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Thread: A Call to Arms [Starcraft I Remake]

  1. #51

    Default Re: A Call to Arms [Starcraft I Remake]

    While not specifically said in so many words (at least that I can find on a cursory search though I vaguely recall something to that effect), Blizzard has mentioned that the reason the Overlord was split in two was to make the Zerg less detector-rific. Considering the current Overlord lacks detection and that the two share a lot of the same stats and unit-specific upgrades, it stands to reason that's the case unless you believe that the Overlord has devolved.

  2. #52

    Default Re: A Call to Arms [Starcraft I Remake]

    Xan- Excellent map! the only thing I see that is missing is the ramps up to the Terran structure/wall thing. Do they not have those in the editor? Other than that, I really like what you've done with it, the terrain looks incredible, you have much more patience than I do for map making for sure!

  3. #53
    Lucifer's Avatar Junior Member
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    Default Re: A Call to Arms [Starcraft I Remake]

    Quote Originally Posted by mr. peasant View Post
    While not specifically said in so many words (at least that I can find on a cursory search though I vaguely recall something to that effect), Blizzard has mentioned that the reason the Overlord was split in two was to make the Zerg less detector-rific. Considering the current Overlord lacks detection and that the two share a lot of the same stats and unit-specific upgrades, it stands to reason that's the case unless you believe that the Overlord has devolved.
    Unless there's an official retcon, I think we should stick with original detector overlords and no overseers in the remake. If you need justification, we can say that the overlords had to sacrifice detection in order to gain the ability to drop creep, I don't think that that's unreasonable. It's not so much a devolution as a sideways evolution that was made up for by the evolution of overseers.

    Also, as I said, we should try as hard as we can to stick to the original tech tree.
    Fate has been whimsical of late.

  4. #54
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    Default Re: A Call to Arms [Starcraft I Remake]

    Quote Originally Posted by almostfamous View Post
    Xan- Excellent map! the only thing I see that is missing is the ramps up to the Terran structure/wall thing. Do they not have those in the editor? Other than that, I really like what you've done with it, the terrain looks incredible, you have much more patience than I do for map making for sure!
    Thanks.
    I decided to not add the ramps, since in SC2 they are very large and ugly compared to SC1, and would destroy the look of the structure.

    On another note, I'm going to upload the map shortly along with a short youtube video of me playing it (in case you don't want to download it).

    EDIT: Here is the video: http://www.youtube.com/watch?v=ef9LN_Ck9GI
    And the map can be found here: http://www.sc2mapster.com/maps/starc...ologue-remake/
    Last edited by Xan; 05-03-2010 at 12:30 PM.

  5. #55
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    Default Re: A Call to Arms [Starcraft I Remake]

    i can help, but I have limited time so i won't be of too much help, but still... could devote 1 hours of my precious and little time I have each day or so.

    I can do terrain, triggers, data and the most fun thing also testing.

    Though, we need to wait until final release so we have all the models, art and all the rest of the stuff so we can make it.
    Last edited by SlickR; 05-03-2010 at 12:12 PM.

  6. #56

    Default Re: A Call to Arms [Starcraft I Remake]

    Xan- I just watched that video, and I have to say I am very impressed. now that I've seen you play that map I can see why you didn't want to include the ramps. I'll dl it tonight on my SC2 capable computer and play it.


    EDIT: I'm assuming you put it up for us to dl, I haven't tried yet though.
    EDIT 2: I was messing around on that map, and decided to get medivacs, but I noticed that when I built them they disappeared, and only the shadow remained. I could not select the unit/shadow, but if I selected the unit before it moved from its starting spot (next to the starport), I could keep the unit selected and move it around the map as an invisible invulnerable scout. I'm not sure what that means, but that's what happened.
    Last edited by almostfamous; 05-03-2010 at 09:12 PM.

  7. #57
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    Default Re: A Call to Arms [Starcraft I Remake]

    Heh. You are right. The player isn't supposed to get medivacs in that map, but I haven't disabled the tech tree yet. Sorry about that
    (It's because I disabled the auto height for them, and they then automatically spawn at the lowest point of the map, under the terrain)


    Would this project have use of the prologue maps any? Or are you only remaking the real campaign?
    Anyways, I would be glad to join, just tell me what to do.
    Last edited by Xan; 05-04-2010 at 02:21 AM.

  8. #58

    Default Re: A Call to Arms [Starcraft I Remake]

    Go create an account at http://resc.freeforums.org/ if you haven't already.

    That's where the development discussion and organization is going to take place.

  9. #59
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    Default Re: A Call to Arms [Starcraft I Remake]

    Alright, I will.

    Thanks.

  10. #60

    Default Re: A Call to Arms [Starcraft I Remake]

    Quote Originally Posted by mr. peasant View Post
    While not specifically said in so many words (at least that I can find on a cursory search though I vaguely recall something to that effect), Blizzard has mentioned that the reason the Overlord was split in two was to make the Zerg less detector-rific. Considering the current Overlord lacks detection and that the two share a lot of the same stats and unit-specific upgrades, it stands to reason that's the case unless you believe that the Overlord has devolved.
    The most logical explanation is that terrans cloaking technology simply improve in the five year intercession.

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