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On September 10 2010 19:15 kusu wrote: You can still make shift-commands. ex. Build supply and shift to mineral line. I don't think you were able to do that i BW.
you could in bw.. albeit with many more limitations and restrctions... (ie. 8 ques only, sometimes order matters.. etc.) in sc2 you can pretty much do anything in anyorder.
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On September 10 2010 22:16 MamiyaOtaru wrote: And I agree that UI improvements need to be removed for this. I'm mostly interested in the units and the tech tree (and the sounds). Of course maybe eventually there will be a couple versions, with one being exactly like BW in every way possible. I'd do that version second though (not top priority) I meant to say UI improvements don't need to be removed. Horrible mistype there.
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i understood what you meant
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On September 09 2010 00:26 DuncanIdaho wrote:Show nested quote +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... :/ Yeah, not to mention making it not a channel spell, so you can do it to more than one thing. And taking feedback from the Templar would be easy. Maelstrom could be based on fungal growth, probably.
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How can we publish it privately to play with our friends? I've done everything in the Publish box, but it still says in the "Verification" part that "Unable to publish map due to problems"
What am I supposed to do? That's the most broad error statement ever, lol.
EDIT: I somehow fixed it...
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i've managed to successfully port my map into a mod. But it doesn't work the way i had hoped it seems
i was hoping i could just publish the mod and then anyone can tie the mod to a map. but only i can see the mod it seems.
*EDIT* however. using mods and dependencies i am able to scrape together enough space to add music and probably all sound files.
*EDIT2* bah. im not going to bother using it as a mod. it's so restrictive. apparently models and sounds dont carry over. whole process is a pain.
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Wow, i've been waiting for someone to do this, it looks really good. About the muta stacking: it's funny because i remember blizzard saying that they wanted to integrate muta stacking in sc2 and that they liked that about the first, but they said they could'nt get it to work lol. Also good to see an australian do it Lovin it !!!
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it looks awesome so far, love the dragoon model and it's missiles. I'd like to play it every now and then just for fun, but if i'm in the mood for bw i'd rather play the original. keep up the good work ^^
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Sure it could use some other tweaks, even some model changes, but I think that's the best way to get the defiler. \o
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lol
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ALLEYCAT BLUES49486 Posts
On September 13 2010 00:20 k10forgotten wrote:Sure it could use some other tweaks, even some model changes, but I think that's the best way to get the defiler. \o
looks like a smushed infester to me.
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Just a bug: for Terran with tech lab on racks if you hit D you still build marauders cause i played against a PC and it built marauders.Even though it isn't on the command card
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Where are Queens? Right now, the infestation pit does nothing; you should change it to a queen's nest and make a model of one.
EDIT: Alright, I played through Terran. There are still some things that need to be changed; please forgive me if someone has already posted these changes before:
- The Engineering Bay should only have infantry upgrades. Neosteel frame, hi-sec auto tracking, structure armor, should all be removed.
- Science Vessels previously had an ability called Defensive Matrix that it would cast on another unit, giving the target a 200HP shield that absorbed damage.Some damage would "leak" through the shield.
- Fusion Cores and Ghost Academies should be addons to the Science Facility instead of full structures.
- Barracks should not have the Tech Lab addon. There was a standalone building called the Academy that had upgrades for infantry and allowed construction of medics and firebats.
- Ghosts had another upgrade that increased its sight range.
- Ghosts should not have Snipe.
- Cloak for Ghosts should be researchable.
- EMP Shockwave should not be researchable from the Tech Lab.
- When Vespene Geysers are depleted, they should give 2 vespene instead of continuing to give 8.
- Tech labs between structures should not be interchangeable. That is, I shouldn't be able to lift off my barracks and put down a factory/starport in the same place to enable those units.
Well, that's it for me. I'm gonna play as protoss and see what I can find.
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Im positive robotics facility costs 200,200 in Bw. its 200,100 on the fighting spirit map
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On September 13 2010 02:06 jambam wrote: Im positive robotics facility costs 200,200 in Bw. its 200,100 on the fighting spirit map
Indeed. --------
Alright, Protoss changes:
- As mentioned above, Robotics Facilities should cost 200/200.
- You seemed to have ignored Dark Archons entirely.
- Cloaked Reavers and Dragoons become red. This might be a glitch with the models, since they weren't made by Blizzard.
- Observers should require a separate structure called the Observatory, where it has speed upgrades and sight range upgrades.
- I noticed how you made the Shuttle have 4 slots, since all of the BW protoss ground units take up at least 2 slots, right? Wrong. You forget that the Probe is the only unit that takes up one slot.
- High Templar had a spell called Hallucination that would make two fake copies of the target unit. It was different from the Sentry's because you had to select the unit to be hallucinated. That spell isn't in the game.
- High Templar, Dark Archons, and Arbiters all had upgrades that gave them +50 energy (200 to 250).
- Corsairs should do splash damage.
- Scouts should have a sight range upgrade as well as a speed upgrade.
- Carriers should hold a max of 4 interceptors by default, and require an upgrade to hold eight.
- Shield batteries.
- Observers should cost 25/75.
Other than that, you're doing a good job. May I ask where you got the model for the Dragoon? It has a lot of polish to it, it looks like it was made by Blizz...
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Dude, i don't know if you know, but you can light- and dark up the voice of the unit, you just need to charge the Pitch, you can find how to do it here: http://www.sc2c.org/showthread.php?t=12 <-- just go to the patch two.
This was more for the Dragoon voice. :D
EDIT: i tried pitching it, first on 4, it was to dark and then on 6, it was to light, so i think 4.5/5 are best
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lol. well the option for me to import all sc1 sounds is still there. if i use 3 of the 9 music tracks from sc1 i'm upto about 8.5mb map size.
blizzard need to increase the limit again
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or Play with the pitches :D
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