 29 2015 03:48 GMT
#32
On March 27 2015 03:25 Tenks wrote:
Show nested quote +
On March 27 2015 03:21 digmouse wrote:
This is probably the most faithful and feature rich WC3 remake in SC2 right now, play it people.


I can't think of a way to phrase this without sounding snarky but is there a purpose to playing a WC3 mod running on the SC2 engine compared to just playing WC3?


Well, technically. It's a public mod and open-sourced mod which allows every SC2 Modders to use everything in it.

It combines the art of war3 theme to SC2's powerful editor. I know tons of old war3 map-maker and custom-map-player who prefer fantasy theme than tech theme.

It also serves as a massive textbook which tells people how to realization all the spells, heroes of war3, and provide a huge unit/spell lib.(SC2 itself has too few spells)

So the melee map itself is a example of what you can create with it. It's not the purpose of the mod. Does this make sense to you?

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