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Sorcery II RPG vBETA 4.7
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Filename: Sorcery II RPGvBETA4.7.scx
Filesize: 480.08KB

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File Information
General
Uploaded on:Jan 20 2010, 2:15 pm
Uploaded by:Kaito
Author:Not Given.
Downloads:184

Map-Data
Tileset:Jungle
Dimension:256x256

Forces
Heroes of Sorcery
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Last Update: 9/10/2009
Computer (Protoss)
Neutrals
Neutral (Terran)
Created by: bearcat_fan
Computer (Zerg)

Map-Statistics
Units:790
Triggers:1592
Locations:247
Strings:894
File Description
Sorcery II RPG v4.7

Pretty much 4.6 with Necromancer fix, and balance changes, nothing too big, fun map.

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Comments
Raitaki wrote on Aug 5 2010, 10:06 am:
You should rebalance the warrior, starting by swapping the archon and hero zealot, because with that, all mercia and swamp quests are too easy even solo. Just use berserker, then shields of valor, then wait for them to cool down and use a mana potion, rinse and repeat. Devilkin is killed after like 3 hits with about +10 dmg upgrade.

Raitaki wrote on Aug 4 2010, 1:09 am:
Near the start of the game, the rogue is unreachable. the path to him is too small for any characters to go through.

[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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