[A] Starcraft 2 Brood War - Page 209
Forum Index > SC2 Maps & Custom Games |
patronage
Iraq123 Posts
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Xeln4g4
Italy1195 Posts
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HolydaKing
21251 Posts
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FrozenProbe
Italy276 Posts
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Deleted User 135096
3624 Posts
back two side legs far larger than the front and bow-oriented claws. also lurker had a wider orientation and less long if i'm interpreting that correctly | ||
Funnytoss
Taiwan1471 Posts
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ciox
58 Posts
Those silly webbed legs from the SC2 model have got to go, there are no webs anywhere on the original lurker's legs. Just to be clear I'm talking about the skin flaps. | ||
maybenexttime
Poland5361 Posts
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MavercK
Australia2181 Posts
thoughts again? on the range indicator basically. i really dont like the default sc2 one, it's horrible when theres lots of things selected and impossible to tell which circle is which. i think this is more clearer. i modified the icon to be more subtle also while still keep a direction indicator. i also reduced the "height" of the health bars, from 7 down to 3. | ||
illidan333
Iran102 Posts
I dont like it | ||
MavercK
Australia2181 Posts
On January 19 2013 15:11 illidan333 wrote: no range indicator in bw. I dont like it they are useful tho, i especially like them for observing. i think i've given up trying to make sc2bw 110% identical in every shape or way possible for now, it's never going to happen, it's an impossible task. | ||
NukeD
Croatia1612 Posts
On January 19 2013 16:13 MavercK wrote: they are useful tho, i especially like them for observing. i think i've given up trying to make sc2bw 110% identical in every shape or way possible for now, it's never going to happen, it's an impossible task. I agree with illidan here. It would be best if there was a special button/option you can use to turn on/off range indicators when spectating a game and not being able to see them at all when playing. The lurker looks a lot better now tho! | ||
Evangelist
1246 Posts
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Doominator10
United States515 Posts
But I agree, much better for spectating purposes. | ||
MavercK
Australia2181 Posts
some bug fixes and new lurker model. already live on NA. this is for EU/KR/CN/etc. | ||
Balthazar
United States277 Posts
Also, it seems that storm kills hydras faster in BW than this mod. I could be wrong though. I'll do some testing when I get the chance. | ||
decemberscalm
United States1353 Posts
On January 20 2013 11:55 Balthazar wrote: I think there is something wrong with storm. In one game, I stacked two storms on a group of hydras, and it didn't kill any of them (they went down to something like 14 hp). They didn't move at all either; they were completely in storm radius. I wish I had the replay to show you, but it's on my other computer. Also, it seems that storm kills hydras faster in BW than this mod. I could be wrong though. I'll do some testing when I get the chance. Storms don't stack in both BW and SC2, so the amount of storms is irrelevant. Not sure the actual killing power of BW off hand. | ||
Pr0nogo
United States301 Posts
The bug report below only applies to outdated versions of the mod and does not reflect the mod on Fighting Spirit. + Show Spoiler + For Zerg, Extractors don't seem to have a mineral cost. The Creep Colony morphing animation is busted (just use the one from the Spore Crawler), and the Sunken Colony model should be replaced with the one by GnaReffotsirk (if you go into any given Cortex RP map and type '@spawn sunkencolony', you'll know what I mean). Not sure about the Spore Colony model since I didn't check it out but Gna has a model for that, too. Lurker Aspect tooltip says 'Morph to Lurker Den' instead of 'Evolve Lurker Aspect'. I'm really enjoying the mod so far, despite the issues outlined above (which seem to be concentrated around the Zerg). I've always wanted SC:BW to play a bit faster, and between SCII's game speed and the updates of a modern RTS (no selection limit, smartcasting, multi-building select, automine, slightly-smarter pathing, etc.), SC2BW is shaping up to be far more interesting and entertaining than SCII's classic melee. Good stuff all around. I'll be playing it for a long while. Edit: Any chance I can grab the mod and add it to some other melee maps? The map listing as it is only has two that aren't money maps. I can see some great replays being had if I cannibalise an eight-player map and publish it with this mod. Eight-player FFAs are the best. Edit 2: Only Fighting Spirit seems to be updated to the most recent version of the mod. | ||
MavercK
Australia2181 Posts
On January 21 2013 06:45 Pr0nogo wrote: IIRC the Brood War Psi Storm spell dealt 14 damage per second, enough to bring Goliaths down to something like 1HP (meaning a total of 124 damage). I haven't opened up the modding tools for BW in a few months, though, so take that estimation with a grain of salt. The bug report below only applies to outdated versions of the mod and does not reflect the mod on Fighting Spirit. + Show Spoiler + For Zerg, Extractors don't seem to have a mineral cost. The Creep Colony morphing animation is busted (just use the one from the Spore Crawler), and the Sunken Colony model should be replaced with the one by GnaReffotsirk (if you go into any given Cortex RP map and type '@spawn sunkencolony', you'll know what I mean). Not sure about the Spore Colony model since I didn't check it out but Gna has a model for that, too. Lurker Aspect tooltip says 'Morph to Lurker Den' instead of 'Evolve Lurker Aspect'. I'm really enjoying the mod so far, despite the issues outlined above (which seem to be concentrated around the Zerg). I've always wanted SC:BW to play a bit faster, and between SCII's game speed and the updates of a modern RTS (no selection limit, smartcasting, multi-building select, automine, slightly-smarter pathing, etc.), SC2BW is shaping up to be far more interesting and entertaining than SCII's classic melee. Good stuff all around. I'll be playing it for a long while. Edit: Any chance I can grab the mod and add it to some other melee maps? The map listing as it is only has two that aren't money maps. I can see some great replays being had if I cannibalise an eight-player map and publish it with this mod. Eight-player FFAs are the best. Edit 2: Only Fighting Spirit seems to be updated to the most recent version of the mod. i have storm doing 112 damage total over 8 seconds. seems accurate in my tests. theres some bugs on maps but it's a Blizzard problem, some maps dont get updated properly, others have a bug where sc2 patches override values in my maps (which should never. ever. happen). i dont have a solution for this. i had a blizzard guy contact me, but i havn't heared back from him in ages. no idea whats going on there. i might reupload my Fastest Map Possible? | ||
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