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On September 08 2010 05:53 Chimpalimp wrote: I can't private publish it, it says, "Unable to publish due to problems."
I'm not certain of the problems, but it usually has to do with the same filename already published (from what I have observed). Does changing the published name affect anything? Hell, I rename both my .map file and published map name as "SCBW[blahblah]" just to make sure a duplicate filename isn't already there.
On September 05 2010 17:53 MavercK wrote: i can. but whats the increase in brood war? is it double? 40%?
increased it from 0.5 (2.25 > 2.75) to 1.0 (2.25 > 3.25)
we'll see how that plays out
At first I wasn't really sure myself, but according to: http://wiki.teamliquid.net/starcraft/Unit_Movement_Speed
A zealot moves at 80% the speed of a worker unupgraded (same as our current 2.25), and it moves at 116.7% upgraded: this would be around 3.28 in current SC2 terms. So yeah, your estimate is around correct, though only slightly on the slower side.
On an unrelated note: the old immortal/dragoon hybrid left a sour taste in my mouth, but the new dragoon model looks great!
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I just had to press the "Use for all locales" button. Thnx for the advice.
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so after playing some games (finally)
things i noticed :
- the abbility to lower a supply depot..should be np to remove? - multi building selection + unit selection but i guess that's a pretty big thing - and of course the infestation pit/queen/hive thing
very nice you changed the starting supply limit thing to 9!
absolutely sick work so far!
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will you ever make max units selected 12 or will you stay as it is at 255? i don't know if that would be good or bad :o
also several building selection should be removed if you ask me. TBH that's what made BW macro difficult and it should be in this mod
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As for everyone concerned about the early gaem minnig and the different rates. I tried a power - goon strat and the timmings work just as well, as BW
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The selection stuff and control group stuff can wait, the game still needs to be refined. The map is amazing, I adore what you have done so far.
A couple of additions if possible: -Remove tech lab addons for barracks, and merely turn the ghost acadamy into an acadamy (which include removes the ability to build ghosts because of the ghost acadamy). -Science Vessel energy upgrade is missing. -An overlord sight range upgrade (no one ever gets it, but it makes it feel more like good old broodwar) -As stated above, remove the drop ability for supply depots. -A more visible animation for irradiate.
Well done man, keep it up. With any hope blizzard will give us new animations for lurker spines, burrowed lurkers! Keep us updated on your additions.
EDIT: Forgot to add about irradiate.
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It's funny, I just noticed that custom model units (reaver, dragoon) becomes red when cloacked by an arbiter. really wierd, and I would've preferred the normal void ray model for the arbiter (instead of the hero one), but that's just me...
also defiler burrow is broken (doesn't cloak)
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On September 08 2010 08:30 axwell wrote: It's funny, I just noticed that custom model units (reaver, dragoon) becomes red when cloacked by an arbiter. really wierd, and I would've preferred the normal void ray model for the arbiter (instead of the hero one), but that's just me...
also defiler burrow is broken (doesn't cloak)
i must have forgotten a flag somewhere yea about the cloak textures. theres like. 0 information on that and i can't find anything, anywhere in the data editor that refers to cloaking except for the cloak model itself.
if anyone knows something about this cloaking thing please msg me
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Can you just give the defiler the burrow graphic of a roach or something? Idk how it works, but thought I'd ask. Looks great though, awesome job, and hopefully this will be the beginnings of a fully functional emulator. Though I wish Blizz had thought of this on their own, but perhaps they'd rather people just go buy BW rather than get this via SC2 downloads for free... Idk.
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so i've ported all unit speeds over from BW now thanks to hofodomo
hollllllyyyyy crap vultures are fast. i knew they were fast. but damn.
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more importantly, the damage system doesn't work properly for some units (if not almost all), ie tanks doing 70 damage to small units, firebat and vulture doing full dmg to ultralisks... the ghost seems to work nicely though.
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well i doubt my method is perfect. for example if a unit has 1 shield. the damage it will take will be considered shield damage. so a siege tank shooting a zealot with 1 shields will do the full 70 damage. again. i dont really have a solution to this. i can perhaps minimise it a little bit. so for example make a zealot require 35 shields atleast to take full damage from a siege tank shot.
frankly im not sure how brood war manages this problem.
ok yea. after testing it. seems units without shields at all kinda screw up the way i did it. working on it now
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ok. fixed it. after the GSL is over i will release a new version
Features will be - New movespeed values for many units. New sounds for some units (Dragoon attack/death, Hydra attack/death, scourge death, mutalisk attack, corsair attack) Defiler burrow fix Damage types fixed on targets that do not have shields (anything not-protoss)
im also tempted to remake some single player missions. since like myself i know alot of people dont have anyone to play this map with.
*EDIT* New Release
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wow thanks a lot for doing this, i'm really looking forward to this when it's fully finished
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some more things i've noticed :
- firebat price & hp & armor invalid - siege tank has should have 150 hp (instead of 160) - 250mm strike cannons should be removed - if you want to redo the academy, i guess you could use the "infestable infested bar" (it doesn't actually look infested) and use some other model to the nuclear silo addon
- creep should spread a lot slower - nydus worm should not be spreading creep, free and limited to one per nydus network (and both should have 250hp) - for the devourer you could use corrupter model with roach acid attack (although a bit slower maybe)
- templar doesn't have hallucination - dark templar shouldn't be able to merge to normal archon
hope this helps:p
EDIT: lockdown should be easy too
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Any plans on incorporating Dark Archons?
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On September 08 2010 22:44 TedJustice wrote: Any plans on incorporating Dark Archons?
I bet he'd have to use the neural parasite spell of the infestor, with unlimited escape range and duration, and then maybe change the current archon's sprite color to red... :/
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-carriers upgrade in bw was that it changed the number of interceptors from default 4 to 8 -maelstorm shouldn't be hard to make -the storm does too much damage, it kills a burrowed lurker, it did not in BW -if you have a single lair you can make upg aviable in lair even in other hatcheries, the upgrades should be aviable to research only in lairs -dragoon sounds are heard all over the map not only when in promiximity of the viewed area
gr8 work so far, goons sounds and model - all 4 thumbs up :-D
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ghosts regular attack is a nuke right now. Don't need to have one in the silo. Just a-click, nuke heh kills the ghost too of course after one shot. Also not able to build valkyries anywhere yet. Looking forward to checking those out
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Quick question: How big are SC1 sounds you imported? If they are pretty small, you could try to put them as much as possible, SC1 sounds > SC2 sounds by far...
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