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Post #326898 in Topic Temple Siege 2 in Forum SC2 Custom Maps
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[2026-3-09. : 2:49 am]
Ultraviolet -- "Not many people know this, but I actually got the idea for my mustache after seeing the end of a paintbrush for the first time." :lol:
[2026-3-08. : 1:15 pm]
NudeRaider -- literally Hitler
[2026-3-08. : 12:54 pm]
Oh_Man -- this is a work of art: https://youtu.be/NmjrfXO0mdk
[2026-3-08. : 12:10 am]
Ultraviolet -- "often was always pretty cool" 60% of the time, it works every time :shifty:
[2026-3-07. : 11:26 pm]
NudeRaider -- The visuals are good, the animation is terrible: the movement is off, the impacts in battle scenes have zero weight to it, the lip sync is right up uncanny valley. But yeah, considering what it is it's pretty good overall.
[2026-3-07. : 6:24 pm]
Oh_Man -- https://youtu.be/pPZafFJOi48 crazy good
[2026-3-07. : 9:51 am]
NimoStar -- And Pathfinding in SC1 was not *that* bad, the problem is that it was designed as a flat 2D game like WC1 (and it was in the alpha) and then switched to isometric without changing the base code. So its actually a flat game pretending to be isometric. With the custom competitive maps that use larger ramps and elevation, pathfinding is quite fixed.
[2026-3-07. : 9:47 am]
NimoStar -- The unlocking and map choice was fine, but mostly in WoL - In HoTS the worst of all units are irrelevant because Kerrigan has infinite summon and stuff. And even in WoL the spaceship instakill map powers are better than units. If I could RTS in my RTS that'd be great.
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