![]() Each unit in Broodwar has a different size, a different shape, and a different orientation. This is the where a large majority of unit glitches come from in Broodwar, but it is also where the micro potential comes from as well. The piece lays out how the cobbled-together StarCraft engine generated such classic gameplay because of its awkward compromises between a flat 2D engine and the forced isometric perspective it presents to the player. The best explanation of the difference between the two games-indeed, one of the best essays on a strategy series I've ever read-came from "Thieving Magpie" over at the Team Liquid forums. ![]() ![]() The problem, however, is that StarCraft 2 was a 3D game with completely different movement mechanics and pathing, and it was never clear that anyone could faithfully re-create Brood War inside of that engine. StarCraft 2 preserved a lot of the original game's aesthetic, and would have seemed like a natural foundation for a rebuilt Brood War. While " Brood War HD" was one of those projects that's been rumored for ages, it was never clear what form it would or should take.
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