[A] Starcraft 2 Brood War - Page 204
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Gyro_SC2
Canada540 Posts
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ionONE
Germany605 Posts
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MavercK
Australia2181 Posts
On December 30 2012 10:43 ONEofUS wrote: there is another "bug", you cant build a rax until you finished a depot ... unlike broodwar yea EU version is probably out of date for the next day or two until Maur gets back. sorry bout that. | ||
ionONE
Germany605 Posts
- can you remove queuing up for scv, only like 1 command possible, build depot - go back to work, yet you can give another building task while building depot - if i select 2 worker i can build 2 depots, in bw you had to select 1 worker to build a depot ... so it is easier now - for a split second i can click all units, there is still no fix? - can we get a model for queens nest, sunken, Defiler mound | ||
MavercK
Australia2181 Posts
advise having it off for now. | ||
MavercK
Australia2181 Posts
fixed larva bug fixed spider mines not detecting cloaked. reworked them entirely actually, should be more reliable aswell. fixed some selection boxes for many custom models (mostly units) this should fix the difficulty in selecting things like the shield battery and ESPECIALLY selecting things with drag selection box. not all models have been updated. but alot have. should be live soon. | ||
ionONE
Germany605 Posts
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MavercK
Australia2181 Posts
On December 30 2012 22:18 ONEofUS wrote: for now you cant cancel morphing lurkers, was possible in bw confirmed, will be fixed in next version. | ||
hIIPIVAhINDU
Finland8 Posts
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ionONE
Germany605 Posts
Scourge cost 99 - 75 Oo something wrong here | ||
purakushi
United States3300 Posts
- clicking on a constructing Terran Academy does not show the selection circle (once academy is done, it shows, though) - as a spectator, able to hear medic heal sound from anywhere on the map (very noticeable) - fully upgraded/researched lings, when chasing a medic, can not even hit it 50% of the time. it seems like it is trying to but no attack sound or damage, weird. - once in a while see a zergling with attack "# (-#)", then it goes away after a while (assuming after the next attempted hit?) so it does 0 damage on the next hit? - lurkers should be able to stack burrow Important stuff that directly affects gameplay - hatchery/lair should be 1250 and 1800 HP, respectively. (still an issue even though they were correct sometime yesterday) - creep colony should cost 75 minerals not 25. - spore colony should cost 50 minerals not 100. - queen's nest should cost 150/100 not 100/100. - defiler mound should cost 100/100 not 50/100. - EMP drains only 100 (like in SC2); it drains all energy (and shield) of both buildings and units in BW. - firebat no stim button - BW tanks can shoot while moving in mobile mode - Barracks should only require CC (not supply depot also). - mines hit units in dropships TOOLTIPS - medic and firebat button in rax need tooltip - vulture and goliath in factory need tooltip - wraith in starport needs tooltip - spider mine upg in machine shop needs tooltip - morph into lurker needs tooltip Random: - "In a Hydra/Lurker build, if a Hydralisk is irradiated, morphing it to a Lurker Egg will negate any further damage done by Irradiate, though it will still injure other Hydralisks around it. Once the Lurker hatches, the Irradiate effect is immediately removed. " (did not test this, though) - when a player is researching consume, it shows up as a light blue square on a spectator's production tab. - plague red blob seems intrusive - bunkers and nydus canals did not have rally points in BW (though, I personally do not mind leaving them in lol) - control tower addon to starport has no visual difference between idle and researching something - the factory's machine shop idle animation is glitchy (noticeable restart). also, it's wireframe is a green square. - dark swarm shifts up sometimes (but area of effect remains in the original spot) [this is very common and is weird to see units not take any damage when visually outside of the cloud] - goliath death sound has some beeping noise; they just exploded in BW. - wraith cloak/uncloak has no sound cue. - medic restoration gives no visual or aural indication it has been cast. - D-matrix sphere thing needs to be bigger; it is hardly noticeable. (can just look at shields on the unit, though) - basically impossible to tell the player colour of guardians - queens should slow down before ensnaring; right now, they can instantly cast it without decelerating - there is no varying firebat colour according to player colour (red player firebats look too similar to marines I'll look at Protoss later. | ||
Nus5
Germany46 Posts
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Semmo
Korea (South)627 Posts
Firstly, the guardian model is gone now for some reason. Also, could you upload the other maps back? Those were awesome... If noone made electric circuit and grand line etc, I could make them for you. Cheers | ||
purakushi
United States3300 Posts
- Interesting implementation with the 2 mineral patch blockade. Each return gives 1 mineral (since each patch is 1 mineral), but triggers recreate the 1 mineral patch. It works, but it is kind of weird to not be able to see how much more you have to mine from it. Also, it says "mineral field depleted" each time you mine it (then it gets recreated). I think a better way to do it is to use gold mineral patches. Each patch can be the actual value of how much should be mined, but you can change it so that only X amount of minerals is returned per trip. (Not exactly sure what it was in BW, but you get what I mean) [applies to other maps like BGH, too] - I see that you tried to do the black fog of war stuff (at least for the minimap). However, the main reason to have the black fog of war is to prevent mineral walking for unexplored places. Currently, it is still possible to have a worker move to a mineral patch (even though it is not possible to left click on undiscovered mineral patches). | ||
purakushi
United States3300 Posts
On January 01 2013 04:23 Semmo wrote: Hi! The mod seems pretty popular now. :D Firstly, the guardian model is gone now for some reason. Also, could you upload the other maps back? Those were awesome... If noone made electric circuit and grand line etc, I could make them for you. Cheers The previous guardian model was scrapped because it blended in with creep and was difficult to see player colour on. It should be replaced with something later. The broodlord model is just a placeholder for now. You can still play Fighting Spirit on the Arcade. Just search for SC2BW on the Arcade. Andromeda is not available at the moment, though. | ||
Archerofaiur
United States4101 Posts
+ Show Spoiler + Can anyone confirm or deny rumors that the Gaurdian model will be in HOTS? | ||
Sero
United States692 Posts
It's extremely difficult to block the ramp on FS with SCVS. In BW, it takes one SCV to block a zealot, and two to block zerglings. In this, it takes at least 3 SCVs to block a zealot, and even more for lings. Also, there's no way to create a wall with buildings that will block zealots while allowing marines through. The FS natural choke is also way too narrow in some positions. My biggest problem is with tanks. If you select both sieged and unsieged tanks at the same time, the option is to siege all of them. It should be to unsiege for tank mode. You also cannot ctrl click a sieged tank to select only the ones which are in siege mode. (At least not from the selected units icons - only if you directly click on a tank.) | ||
Young Terran
United Kingdom265 Posts
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DaNom
Poland144 Posts
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MavercK
Australia2181 Posts
then see about EU version. | ||
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