[A] Starcraft 2 Brood War - Page 211
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thezanursic
5478 Posts
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MavercK
Australia2181 Posts
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. | ||
thezanursic
5478 Posts
On February 04 2013 07:15 MavercK wrote: 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. | ||
MavercK
Australia2181 Posts
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. | ||
nimdil
Poland3746 Posts
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
Australia2181 Posts
preview for update i started working on during the tournament. 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 . | ||
MavercK
Australia2181 Posts
silly Activision... atleast it doesn't affect anything right now. | ||
MavercK
Australia2181 Posts
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BretZ
United States1510 Posts
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NeonFlare
Finland1307 Posts
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LaLuSh
Sweden2358 Posts
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
Canada56 Posts
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
United States301 Posts
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MavercK
Australia2181 Posts
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. | ||
Pr0nogo
United States301 Posts
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FabledIntegral
United States9232 Posts
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MavercK
Australia2181 Posts
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. | ||
Meavis
Netherlands1298 Posts
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FabledIntegral
United States9232 Posts
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
Australia2181 Posts
On February 12 2013 06:03 FabledIntegral wrote: 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) | ||
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