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On August 29 2010 23:37 Oconomist wrote: Played last night, noticed these things (might be out of date since I downloaded the map 2 days ago or so)
HT still has feedback Spider mines don't require research, they are available immediately
yea i havn't removed feedback yet. spider mines require research in my unreleased build i forgot to add the requirement onto the new ability
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you really don't have to try and make a perfectly balanced remake of sc1 this is just a really cool and fun project. When me and Retgery where testing it was a great setting mines, doing mine drags, battles with lurkers ect. Also i hate when people say the words "waste of time" when talking about video games... you realize all video games are a "waste of time" but there fun so who cares.
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On August 29 2010 23:51 Dizmaul wrote: Also i hate when people say the words "waste of time" when talking about video games... you realize all video games are a "waste of time" but there fun so who cares. Agree
And if any1 wanna play with me, please add me
RedKnox.512
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I really hope this becomes the #1 UMS you really deserve it. Can't till it's 100% done, i think i might play zerg from now on.
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Russian Federation4447 Posts
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Would be so awesome with an exact replica of sc:bw on like python Just to see which races gains the most from the new enigine
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hey i cant seem to find the map on us can someone help really eager to try this out :D
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lol. you actually spent the time to port it? nice.
latest fixes i've done sieged tanks no longer do direct damage against units under dark swarm. only splash. all units that do reduced damage against unit types (concussive/explosive) now do full damage to shields Mines can be targeted and killed while unburrowed muta stacking some changes to hydras/vultures/mutas to make them more responsive. orbital command requires ghost academy goliath requires armory
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just going for that authentic flavor Can send it your way or whatever. Not published of course
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nah it's ok. i really need to sort out making this into a mod so i can port it to any map i want. wish i knew why it doesn't let me publish...
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that would be ideal of course. In the meantime it's pretty easy to put it on another map. Rather than copying the data changes you've made, I copied the Python terrain, pathing, units and doodads into Delta Quadrant If anyone wants to try a map before you get your stuff turned into a mod, that's the easiest way to go
ps: pathing can't really be copied and pasted in the editor. Did that with an MPQeditor. Could probably do all of it that way. Not time consuming at all
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hey man, I'd love to make a couple maps for the Data settings. How could i get a hold of the map?
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some of the issues i found with zerg - spawn 6 drones at beginning (not sure if it is intentional or what :D) - mines only 5 minerals at once which makes gas intake ridiculously high while i am starving on minerals - you can plague mineral patches ^^ - also queen can be made after you upgrade to lair - ultras need speed
this mod is so amazing really looking forward to full release :D thx
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On August 30 2010 05:49 yaataa wrote: some of the issues i found with zerg - spawn 6 drones at beginning (not sure if it is intentional or what :D) - mines only 5 minerals at once which makes gas intake ridiculously high while i am starving on minerals - you can plague mineral patches ^^ - also queen can be made after you upgrade to lair - ultras need speed
this mod is so amazing really looking forward to full release :D thx
minerals and gas i tested this last night. you only get 5 minerals per trip because worker pathfinding is amazingly better in starcraft 2. it had to be reduced to keep mid/late game income the same. you start with 6 workers to keep early game income the same'ish. i did a simple. 11 rax, 11 gas and had enough minerals/gas to build a factory the instant the rax finished. so i think mineral/gas income is spot on for now.
mineral patch plague i'll fix. queen after lair should be fixed giving ultras the speed upgrade again is giving me trouble. but i'll try it again.
*EDIT* yea you guys were right about the hotkeys and the queens being buildable. i swear i fixed it. must of been one of those changes i lost when the editor crashed. fixed now.
*EDIT 2* http://www.sc2mapster.com/maps/brood-war-1-5/files/4-brood-war-fighting-spirit/ new version. on fighting spirit map. sent to US/EU publishers. should be up eventually.
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w0w
TY SO MUCH ..
i still despise the ball of units ..
i miss 1a2a3a4a5a with micro in between .. and leaving your macro, with mins reaching 1.3k ..
D- player FTW
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i privately published the new version on US, if anyone wants to test msg me.
Arcobaleno.115
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Do you have to make the whole reaver model, I don't remember if it was in the protoss campaign. Also corsair attack looks too cool I might get distracted. Keep going man.
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On August 31 2010 02:06 Dizmaul wrote: i privately published the new version on US, if anyone wants to test msg me.
Arcobaleno.115
I have also pubilshed privately on the EU server, so if you want to test it then add me: RedKnox.512
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