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[2019-9-29. : 10:02 pm] UEDCommander -- Most of SC1 players don't even know and don't even care that custom content exists[2019-9-29. : 10:02 pm] UEDCommander -- If there were actual changes to the game on blizzard part, more players would play, but that's not happening[2019-9-29. : 10:01 pm] sraw531 -- well, this site is dedicated to sc1/sc2, so... if thats too dead for you...?[2019-9-29. : 9:56 pm] sraw531 -- I personally like to make maps for my nephews to play, but they wont use mods.[2019-9-29. : 9:55 pm] sraw531 -- or all it takes is a reason to get back on the same horse as before. if wow:vanilla is anything to show[2019-9-29. : 9:54 pm] sraw531 -- maybe some people have a captive audience that they cant teach beforehand[2019-9-29. : 9:53 pm] Suicidal Insanity -- Maybe if there was an increase in new fun creative maps, more players would play[2019-9-29. : 9:39 pm] UEDCommander -- There's no reason to aim for accessiability in the game that is dead[2019-9-29. : 9:38 pm] UEDCommander -- sraw531sraw531 shouted: Shrug. I don't care for using EUD's, its a whole new system to learn, as well as it can ruin your perspective on how units work because its not apparent anymore. Often times you can get a solution without using them. As for mods, I detest them due to the requirement of everyone having to download the same stuff. Thats too much work for playing multiplayer with people who cant learn stuff. If you're aiming for popularity and large amounts of players, you chose wrong engine to work in[2019-9-29. : 9:36 pm] UEDCommander -- sraw531sraw531 shouted: UEDCommander mods are playable on battlenet, but require all players to be using them. Thats way too much hassle. Pr0nogo I play using SC:R and SC:Carbot, so... Surely others exist. Why didn't you say you're using carbot in the first place[2019-9-29. : 9:29 pm] sraw531 -- as someone who played so many UMS maps back before EUD was a thing, I find most EUD maps take 150-200% longer for me to learn because of how poorly people explain how they work in game.[2019-9-29. : 9:28 pm] sraw531 -- meaning, if you deign to use EUD when it was unnecessary, you throw away a potential resource.[2019-9-29. : 9:28 pm] sraw531 -- they are playable online, and it emulates, but it moves the patch backward to 1.16, which means that you dont get those fancy unit limits and such. So, theres actual trade-offs.[2019-9-29. : 9:27 pm] sraw531 -- MooseMoose shouted: Blizzard added EUD emulation support to SC:R for a lot of EUDs, so you can play the map in both 1.16.1 and SC:R sraw531sraw531 shouted: Initially, but they aren't really anymore because of how they revert the patch back [2019-9-29. : 9:25 pm] Moose -- Blizzard added EUD emulation support to SC:R for a lot of EUDs, so you can play the map in both 1.16.1 and SC:R[2019-9-29. : 9:25 pm] sraw531 -- I have a lot less issue with EUD than with MOD, so thats something.[2019-9-29. : 9:24 pm] sraw531 -- Initially, but they aren't really anymore because of how they revert the patch back[2019-9-29. : 9:21 pm] sraw531 -- I have always felt creative triggering to be the best method of doing things whenever possible.[2019-9-29. : 9:20 pm] sraw531 -- Sure, you can do fun things, but unless those things are completely impossible without EUD, you shouldn't bother.[2019-9-29. : 9:19 pm] sraw531 -- Shrug. I don't care for using EUD's, its a whole new system to learn, as well as it can ruin your perspective on how units work because its not apparent anymore. Often times you can get a solution without using them. As for mods, I detest them due to the requirement of everyone having to download the same stuff. Thats too much work for playing multiplayer with people who cant learn stuff.[2019-9-29. : 9:14 pm] Pr0nogo -- nobody's ever responded to these arguments with anything coherent so[2019-9-29. : 9:11 pm] Moose -- sraw531sraw531 shouted: UEDCommander mods are playable on battlenet, but require all players to be using them. Thats way too much hassle. Pr0nogo I play using SC:R and SC:Carbot, so... Surely others exist. inb4 daily reminder that you're making inferior creative choices and potentially some statement about "quality" or w/e idk[2019-9-29. : 9:10 pm] Moose -- Dem0nDem0n shouted: using basic intelligence however you could surmise that he was asking the question in the context of mapping, not modding mad Pr0nogoPr0nogo shouted: sraw531 perceptive individuals won't be playing scr in the first place, so you don't need to worry about that madder Suicidal InsanitySuicidal Insanity shouted: Pr0nogo You are fun as always -_- maddest[2019-9-29. : 9:07 pm] Suicidal Insanity -- Pr0nogoPr0nogo shouted: sraw531 perceptive individuals won't be playing scr in the first place, so you don't need to worry about that You are fun as always -_-[2019-9-29. : 9:00 pm] sraw531 -- Voyager7456Voyager7456 shouted: When do we get minerals for discord messages? :megathink: is there a discord for this?[2019-9-29. : 8:54 pm] sraw531 -- UEDCommanderUEDCommander shouted: sraw531 Mods are playable on bnet, what are you talking about mods are playable on battlenet, but require all players to be using them. Thats way too much hassle. Pr0nogoPr0nogo shouted: sraw531 perceptive individuals won't be playing scr in the first place, so you don't need to worry about that I play using SC:R and SC:Carbot, so... Surely others exist.[2019-9-29. : 8:38 pm] UEDCommander -- Especially in HD graphics which have much more noticable edges since they're 4 times bigger[2019-9-29. : 8:37 pm] Pr0nogo -- sraw531sraw531 shouted: as it is exactly one tile of substructure, perceptive individuals will note every single tile looks exactly the same in buildable areas. perceptive individuals won't be playing scr in the first place, so you don't need to worry about that[2019-9-29. : 8:37 pm] UEDCommander -- sraw531sraw531 shouted: as it is exactly one tile of substructure, perceptive individuals will note every single tile looks exactly the same in buildable areas. Perceptable individuals as in every single player lol[2019-9-29. : 8:37 pm] UEDCommander -- sraw531sraw531 shouted: UEDCommander sraw531 sraw531 I mentioned I wanted it to be playable on battlenet on latest patch, as well as without using EUD's. Lack of modding was implicit, and buildable tiles were secondary to having the initial spawns made by User-Selectable races despite the game being UMS. sraw531 Mods are playable on bnet, what are you talking about[2019-9-29. : 8:30 pm] *sraw531 musingly thinks about how buildable tiles bring the balance from favoring protoss in installation to just disliking zerg (liftoff being bad, anyway)*[2019-9-29. : 8:27 pm] sraw531 -- FaRTy1billionFaRTy1billion shouted: if it is unwalkable then the workers will give a bunch of unit unplaceable errors FaRTy1billionFaRTy1billion shouted: starting buildings don't check whether or not the tile is buildable But I don't plan to make use of the buildable terrain as I don't think any of my "preloads" need buildability. I only asked about the buildable tile (which I knew existed, but had forgotten how to find it), in the situation that *it* affected the starting buildings/units from user-selectable. Apparently it doesn't. sraw531sraw531 shouted: hmm, well it looks to me like it creates units same as any other map, which is extremely odd considering it can put buildings anywhere, even bottomless pit (but I suspect standard map editor cant put start location there) [2019-9-29. : 8:25 pm] sraw531 -- UEDCommanderUEDCommander shouted: Obviously you would have to consider that ramps in the installation are nowhere near being designed for macro gameplay At best, my plan was to have a very limited tech tree, similar to most RPGs. Possibly having places where you can build bunkers/cannons/shield batteries, not even trying to go the macro route. Probably would use space or all preplaced stuff for that.[2019-9-29. : 8:21 pm] sraw531 -- As usual, Farty answers basically everything without being wrong on anything.[2019-9-29. : 8:19 pm] sraw531 -- ZoanZoan shouted: sraw your text color is too similar to mine. As I joined two years earlier than you, I think I am grandfathered in there haha.[2019-9-29. : 8:18 pm] sraw531 -- (To gameplay, not to aesthetics. Thats where its important obviously)[2019-9-29. : 8:18 pm] sraw531 -- but terrain appearance means nothing beyond height, walkability, buildability, and AI anyway.[2019-9-29. : 8:17 pm] sraw531 -- as it is exactly one tile of substructure, perceptive individuals will note every single tile looks exactly the same in buildable areas.[2019-9-29. : 8:16 pm] sraw531 -- jjf28jjf28 shouted: try this guy: http://www.staredit.net/wiki/index.php/Null_Terrain shows a buildable tile which UEDCommanderUEDCommander shouted: Now, creep is a bit harder work for all races, but zerg buildings look wonky because they sit on null tiles. I had a starting worker that spawned from the start location that was able to build on the tile using money that I triggered at the map initiation. Creep that gets removed makes it go back to substructure, and for all intents it works like regular terrain from what I saw. Didn't experiment much though.[2019-9-29. : 8:14 pm] sraw531 -- UEDCommanderUEDCommander shouted: Zoan Nobody said anything about it mandatory being mapmaking sraw531sraw531 shouted: (Starcraft 1, latest patch on battle.net) sraw531sraw531 shouted: okay, that points out where the buildable tile is, but doesn't answer "actual" question. (Thanks)(and I don't want to use EUD's) I mentioned I wanted it to be playable on battlenet on latest patch, as well as without using EUD's. Lack of modding was implicit, and buildable tiles were secondary to having the initial spawns made by User-Selectable races despite the game being UMS. sraw531sraw531 shouted: intent is an installation-crawler in which your starting forces is determined by what race you chose in lobby, potentially other things like what race enemy is, and what race rescuable forces is, etc. [2019-9-28. : 2:41 pm] Moose -- UEDCommanderUEDCommander shouted: Not even mentioning that assuming someone would want to use inferior set of tools when a superior alternative is avaliable, which is especially true in Remastered, is extrimely close-minded Not even mentioning the thing that I'm mentioning...[2019-9-28. : 2:20 pm] UEDCommander -- In this particular case it wouldn't even help, seeing as there is no way to make buildable terrain in installation without modding[2019-9-28. : 2:20 pm] UEDCommander -- Not even mentioning that assuming someone would want to use inferior set of tools when a superior alternative is avaliable, which is especially true in Remastered, is extrimely close-minded[2019-9-28. : 2:17 pm] UEDCommander -- Dem0nDem0n shouted: using basic intelligence however you could surmise that he was asking the question in the context of mapping, not modding Why would i come to that conclusion[2019-9-28. : 1:16 pm] Moose -- ZoanZoan shouted: sraw531 wait I forget, don't you have to play on melee instead of use map settings to get it to spawn stuff at the starting location? No, stuff still spawns in UMS, the player's race just has to be user select[2019-9-28. : 12:33 pm] Dem0n -- using basic intelligence however you could surmise that he was asking the question in the context of mapping, not modding[2019-9-28. : 11:49 am] UEDCommander -- ZoanZoan shouted: UEDCommander isn't that modding, not map-making? Nobody said anything about it mandatory being mapmaking[2019-9-28. : 7:14 am] O)FaRTy1billion[MM] -- if it is unwalkable then the workers will give a bunch of unit unplaceable errors[2019-9-28. : 7:14 am] O)FaRTy1billion[MM] -- starting buildings don't check whether or not the tile is buildable[2019-9-28. : 7:14 am] O)FaRTy1billion[MM] -- the building spawns in installation when you set it to user selectable[2019-9-28. : 7:09 am] O)FaRTy1billion[MM] -- there's a substructure-looking tile in installation that's buildable, but creep is broken |