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vanilla sc2 spreading algorithm was extremely rapid. units would spread out almost instantly. BW was quite slow and gradual. i've replicated this.
for my mod i disabled air unit spreading on air units and replaced it with a trigger of my own. it has a few conditions it checks before spreading air units. as far as i know there isn't a situation where air units should spread and aren't. the only case is that currently an offscreen unit is not required. i've tried implementing this bug previously but not had much success. i may retry in the future.
currently air units have a validator on their attack that will prevent it if there are more than 11 unit units in a radius of 1. this is being removed in the next version. I've improved my stacking/spreading trigger and you wont be able to stack 60 mutalisks so it should be fine and you wont have the problem you've described.
the corsair attack actually has a 25% damage radius of 100 pixels which translated to around a radius of 4. which is gigantic.
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we need aa splash units... I really miss cor cor..
seriously, it fees like the muta doesn't even count. we already had it... so... yeah.
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I have some things that you could change:
Gameplay:
- The Academy should be the same size as the supply depot (2x3). - You could increase the size-box of the marine, firebat, medic and ghost so they dont clump so much together. (I think removing the auto-push was a great idea but I doubt it's enough, the bio ball is still very strong) - Change the scan hotkey from the classic keybinds from "C" to "S", please . - I think you are aware of this but when a zerg building isnt on creep, it loses health.
Visuals:
- If Blizzard decide to increase the map size, please consider changing every single sounds (even smallest ones), for example, the SC2 Stimpack is just so gay. I mean, who doesnt prefer having the "TSSSSSHHHHHHHH AHHHH THATS THE STUFF!" back rather than having this simple and boring "pshh" . - Remove the flip-thing animation while the wraith is moving, I personally think it's ugly as shit but you may make a poll to hear everyone's opinion. I dont know if it's easy to remove tho
Good luck !!
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i'd forgotten how awesome broodwar was until i played this
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this thread made me get on SCBW and a bunch of my old friends still play custom maps here because sc2 ones just aren't the same
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On December 29 2010 12:03 Essbee wrote:I have some things that you could change: Gameplay: - The Academy should be the same size as the supply depot (2x3). - You could increase the size-box of the marine, firebat, medic and ghost so they dont clump so much together. (I think removing the auto-push was a great idea but I doubt it's enough, the bio ball is still very strong) - Change the scan hotkey from the classic keybinds from "C" to "S", please  . - I think you are aware of this but when a zerg building isnt on creep, it loses health. Visuals: - If Blizzard decide to increase the map size, please consider changing every single sounds (even smallest ones), for example, the SC2 Stimpack is just so gay. I mean, who doesnt prefer having the "TSSSSSHHHHHHHH AHHHH THATS THE STUFF!" back rather than having this simple and boring "pshh"  . - Remove the flip-thing animation while the wraith is moving, I personally think it's ugly as shit but you may make a poll to hear everyone's opinion. I dont know if it's easy to remove tho Good luck !!
Academy i'll see what i can do increasing their size i'll look into scan hotkey is fixed in next version zerg building losing health when not on creep is fixed in next version i thought i already changed stim. will implement it in the next version. only reason i havn't already included all sounds is because it's tedious and annoying. i import sounds over in bits and pieces. i'll get all of them eventually wraith fidget animation can easily be disabled
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+ Show Spoiler +On December 29 2010 13:45 MavercK wrote:Show nested quote +On December 29 2010 12:03 Essbee wrote:I have some things that you could change: Gameplay: - The Academy should be the same size as the supply depot (2x3). - You could increase the size-box of the marine, firebat, medic and ghost so they dont clump so much together. (I think removing the auto-push was a great idea but I doubt it's enough, the bio ball is still very strong) - Change the scan hotkey from the classic keybinds from "C" to "S", please  . - I think you are aware of this but when a zerg building isnt on creep, it loses health. Visuals: - If Blizzard decide to increase the map size, please consider changing every single sounds (even smallest ones), for example, the SC2 Stimpack is just so gay. I mean, who doesnt prefer having the "TSSSSSHHHHHHHH AHHHH THATS THE STUFF!" back rather than having this simple and boring "pshh"  . - Remove the flip-thing animation while the wraith is moving, I personally think it's ugly as shit but you may make a poll to hear everyone's opinion. I dont know if it's easy to remove tho Good luck !! Academy i'll see what i can do increasing their size i'll look into scan hotkey is fixed in next version zerg building losing health when not on creep is fixed in next version i thought i already changed stim. will implement it in the next version. only reason i havn't already included all sounds is because it's tedious and annoying. i import sounds over in bits and pieces. i'll get all of them eventually wraith fidget animation can easily be disabled
Okay thats great. But yeah I understand that changing sounds must be quite boring to do . I dont force you to do it, just do so if you want.
Again, thanks a lot for your work
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heh. changing all the footprints to their proper sizes (so CC/hatch/nexus are 3x4 now) looks funny at first due to them being almost 20% smaller.
this means i have to redesign every base/expansion in the maps however >_< haha
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why are cc/hatch/nexus 3x4, aren't they supposed to be 3x3? I may be wrong tho
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I actually had to check haha, but yeah, you are right
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oh man this is awesome! i might just buy sc2 now!
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Changes to Scarab pathing. Scarab will have great difficulty getting around cliffs/objects. Flying Factory can now create Machine Shop correctly. Lockdown can now be used on Friendly Targets Marine attack has been made more inefficient in the same way the Siege Tank attack was changed. The validator which would prevent a Mutalisk from attacking if too many were stacked has been removed. Medic Heal Range reduced from 1 > 0.5 New Reaver Model from Project Revolution. Re-animated by myself. New Reaver Texture by DeveRR0 and GnaReffotsirk New Arbiter Texture by GnaReffotsirk Parasite and Broodling Spell Projectiles can no longer be shot and killed midflight Swapped Scanner Sweep hotkeys for SC1/SC2 Profiles Hatchery no longer drops a grid of creep while being constructed Lurker Aspect can now be researched when you have a Hive but no Lair Zerg Structures no longer lose HP when not on Creep Fixed a bug that prevented certain Ranged units from not being affected by Dark Swarm Yamato Cannon Energy Cost increased from 125 > 150 Overlord Upgrades can only be researched at the Lair or Hive When a Command Center becomes Infested it will be given Full HP Scarabs now show up in the Reaver information panel as it's Weapon Hold Position Lurkers are now possible by holding down the stop command. Releasing the stop command will allow them to attack once again Hallucinations no longer take Supply Hallucinated Devourer's no longer apply Acid Spores Mind Controlled Units no longer take Supply All Zerg units can now Burrow ontop of one another, effectively "Stacking" them Most spells now Dispel Hallucinations Feedback can no longer be cast on Hallucinations Spawn Broodling will no longer create Broodlings if cast on a Hallucination All Starcraft 2 Music replaced by Starcraft 1 Tracks Fixed a bug that allowed the Dragoon to fire while inside a Shuttle After firing a Scarab a Reaver can no longer fire a second until the first has expired Reavers can no longer fire immediately after being unloaded from a Transport All modified footprints for buildings have been reverted. This means all buildings will once again be a tight wall. This is temporary, in future i will return and do this properly and accurately. Fixed a bug that caused the Hardcore Unit and Building selection restrictions to not apply All Hardcore features can be switched on/off individually in the lobby New Footprints for every Building in the game. Buildings are still a tight wall. but are now 3x2 instead of 3x3. Gateways/Rax/etc are now 4x3 instead of 3x3 and so on. Lots of Buildings have had their orientation and scale changed to fit with the new footprints. some might look odd. if it's too much tell me and i'll re-evaluate it. Science Facility now has a Placement Model (not of Blizzard's quality. but it will do for now) Science Facility now has a Building Animation (it no longer looks completed when construction has just started) Flying Starport can now correctly construct a Control Tower Science Facility and Command Center now have Cancel Buttons for Addons. New Sounds for Hydralisk (just it's voices)
changes so far.
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I didn't play much of SCBW, and when I did... well that was several years ago. With TL and all sorts of stuff going on with the community (that I only discovered recently when SC2 came out) made me wanna try SCBW for fun, but it's just too ugly lol I dont have the nostalgia of someone who played it a lot to keep me in. Your project here looks very interesting and I'll make sure to check it out.
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Sorry, no replay on that infested CC teleporting. I can only say it was on BGH in the 6 o'clock position.
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I think you could also increase the spider mines size
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Ahh man the new changes are so epic :D
Atm hard to find people to play with though thats the main issue :<
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epic dude good work. are the other PR units going to get reanimated? I also think that the dragoon should be redone with the immortals legs, and have the capsule on top and the rotating bar underneath. the blue orb on top of the immortals bottom half just looks unfinished, and moderately sloppy. that should be a little thing to be done in the later stages of this development.
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On December 30 2010 11:40 Alekh47 wrote: epic dude good work. are the other PR units going to get reanimated? I also think that the dragoon should be redone with the immortals legs, and have the capsule on top and the rotating bar underneath. the blue orb on top of the immortals bottom half just looks unfinished, and moderately sloppy. that should be a little thing to be done in the later stages of this development.
the dragoon *is* the immortals legs. it's just an immortal cut in half. model will only get touched up if i find someone else to do it. im not a very skilled modeler nor animator. i think the dragoon looks pretty good now however with added team color on it. but i guess it can always be better
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