@Defiler: Keep the harder stuff for Enslavers. According to the times when I've played Precursor and Enslavers, Enslavers is MUCH harder and Precursor is supposed to be a prologue / tutorial of sorts. The A.I. should range between Very Easy and Medium (WoL) difficulties only in Precursor.
When programming the A.I., there are two good sources for how a mission's A.I. works:
Option 1: Test the scenario using StarCraft 1 (or BW) and count the units in each attack wave, including the timing between each wave. Also be sure to take notice of the upgrade levels that each wave has. This is time-consuming, and it forces you to keep meticulous records of each scenario.
Option 2: Consult StrategyWiki. This is a good place to notice the quirks that the old scenarios had, so if all of the blind spots and caveats could be replicated, then it would certainly be a nice tip-of-the-hat to the older games.
Still, the SC2 balancing and new mechanics might do well to balance out or eliminate these shortcuts, so we gotta plan for how to best incorporate the A.I. holes into the game. For instance, SC1 Enslavers01 has a trigger that keeps the Red Terran team from starting to build its base and upgrade until 15 minutes into the game. That could be exploited. Another example: BW ZergX02 has a trigger keeping the enemy Terran from building and upgrading until the player has built 1 building. I've been able to beat that level quite easily using only the Zerg found in the first few minutes of that Scenario and then being sent to attack the Psi Disruptor and nothing else.
I guess my question is, how faithful do we have to be to the old missions? Do we have to make it so that whatever strategy is used by a player in the older (SC1/BW) missions can also work in this SC2 version?
When programming the A.I., there are two good sources for how a mission's A.I. works:
Option 1: Test the scenario using StarCraft 1 (or BW) and count the units in each attack wave, including the timing between each wave. Also be sure to take notice of the upgrade levels that each wave has. This is time-consuming, and it forces you to keep meticulous records of each scenario.
Option 2: Consult StrategyWiki. This is a good place to notice the quirks that the old scenarios had, so if all of the blind spots and caveats could be replicated, then it would certainly be a nice tip-of-the-hat to the older games.
Still, the SC2 balancing and new mechanics might do well to balance out or eliminate these shortcuts, so we gotta plan for how to best incorporate the A.I. holes into the game. For instance, SC1 Enslavers01 has a trigger that keeps the Red Terran team from starting to build its base and upgrade until 15 minutes into the game. That could be exploited. Another example: BW ZergX02 has a trigger keeping the enemy Terran from building and upgrading until the player has built 1 building. I've been able to beat that level quite easily using only the Zerg found in the first few minutes of that Scenario and then being sent to attack the Psi Disruptor and nothing else.
I guess my question is, how faithful do we have to be to the old missions? Do we have to make it so that whatever strategy is used by a player in the older (SC1/BW) missions can also work in this SC2 version?
In my opinion, the maps should be as faithful as possible, so the strategies used in SC1 works again in the remake. But this is MY opinion (I'm a SC1 die hard fundamentalist)
No our maps must not be as much faithful as possible,the objective of Jones (real leader of SCMR) was to do a brutal version of sc1,so he modified the waves and made it more hard to counter,this is the same thing we need to do with our precrusor,i buffed the waves for exapmle to make more hard the missions.
Can we delete the drop pod and zerg missiles drops triggers,they are useless on my opinion,but i don't know aht could happen if i delete it
Mission 4:Could you stop the units when the screen is black after you clicked on "start" button??Because i take a tons of damage on these seconds,and could make that reinforcements of zerg appear only when i hit a structure of the 2 bases
Zarxiel there are some updates coming for our mod ??? I hope not,so we can immediately publish the latest updated mod (on SC1 Remake ITA [nuovo]) and we can publish here at page 1 of this thread the 5 maps of precursor,so we will can gain more feedback and help,put (BETA TEST) instead of (help request) i was/am one of the major tester of a lot of campaigns here on sc2mapster and i learned that publishing beta versions of the maps give you all the feedbacks that you need to find major problems and suggestions for your maps
i write it on italian because on english it won't be so clear
ho avuto un idea per il ritratto del defiler:usiamo il ritratto dello swarm host,ci mettiamo le luci nere e lo sfondo azzurro e il gioco è fatto,il tricheco che usiamo ora nn mi piace
Bah meglio di no... Quello che usiamo noi è più simile, l'Ospite dello Sciame ha la cresta da idra e non si vede la mandibola principale, ha 4 occhi e i denti non sono molto evidenti, mentre il Contaminatore ha 2 occhi rossi ha la testa piatta e una grossa mandibola con una fila di denti impossibili da non vedere...
@Defiler: Keep the harder stuff for Enslavers. According to the times when I've played Precursor and Enslavers, Enslavers is MUCH harder and Precursor is supposed to be a prologue / tutorial of sorts. The A.I. should range between Very Easy and Medium (WoL) difficulties only in Precursor.
Ok but a+click action is boring...
I'm looking forward for this. Love the academy model.
I'm very glad to know you like our work ^^
When programming the A.I., there are two good sources for how a mission's A.I. works:
Option 1: Test the scenario using StarCraft 1 (or BW) and count the units in each attack wave, including the timing between each wave. Also be sure to take notice of the upgrade levels that each wave has. This is time-consuming, and it forces you to keep meticulous records of each scenario.
Option 2: Consult StrategyWiki. This is a good place to notice the quirks that the old scenarios had, so if all of the blind spots and caveats could be replicated, then it would certainly be a nice tip-of-the-hat to the older games.
Still, the SC2 balancing and new mechanics might do well to balance out or eliminate these shortcuts, so we gotta plan for how to best incorporate the A.I. holes into the game. For instance, SC1 Enslavers01 has a trigger that keeps the Red Terran team from starting to build its base and upgrade until 15 minutes into the game. That could be exploited. Another example: BW ZergX02 has a trigger keeping the enemy Terran from building and upgrading until the player has built 1 building. I've been able to beat that level quite easily using only the Zerg found in the first few minutes of that Scenario and then being sent to attack the Psi Disruptor and nothing else.
I guess my question is, how faithful do we have to be to the old missions? Do we have to make it so that whatever strategy is used by a player in the older (SC1/BW) missions can also work in this SC2 version?
In my opinion, the maps should be as faithful as possible, so the strategies used in SC1 works again in the remake. But this is MY opinion (I'm a SC1 die hard fundamentalist)
No our maps must not be as much faithful as possible,the objective of Jones (real leader of SCMR) was to do a brutal version of sc1,so he modified the waves and made it more hard to counter,this is the same thing we need to do with our precrusor,i buffed the waves for exapmle to make more hard the missions.
Mission 4:Could you stop the units when the screen is black after you clicked on "start" button??Because i take a tons of damage on these seconds,and could make that reinforcements of zerg appear only when i hit a structure of the 2 bases
Zarxiel there are some updates coming for our mod ??? I hope not,so we can immediately publish the latest updated mod (on SC1 Remake ITA [nuovo]) and we can publish here at page 1 of this thread the 5 maps of precursor,so we will can gain more feedback and help,put (BETA TEST) instead of (help request) i was/am one of the major tester of a lot of campaigns here on sc2mapster and i learned that publishing beta versions of the maps give you all the feedbacks that you need to find major problems and suggestions for your maps
Nope, the last upgrades I made yesterday, you can do this and I will send the bugs of the mod in the first page
Add that they can contact us via PM if they want to test our maps or better putting the Map files on the post 1 of this thread
the mods and the maps of the secondary campaigns are now avaible in the first post first page ;)
What do you think of my new avatar?? :)
NECROMORPH!!! XD I like it ;)
I love that Atrax done by myself :D
i write it on italian because on english it won't be so clear
Bah meglio di no... Quello che usiamo noi è più simile, l'Ospite dello Sciame ha la cresta da idra e non si vede la mandibola principale, ha 4 occhi e i denti non sono molto evidenti, mentre il Contaminatore ha 2 occhi rossi ha la testa piatta e una grossa mandibola con una fila di denti impossibili da non vedere...
IMO some already difficult campaigns like Enslavers 1/2 don't need to be harder: the best choice would be to have 2 difficulties like the ones in SCMR
Honestly precursor don't need 2 difficulties... You need to be retarded to can lose it
No not Precursor, that's a sort of demo/tutorial, I mean Enslavers 1/2 and Mercenaries II