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)
Who redone that terrain and doodads in Precursor 01? Now the map terrain is greatly improved! As always, SCVS don't start to extract minerals/gas. When the map start, the green text in the left should disappear after a few seconds, instead he remains much more.
When I have some free time I'll test it. Does it requires the new mod? I haven't the newer version, and can't download otherwise my download limits expires (I use again that vodafone internet key)
Sorry for writing in Italian but don't know how they are named in the english version so: cambiamo la terra accidentata di Agria con la terra scura di dIstese di Korhal? È molto meglio per me.
No not Precursor, that's a sort of demo/tutorial, I mean Enslavers 1/2 and Mercenaries II
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
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)
Is he working (or better, reworking) on map03?
Will Precursor02 get the same terrain/doodad treatment as Precursor01? I hope the answer is yes :D
I have to replay the original before testing the new one, otherwise I can't tell if done well or not.
Who redone that terrain and doodads in Precursor 01? Now the map terrain is greatly improved! As always, SCVS don't start to extract minerals/gas. When the map start, the green text in the left should disappear after a few seconds, instead he remains much more.
When I have some free time I'll test it. Does it requires the new mod? I haven't the newer version, and can't download otherwise my download limits expires (I use again that vodafone internet key)
You're our hero :D
Sorry for writing in Italian but don't know how they are named in the english version so: cambiamo la terra accidentata di Agria con la terra scura di dIstese di Korhal? È molto meglio per me.
Of course this is not only for our remake, you can always use it for your own remake in your language :D