Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things.
[A] Starcraft 2 Brood War - Page 207
Forum Index > SC2 Maps & Custom Games |
purakushi
United States3300 Posts
Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things. | ||
GizmoPT
Portugal3040 Posts
On January 06 2013 09:24 purakushi wrote: Yeah, agreed. Hm, I have played some custom maps that generate the map of choice in game (i.e. Photon Discs). Need to figure out how that was done. Maybe it can be applied here. It would certainly simplify things. for that you would have to have all maps inside the map and then choose when game starts dunno if possible to have so much terrain in a map | ||
MavercK
Australia2181 Posts
On January 06 2013 09:58 GizmoPT wrote: for that you would have to have all maps inside the map and then choose when game starts dunno if possible to have so much terrain in a map it's not lol. also limited to 8 textures, all maps would have to use the same textures. | ||
starfinder
Japan167 Posts
On January 06 2013 07:50 decemberscalm wrote: O.O.... That is going to be painful to patch every time. my internet connection fast enough.I could redo and upload all these maps and data.mod in 10 minutes. and.....it's worthy. All guys on this site we know,Korea is the Kingdom of Broodwar,but there no Maverck's SC2BW maps on their(KR/TW) server yet? Should we allow this longer? no way.let's spent 10 minutes and finish it. | ||
jebi86
Korea (South)133 Posts
+ Show Spoiler + 1.the new devourer model looks so greeeeat, but i think it should be resized to bigger. and how about to use the new guardian model?? 2.arbiter tribunal's click range is too small 3.machine shop need its wireframe 4.some units/buildings don't have tooltip and hotkey. i think it's very significant parts of gameplay, so it should be fixed first. is that the issue of localization?? i hope they can be fixed soon always thanks for your great effort. | ||
MavercK
Australia2181 Posts
On January 07 2013 08:09 jebi86 wrote: I've found some issues.(from recently uploaded in KR) + Show Spoiler + 1.the new devourer model looks so greeeeat, but i think it should be resized to bigger. and how about to use the new guardian model?? 2.arbiter tribunal's click range is too small 3.machine shop need its wireframe 4.some units/buildings don't have tooltip and hotkey. i think it's very significant parts of gameplay, so it should be fixed first. is that the issue of localization?? i hope they can be fixed soon always thanks for your great effort. probably the localization thing again. one thing that can be tried, a long time ago when the editor was new localization had to be done by copying files to about 10 different folders for all the different languages. i think this isn't necessary anymore. in the SC2BW Data mod file in the editor at the top is the context menus, file/edit/etc. theres one called mod. in it is locale. you can modify locales and uncheck all the languages except enUS and test that. im hoping that if for example the chinease client cannot find the znCN folder, it will default to using whatever is there. in this case the enUS folder. i'm at work right now so you can try that if you can't wait, otherwise i'll do it tonight. | ||
Lightswarm
Canada966 Posts
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MavercK
Australia2181 Posts
On January 07 2013 09:12 Lightswarm wrote: there are still some funky things with the spider mine. if you have a minefield, they dont do as much damage as they should when units are over them mines are prone to blowing each other up, i agree with you, it seems like too many mines go after the one target and then the first one hits and blows up the rest. not sure about a solution for it yet. will look into it. maybe im missing something. | ||
starfinder
Japan167 Posts
On January 07 2013 08:27 MavercK wrote: probably the localization thing again. one thing that can be tried, a long time ago when the editor was new localization had to be done by copying files to about 10 different folders for all the different languages. i think this isn't necessary anymore. in the SC2BW Data mod file in the editor at the top is the context menus, file/edit/etc. theres one called mod. in it is locale. you can modify locales and uncheck all the languages except enUS and test that. im hoping that if for example the chinease client cannot find the znCN folder, it will default to using whatever is there. in this case the enUS folder. i'm at work right now so you can try that if you can't wait, otherwise i'll do it tonight. In KR/TW, It's a little special. KR/TW is combined from KR server and TW server. KR TW (Traditional Chinese) CN (Simple Chinese) There were 3 different servers in East Asia.KR and TW combined in 2011. We Chinese user and Korean user can play games with each other,use maps (both custom and arcade)uploaded by each other.even though we have default channels each language.but when I input a korean channel name such as"PLAYXP"(a website of Esports in korea),I will see korean users in it. so i guess blizzard using English locale as the foundation in KR/TW. and put Korean or Tradditionalchinese on it. 2 month later,after HOTs release,AM,EU,KR,TW,SEA, servers except CN all combine,Korean users can use newest mods and maps u publish on AM. Personally maybe it's not a big problem. And what about u find a korean guy publish the pure KR version mod, I delete mods and maps on TW? will it works? it's not necessary spent too much time on locale for us.KR/TW users only need waiting 2 month for servers combining.then all locale problems will solved. and CN server,even still some bugs from locale,,maps working well. A new patch for CN locale 1or2 month once is enough i think.A nation can't use Youtube,Wikipedia,Twitter,Facebook,Livestream in it,newest mods and maps is too luxurious. | ||
ChApFoU
France2982 Posts
Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ? I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield. Just my 2 cent. Anyway congratulation for the great work. This mod rocks ! | ||
MavercK
Australia2181 Posts
On January 09 2013 09:09 ChApFoU wrote: Hi there. just wanted to give a little feedback after playing a couple TvZs with the latest version : Aren't lings a little brutal ? As a long time BW player I was very surprised to get my first marine medic force (I opened 2 rax) get obliterated by just a handful of lings and mutaling early game looks REALLY strong. Is it because of sc2 mechanics ? I feel like the irradiate animation is a bit too small. It's really hard to notice the units you've already irratiated in the heat of the battlefield. Just my 2 cent. Anyway congratulation for the great work. This mod rocks ! i get really conflicting opinions on lings vs medic marine some people think medic/marine shockingly op. others think the opposite haha. just collecting data for now, i'll need alot to make a clear decision on that. irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent? | ||
Maur
Spain63 Posts
Maps: Fighting Spirit Fighting Spirit arcade Big Game Hunters Match Point Will upload more if everything works fine @Maverck: latest Destination loads black (no terrain, no doodads) | ||
MavercK
Australia2181 Posts
On January 09 2013 10:40 Maur wrote: EU updated, sorry for the wait. Maps: Fighting Spirit Fighting Spirit arcade Big Game Hunters Match Point Will upload more if everything works fine @Maverck: latest Destination loads black (no terrain, no doodads) ok, will look into it, it works on NA, are you sure you updated it with the new map file from the update zip? otherwise i might have not included the right one i guess. works on NA. will check the zip. | ||
ChApFoU
France2982 Posts
On January 09 2013 09:16 MavercK wrote: i get really conflicting opinions on lings vs medic marine some people think medic/marine shockingly op. others think the opposite haha. just collecting data for now, i'll need alot to make a clear decision on that. irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent? It would definitely help imho but the size could also be increased. | ||
NukeD
Croatia1612 Posts
On January 10 2013 00:26 ChApFoU wrote: It would definitely help imho but the size could also be increased. Yes definitelly increase the size aswell. Like a lot. Its way to small now. | ||
purakushi
United States3300 Posts
On January 09 2013 09:16 MavercK wrote: i get really conflicting opinions on lings vs medic marine some people think medic/marine shockingly op. others think the opposite haha. just collecting data for now, i'll need alot to make a clear decision on that. irradiate i'll look into, is it not big enough or would it help if it was more opaque and less transparent? Not really balance, but regarding MM, you should look at my post here http://www.teamliquid.net/forum/viewpost.php?post_id=17428655 | ||
labbe
Sweden1456 Posts
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Maur
Spain63 Posts
Scourge cost and BGH fixed | ||
dfraz
10 Posts
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labbe
Sweden1456 Posts
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