you can find the map here
feel free to publish it privately and play with friends
just please dont publish it as public
but if you wanna just muck around by yourself and test things feel free.
AI will not work however.
Forum Index > SC2 Maps & Custom Games |
MavercK
Australia2181 Posts
you can find the map here feel free to publish it privately and play with friends just please dont publish it as public but if you wanna just muck around by yourself and test things feel free. AI will not work however. | ||
Dizmaul
United States831 Posts
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MavercK
Australia2181 Posts
given how you get 5 minerals per trip now instead of 8. it's reasonable. late game mining is significantly slower to match BW. but with 4 workers and 5 minerals per trip it's really slow i mean in BW i remember being able to start my 2nd drone just as the 1st one finished. it's a good 5-10 seconds after the first drone is finished when you can start the 2nd. so i dunno. i will probably leave it at 6 workers. | ||
lololol
5198 Posts
The reaver splash has a radii of 20/40/60(respectively dealing 100/50/25% damage). Zergling size is 16x16, Marine size is 20x17(it's larger vertically than horizontally). SC2 radii for both units is 0.375(so a diameter of 0.75) If we use the average of the 4 values from SC1, which is 17.25 pixels as a base for comparison then 1 range in SC2 = 23 pixels in SC1, so the reaver splash would translate to 0.87/1.74/2.61 and here's what it looks like: They are placed exactly next to each other with a trigger, do not be fooled by the different facing. | ||
MavercK
Australia2181 Posts
On August 28 2010 01:39 lololol wrote: You can download DatEdit to get the exact values for splash areas and unit sizes and such. It's easy to use and you can get the data directly from your own SC:BW patch file. The reaver splash has a radii of 20/40/60(respectively dealing 100/50/25% damage). Zergling size is 16x16, Marine size is 20x17(it's larger vertically than horizontally). SC2 radii for both units is 0.375(so a diameter of 0.75) If we use the average of the 4 values from SC1, which is 17.25 pixels as a base for comparison then 1 range in SC2 = 23 pixels in SC1, so the reaver splash would translate to 0.87/1.74/2.61 and here's what it looks like: They are placed exactly next to each other with a trigger, do not be fooled by the different facing. i love you. | ||
IamOBESE
United States134 Posts
On August 27 2010 23:21 MavercK wrote: i just have an issue with vultures going off in weird angles to place mines but otherwise it works exactly like bw Is it just me, or does this sound exactly like how BW works?? =) | ||
MamiyaOtaru
United States1687 Posts
SCVs cant repair tanks or vultures (other stuff too?) "must target mechanical units" Right now my vultures can drop mines even before I research mines heh And yeah you got the brood war way for dropping them. It does lead to some oddities though. If you have two vultures selected, it shows a total of six mines. This allows you to queue up 6 mine drops. After each of them drops the third, they just sit there instead of going to the next waypoint, or any movement waypoint you shift queued for afterwards. Similarly, if one of them only has one mine left and you shift queue 3 mine drops, one of them will remain in place while the other goes to drop its remaining two, ignoring anything you told them to do afterward. This isn't so terrible, as you couldn't really do that in broodwar anyway, but it does show what happens when you get a game that assumes you are doing each spell one click per cast and then change it so each unit casts the same thing from one button press. I'm almost liking the workaround I had from a couple pages ago, where I would shift queue movement command, then e to plant, then movement, then e to plant. Any vultures with fewer mines would ignore the e and then continue on with the movements, so you wouldn't see groups getting split up or just freezing if you accidentally queue too many mine drop attempts. Current mechanic is more like BW, and if you can fix queued movements to not glitch out when a vulture runs out of mines that'd be ideal, but I almost like the previous way better as it didn't introduce pathing glitches (sorry for flip flopping D: ). | ||
lololol
5198 Posts
Similarly the SC2 editor and the tooltips in the game use the time on fast speed, instead of faster. If we use the marine/missile turret/spore crawler/ultra as a base for comparison, 1 frame in SC1 is equal to 0.0574 seconds in SC2 or 1 second in the SC1 editor is equivalent to 0.861 seconds in the SC2 editor. Comparable spawning pool buildtime would be 69 seconds and all those 133 second long upgrades(2000 frames) would be 115. Hydras doing 5 damage to small with the new mechanics makes its matchup with the zealot a lot worse. Now it's 5 damage to zealot shields and 5-1=4 damage to zealot hp, while in BW they did 10 damage to zealot shields and (10-1)*50%=4.5 damage to zealot hp. The easiest solution would be to make them deal 6 damage vs small, but they will become a bit better vs other small units that do not have shields or base armor. Wraith air damage is reduced by armor twice, while in BW the 2 missiles were one sprite and got reduced by armor once. I like the buffed ground attack and armor type The missile turret has it's bonuses reversed, so it very strong vs mutas and weak vs large units. | ||
Slakter
Sweden1947 Posts
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MavercK
Australia2181 Posts
On August 28 2010 02:58 MamiyaOtaru wrote: current oddities: SCVs cant repair tanks or vultures (other stuff too?) "must target mechanical units" Right now my vultures can drop mines even before I research mines heh yea i messed some things up when i changed the damage types i also probably left a trigger on that i shouldn't have... On August 28 2010 04:02 lololol wrote: Using the build/research times listed in the SC:BW editor would give you values that are actually longer, since the editor uses rounded down values for normal game speed, instead of fastest. Similarly the SC2 editor and the tooltips in the game use the time on fast speed, instead of faster. If we use the marine/missile turret/spore crawler/ultra as a base for comparison, 1 frame in SC1 is equal to 0.0574 seconds in SC2 or 1 second in the SC1 editor is equivalent to 0.861 seconds in the SC2 editor. Comparable spawning pool buildtime would be 69 seconds and all those 133 second long upgrades(2000 frames) would be 115. interesting... On August 28 2010 04:02 lololol wrote: Hydras doing 5 damage to small with the new mechanics makes its matchup with the zealot a lot worse. Now it's 5 damage to zealot shields and 5-1=4 damage to zealot hp, while in BW they did 10 damage to zealot shields and (10-1)*50%=4.5 damage to zealot hp. The easiest solution would be to make them deal 6 damage vs small, but they will become a bit better vs other small units that do not have shields or base armor. Wraith air damage is reduced by armor twice, while in BW the 2 missiles were one sprite and got reduced by armor once. I like the buffed ground attack and armor type The missile turret has it's bonuses reversed, so it very strong vs mutas and weak vs large units. yea i need to work out a way to make shields take full damage from all damage types wraith is an easy fix. missile turret is probably a mistake on my part. i'll look at it. On August 28 2010 04:19 Sl4ktarN wrote: Can you change the Hydralisks Attack into spit again? Like take the animation of the roach-attack and give it to the Hydra. I would be so happy <3 i can | ||
buhhy
United States1113 Posts
Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. + Show Spoiler + Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though. | ||
Dizmaul
United States831 Posts
On August 28 2010 07:44 buhhy wrote: Man, I feel like I'm hijacking the thread a little, but it does belong sorta here. Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. + Show Spoiler + Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though. so awesome | ||
Retgery
Canada1229 Posts
Man, I feel like I'm hijacking the thread a little, but it does belong sorta here. Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. - Hide Spoiler - Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though.Last edit: 2010-08-28 07:44:47 That is incredible, well done. /clap | ||
Kal_rA
United States2925 Posts
On August 28 2010 07:46 Dizmaul wrote: Show nested quote + On August 28 2010 07:44 buhhy wrote: Man, I feel like I'm hijacking the thread a little, but it does belong sorta here. Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. + Show Spoiler + Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though. so awesome ^well said. hahaha on another note: sad to think that no matter how balanced and perfect you will eventually get this mod, zvt zvp and zvz can never be the same due to the lack of muta micro :/ muta micro completely revolutionized zerg play as they were able to become much more aggressive and precise with their attacks... also crazy fun to watch haha still the mods looking awesome so far! great work guys, keep it up! Edit: wonder why blizz didnt purposely add the air stacking glitch... dont know anyone who would object to it or who hated it in bw... although having 30~40 mutas acting as one might be a lil op hahaha | ||
MavercK
Australia2181 Posts
On August 28 2010 07:44 buhhy wrote: Man, I feel like I'm hijacking the thread a little, but it does belong sorta here. Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. + Show Spoiler + Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though. yea, that looks amazing and i dont mind you've got alot of talent | ||
fishball232
United States90 Posts
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Radios
United States61 Posts
On August 28 2010 07:44 buhhy wrote: Man, I feel like I'm hijacking the thread a little, but it does belong sorta here. Anyways, I've UV mapped the model and am in the process of texturing it. It's sitting at 3600 polies, slightly higher than the Immortal's 3000 polies. I increased the main body's size a little and added the spinny thing at the bottom. + Show Spoiler + Comments? Btw, I feel the reaver's color scheme stands out from the other protoss units. The model looks nice though. Very well done so far. Looks very close to what I assume Blizzard's own Dragoon would look like. | ||
MavercK
Australia2181 Posts
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MasterReY
Germany2708 Posts
No hotkeys are working for new units like reaver(build scarab), defiler(consume,....,......) and so on. All abilities of those units have no hotkeys IN EUROPE VERSION!!! Also the names are messed up. They are literally called "UnitName/something/defiler" (i dont remember the middle part. I guess its not properly localized, which results in that error(including hotkey missing) This is currently pretty much broken and huge. Additionally: - Bw templar upgrade is missing (+50 max energy) - Zealot speed upgrade is not working (???). You can research it (costs ressources too), but you get no charge and no general speed upgrade either. - Broodlings still work the SC2-way. Imho at least modify them so they dont spawn broodlings but just do a normal shot with something. - Zerg buildings still spawn broodlings when destroyed. - Hydra den hotkey is still B-H which is hatchery already, so you cant build the den with hotkey. - You cant cancel sunkens or spore mutations from creep colonies. - Plague area feels way too small (i used plague on clumbed units and it only plagues 5 dragoons) - Dragoons are still called Stalker | ||
MavercK
Australia2181 Posts
unless the guy uploading to EU hasn't updated in awhile? zealot charge should increase zealot movespeed by 0.5 (2.25 > 2.75) broodlords i just havn't gotten to yet. same with buildings. | ||
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