Starcraft 2 - Brood War
Published on SEA, US and EU Realms
Create Custom Game > Search "SC2BW"
Latest Changes -
Version 0.974
Additions
- New Sounds for Zealot
- New Sounds for Dark Templar
- New Sounds for Protoss Building Warp in
- New Sounds for Wraith
- New Sounds for Vulture
- New Sounds for Siege Tank
- New Sounds for Science Vessel
- New Sounds for Goliath
- New Sounds for Ghost
- New Sounds for Battlecruiser
- New Model for Creep Colony
- Added Protoss Music
- New Stats/Ranking System - should now work correctly
- Replaced ingame timer with a Real Time Timer (it displays Time Elapsed in Real Time, not Game Time)
Changes
- Textures that had to be reduced in quality due to battle.net limitations have been returned to full quality
- Removed Stim Ability from Bunker
- Gas Harvest Time increased from 1.9810 > 2.1500 (Reverted)
- Reduced Deceleration of SCV/Drone/Probe (Reverted)
- Rally Hotkey for SC1 Profile changed from Y > R
- Time it takes for a worker to mine a Mineral Field increased from 4.592 > 5.4
- Time between when a worker finishes mining and when he starts to return to the CC/Nexus/Hatch reduced from 0.5 > 0.0
- Dark Templar Hotkey for SC2 Profile changed from R > E
- Corsair Hotkey for SC2 Profile changed from R > E
- Rebalanced all units Acceleration and Deceleration
Fixes
- Fixed stupid Pathing Blockers on Heartbreak Ridge that should of never been there in the first place (center highground)
- Reworked more unpathable areas, removed alot of trees to fix pathing issues and blocked vision problems
- Fixed Siege Tanks grabbing the double damage rune in the river and bloodlusting my ass because my jackass team didn't ward it!
- Hotkeys should now be correct for all locales
it's an extremely difficult thing to convert those models. still textured into sc2. atleast for me and i doubt i'd have permission anyway.
i simply copy the data into each map using MPQ Editors for now
building sizes will be fixed up and accurate as soon as the footprint editor is fixed and isn't broken as hell.
Ok one last post.
You know how you said you wanted top-notch models? I know where they are, but i don't know if it's possible to retrieve them;
There's a Warcraft 3 mod called Project Revolution, and although the installation process is bit tedious, the mod itself brings graphics that are mind blowing. They look exactly like SC1 units, except in 3d. examples: http://media.moddb.com/images/downloads/1/10/9262/wraith_1.jpg http://www.moddb.com/mods/project-revolution/images/science-vessel#imagebox look at these models!
They're there once you install it. Hope it helps!
P.S. Look, there's an arbiter as well! :D http://www.moddb.com/mods/project-revolution/images/arbiter-close-up-2#imagebox
P.S. 2 If you want, i could install it and send you the files.
Also, how are you making different maps if you can't make them into mod file? and is it possible to make other multiplayer maps?
Also, you should change the size of every building (the squares) Even if they look a bit weird... They are crucial in SC1.
i was on the team that made that corsair. theres no way im using it in my map heh.
Corsair is supposed to be fighter for Dark Templar Fleet. not a plastic toy.
and yea i know of that reaver model but like i said. i dont want to use anything that isn't of the highest quality. the reaver in that map unfortunately is just the warcraft 3 reaver model someone made many many years ago (as far as i know).
http://sc2.nibbits.com/maps/view/133944/probert-the-probe-ii also the 2nd episode of Probert the probe as a better model of the reaver. Here it is :P
Also, I found a corsair unit model, that's actually pretty good: you should try to replace that ugly pheonix :P http://www.sc2mapster.com/assets/sc2-corsair-model/images/1-sc2-corsair/
if i can get good, high quality models for these units i will probably use them.
transferring my map into a mod is a goal i've had in my sights for a long time. unfortunately there are alot of issues with mod files and dependencies preventing me from doing it.
when blizzard fix mods i will probably use it again.
Hello, I've played the maps, and I have to say, impressive work. I was wondering though, you should make a dependent file instead, so that we can convert usual maps into the SC2BW maps. Also, on the models, you are going to CHANGE them right? Hopefully you do... The Queen, Devourer, and etc units are wrong, but that's ok.
I wish you best of luck.
yes. they are supposed to do full damage to the target and then splash from where they impact i dont have a reliable way of doing this yet however and so they only do full damage to their target if the missile lands directly on the target. development on the valkyrie will be ongoing, i dont intend to leave it in it's current state.
yhe valkyrie in some times not does damage because the missiles spread in other zones and not do damage
The only thing I don't like is the AI :-( But i guess you can't fix it. Terran CPU make dropships, don't medics, AI don't use lurkers, fires, goliaths, vultures or reavers...
Well, if people likes to play it in multi-player no problem.
Wow and wow again! Or should I say scbw wow... Just one thing tho, the valkyrie should have the banshee's voice... no?
you can create the infestate command center hability for the queen
it's just the requirement for hive.
i'll integrate the queen eventually
i dont know this what is the use for the queens nest you dont created a queen what is the use
i find some bugs
that log is very out of date.
almost everything is changed now.
I recall the scout was a BW unit?
cant find it in the log.
yea i increased worker size.
queen's nest is renamed fine for me?