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[A] Starcraft 2 Brood War - Page 211

Forum Index > SC2 Maps & Custom Games
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thezanursic
Profile Blog Joined July 2011
5478 Posts
February 03 2013 17:57 GMT
#4201
Do you plan to make walling work the same way it did, is that possible?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
MavercK
Profile Joined March 2010
Australia2181 Posts
February 03 2013 22:15 GMT
#4202
On February 04 2013 02:57 thezanursic wrote:
Do you plan to make walling work the same way it did, is that possible?


it should already be very similar, it wont be exact as BW since units in BW were rectangles. in SC2 they are circles (their collision/size box that is). in BW units could go through some walls vertically but not horizontally. this is hard to replicate. i had to compromise in some occurances.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
thezanursic
Profile Blog Joined July 2011
5478 Posts
February 04 2013 07:44 GMT
#4203
On February 04 2013 07:15 MavercK wrote:
Show nested quote +
On February 04 2013 02:57 thezanursic wrote:
Do you plan to make walling work the same way it did, is that possible?


it should already be very similar, it wont be exact as BW since units in BW were rectangles. in SC2 they are circles (their collision/size box that is). in BW units could go through some walls vertically but not horizontally. this is hard to replicate. i had to compromise in some occurances.

Can you explain how, by any chance.

I didn't know replicating it was even possible. Walling is probably the most important in the FFE.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2013-02-04 12:25:16
February 04 2013 09:19 GMT
#4204
it's just the building footprint, you can edit them in the editor.

it's there in that zerglings and other small units slip in between buildings. it's possible to do in sc2. the hard part is stuff like marines horizontally but not vertically. because they are circles in sc2, where as they were rectangles in BW.

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes

i tried my best to make all traditional wall offs work the same or as close to as in BW. the same wall offs seen on liquipedia should be possible in my maps, atleast most of them. there might be some slight differences in terms of what units can slip through what, i can't remember exactly.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
nimdil
Profile Blog Joined January 2011
Poland3748 Posts
February 04 2013 09:29 GMT
#4205
On February 04 2013 18:19 MavercK wrote:
it's just the building footprint, you can edit them in the editor.

it's there in that zerglings and other small units slip in between buildings. it's possible to do in sc2. the hard part is stuff like marines horizontally but not vertically. because they are circles in sc2, where as they were rectangles in BW.

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes.

i tried my best to make all traditional wall offs work the same or as close to as in BW. the same wall offs seen on liquipedia should be possible in my maps, atleast most of them. there might be some slight differences in terms of what units can slip through what, i can't remember exactly.


You added dot in URL so it doesn't work.

But that's freaking amazing work on details. I'd love for i.e. TLS finalists to play showmatch in SC2:BW mod. I wonder if that's possible. With a bit of a prize so that they won't play for fun only.
MavercK
Profile Joined March 2010
Australia2181 Posts
February 10 2013 02:20 GMT
#4206
tournament went well :D


preview for update i started working on during the tournament.
[image loading]

so this is the different mining rates per race.
according to liquipedia. this is the mining rates
Terran - 182 Frames = 7.583 seconds
Zerg - 174 Frames = 7.25 seconds (+4.59%)
Protoss - 154 Frames = 6.41 seconds (+18.18%) (!!!!)

i've gotten this as close as i can, roughly my rates equal to
Terran - 7.42
Zerg - 7.1 (+4.37%)
Protoss - 6.45 (+14.998%)

im pretty close, will continue to tweak it, also gonna have to look at gas rate. as it seems way too fast. everyone seems to think so .
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
February 10 2013 05:47 GMT
#4207
my mediafire account got a take down notice on one of the older versions of my mod from Activision.
silly Activision...

atleast it doesn't affect anything right now.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
MavercK
Profile Joined March 2010
Australia2181 Posts
February 10 2013 07:30 GMT
#4208
can the user "Pronogo" who has published many maps to the NA Arcade please remove them... ty.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
BretZ
Profile Joined May 2011
United States1510 Posts
February 10 2013 07:48 GMT
#4209
MavercK its insane how much work you've put into this project. It's beyond just admirable.
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
February 10 2013 11:33 GMT
#4210
I really like the mod, how's the status of the hotkey stuff for non-NA maps? I hope I can get some of my old BW friends to try it out too, we used to have the craziest matches.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
February 10 2013 15:22 GMT
#4211
Not sure whether gas rate is too high or if players just suck at taking workers off gas (especially looking at terran players here).

Players would have the same gas banking issues in BW when they kept all workers harvesting gas, I don't think there's much of a difference. A standard 3 hatch muta play lines up to having ~900 gas and 9 larva. Gas harvesting can't be off by much if timings generally line up.

Mining rate adjustments are really interesting though. Think it makes less and less of a difference as you go above 1 worker per mineral saturation.



MorowZ
Profile Joined April 2012
Canada56 Posts
February 10 2013 17:21 GMT
#4212
On February 11 2013 00:22 LaLuSh wrote:
Not sure whether gas rate is too high or if players just suck at taking workers off gas (especially looking at terran players here).

Players would have the same gas banking issues in BW when they kept all workers harvesting gas, I don't think there's much of a difference. A standard 3 hatch muta play lines up to having ~900 gas and 9 larva. Gas harvesting can't be off by much if timings generally line up.


I'm am not sure about the gas either, but if I had to guess I would say it needs to be scaled as well (although it should be tested first). The acceleration modifier will fix both minerals and gas however. The problem with that example is that you were already mining a bit too fast - if the mineral income was modified but not the gas, then you would be left with relatively more gas and less minerals (hence timings would not line up appropriately).
Pr0nogo
Profile Blog Joined March 2011
United States305 Posts
February 11 2013 04:02 GMT
#4213
Wiped my account. You're clear.
u
MavercK
Profile Joined March 2010
Australia2181 Posts
February 11 2013 05:27 GMT
#4214
On February 11 2013 13:02 Pr0nogo wrote:
Wiped my account. You're clear.


thanks, im gonna be moving all the maps back to arcade soon. they will all be locked at 1v1 however.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Pr0nogo
Profile Blog Joined March 2011
United States305 Posts
February 11 2013 05:53 GMT
#4215
Lame.
u
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 11 2013 07:43 GMT
#4216
Btw I don't know if this ever got reported, but I played like a month ago and in TvZ (at least on fighting spirit), irridiate does NOT do dmg to burrowed lurkers. Eraser works, but using it on a lurker does not. This made me have a lot of issues when playing SK Terran style vs a heavy lurker style....
MavercK
Profile Joined March 2010
Australia2181 Posts
February 11 2013 09:40 GMT
#4217
On February 11 2013 16:43 FabledIntegral wrote:
Btw I don't know if this ever got reported, but I played like a month ago and in TvZ (at least on fighting spirit), irridiate does NOT do dmg to burrowed lurkers. Eraser works, but using it on a lurker does not. This made me have a lot of issues when playing SK Terran style vs a heavy lurker style....


yea, im aware, will be fixed in next update.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
February 11 2013 16:42 GMT
#4218
im currently experiencing problems with marine pathing on all BW settings, like they ignore every command after their initial hit or accidently bumping into something, can anyone confirm this?
"Not you."
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 11 2013 21:03 GMT
#4219
On February 12 2013 01:42 19Meavis93 wrote:
im currently experiencing problems with marine pathing on all BW settings, like they ignore every command after their initial hit or accidently bumping into something, can anyone confirm this?


Sounds like normal BW. You couldn't stutter step anywhere near like you can in SC2, if that's what you're trying to do? It's much more clunky. For example, 6 lings could beat 4 marines in BW (not in a choke at least), while 6 lings would lose to 3 marines in SC2.
MavercK
Profile Joined March 2010
Australia2181 Posts
February 11 2013 22:38 GMT
#4220
On February 12 2013 06:03 FabledIntegral wrote:
Show nested quote +
On February 12 2013 01:42 19Meavis93 wrote:
im currently experiencing problems with marine pathing on all BW settings, like they ignore every command after their initial hit or accidently bumping into something, can anyone confirm this?


Sounds like normal BW. You couldn't stutter step anywhere near like you can in SC2, if that's what you're trying to do? It's much more clunky. For example, 6 lings could beat 4 marines in BW (not in a choke at least), while 6 lings would lose to 3 marines in SC2.


are they not responding for half a second or for longer?
half a second is intended (if a unit bumps into another it will stop and wait for a small delay before seeking a new path)
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
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