top of page
Writer's picturestalamrinextmendca

The challenges and rewards of playing StarCraft II with Sc2 Real Scale Mod



I just wanted to let you know that for the time being, as your mod is currently not online/playable, a person on the American server named Catalyst reuploaded a former version of your mod after extracting it from his cache, under the name SCII RS Extension Mod. He uploaded it on the American as well as the European server. It has really good ratings (about 5 stars), but is apparently not well known, as it has only 18 reviews on the European server and about 10 on the American server.


I do thank him.I really do.Right now all I want is to be able to play the product he put out.I don't care about suggestions or complaints.But I can't find it.I'm pulling my hair here.




Sc2 Real Scale Mod




Is that so? Hmmm if that is the case I can wait (like with Blizzard, "it's finished when it's finished eh?)But please put the news about that here and on ModDB modder, it's killing to be unable to find your masterpiece!! Hats off, for real. God bless you.


-Well, indeed; once you get an ultralisk, bc or collosus; infantry is useless, since this is a lore-based mod the usual counters are much more powerful and what you're experiencing is the "reality" of starcraft lore, if you feel somewhat frustrated with infantry (and i mean it in the good way) that means i did my balancing just about right.


-Not sure what you mean, turrets get increased attention from attacking units, this means if you send a group of banshees they will attack the turrets first since those are their greatest threat, it's not the smartest thing from the banshees but in this case maybe you should switch your strategy and destroy the AA first like we would do in real world war.


  • Starcraft 2 Real Scale Mod Mod Showed In

Starcraft 2 Real Scale Mod Mod Showed InPress question mark to learn the rest of the keyboard shortcuts Log in sign up User account menu 12 How to find the real scale mod showed in this post.


There are a ton of great custom tug-of-war maps, including the magnificent Nexus Wars, but Income wars pips its rivals by escalating the tug-of-war idea to an insane scale. It's a 2v2 map in which each player must chose one unit to spawn. All units head towards the enemy down a single lane, and kills grant each team money to spend on more advanced troops. Each wave becomes more and more massive until the whole battlefield becomes a warzone, with hundreds of troops battling for supremacy. Each player has a last ditch nuclear option with which to wipe out a wave that's too close to home base. If you want to see a single nuclear explosion wiping out 77 Terran Battleships, Income Wars is the mod for you.


The real interesting part about this mod is how these changes impact gameplay. Due to marines (and infantry in general) being smaller, this makes units with splash damage effects scarily effective at wiping out marine/medic/firebat blobs, but also makes it easier for infantry to focus fire without blocking each other out. Large units with poor range suffer greatly, since they will often end up in range of the enemy before they can actually be effective. This is especially true for colossal starships such as the Protoss Carrier or Mothership (which is STILL far smaller than it should be!) The best example occurs during the mission In Utter Darkness: Artanis's mothership dies almost instantly upon arrival due to being such a massive target and quickly aggro-ing half of the Zerg's anti-air units on the map.


The Real Scale Legacy of the Void mod looks absolutely insane, especially the finale. There's been a whole lot of refining of the concept of real scale even compared to the already nice Wings of Liberty mod.Edited by TheCuriousFan on Jan 28th 2023 at 6:43:09 AM


The Charvel Pro-Mod So-Cal Style 2 24 HH 2PT CM Ash meets 7 out of our 8 criteria items for beginner friendliness, which means that it's a good guitar to start with as a complete beginner. This takes into account the type of frets, scale length, nut width, bridge type, fretboard radius, and neck profile to determine the easiest combination for new players to get used to.


After taking into account the neck profile, scale size, fretboard radius, and nut width, we can conclude that the Charvel Pro-Mod So-Cal Style 2 24 HH 2PT CM Ash's construction favors people with relatively small hands.


This is the same scale length used in Stratocaster guitars, and it's one of the main reasons they have such a bright sound. It's considered a long scale when compared to most non-baritone guitars.


Ash Body: The most popular Ash wood for guitars is swamp Ash. It has a really light color with beautiful patterns, which makes it perfect for a natural-looking finish. It's not as lightweight as Alder, but also not as heavy as Mahogany. It's known for producing a bright tone with solid mids and lows.


The Charvel Pro-Mod So-Cal Style 2 24 HH 2PT CM Ash is made in Mexico. This is the country that some American brands choose for building really good, but cheaper guitars. You can expect a guitar that offers a good price-quality relationship, although they don't get the same quality control as the ones built in Japan or the United States.


They will release mod tools and a scenario editor for AoE4 soon so we will be able to see how far we can push the game in size and unit numbers before it breaks.I hope that we can have more flexible map sizes in the AoE4 editor and not just the fixed set like in AoE1/2.I really hate it that there is no size between Giant and LudiKRIS in AoE2. Some scenarios just need more space then Giant but LudiKRIS is 4x as big and the performance is bad. They really need to add something inbetween. Give us the 1440p of maps please.


Visual overhaul mods are really cool. There's a mod that makes Starcraft II look like a new installment in the Warcraft series. There's a mod that makes Watch_Dogs look... well... the way it was supposed to look. And now, there's a mod on the horizon that makes Starcraft II look and feel like something out of a Newgrounds cartoon, and I think that's pretty awesome.


Making a mod of this scale, however, will be no simple task. To replace the game's 3D assets with 2D art, Burton will have to design new sprites to overlay over each of the game's structures and units, drawing every frame by hand. To accomplish this task, Carbot Animations has taken to IndieGogo in order to crowdfund the project. Once completed, "the Starcrafts mod" will be available for free in the SC2 arcade.


There might be times when you need to remove a container instance from your cluster; for example, to perform system updates, update the Docker daemon, or to scale down the cluster capacity. Amazon ECS provides the ability to transition a container instance to a DRAINING status. This is referred to as container instance draining. When a container instance is set to DRAINING, Amazon ECS prevents new tasks from being scheduled for placement on the container instance.


For around two years of my gaming life I was obsessed with Starcraft 2: Wings of Liberty. I got decent at it too, hovering around Platinum League with occasional forays into Diamond - the Koreans were hardly quaking in their boots, but I could hold my own at a reasonable level. More importantly I loved Starcraft 2. I watched it all the time, followed the tournaments and the Korean GSL, and studied the strategies of players I especially admired. After a while I moved onto other things, then 2013's Heart of the Swarm pulled me right back in - new units being the most obvious draw, but the shaking up of a tired metagame being the real secret sauce.


Starcraft 2 showcases what Blizzard is better at than almost every other developer, with perhaps the only comparisons being Valve and more recently Riot. A Blizzard game does not have a fixed lifespan. If it has problems, real problems, then they will be fixed - as the company tried to do with Diablo 3. If it is growing stale then it will get regular new content, as with WoW. And if it's intended to be a competitive experience, as with Starcraft 2, then it will be fine-tuned and expanded whenever necessary.


I've taken so many beatings in Legacy of the Void that I feel like a tomato can. Part of this is simple rust. And perhaps another aspect is that the limited audience for the beta thus far means there's a higher standard of player. But man I've taken a kicking, and my main difficulty has been with how much faster a match scales. The difference between a decent Starcraft player and a great one is how efficient they are at managing their economy. I can have two bases running like clockwork, and just about keep three on an even keel without floating too many minerals or gas. Once things go beyond that, I'm flailing.


There's an awful point in Starcraft 2, it's always been there, where you rub up against your own limits and realise that even though you understand what to do your fingers just don't work fast and accurately enough. You sometimes play people that, if you had 100 games against them, you'd be lucky to win 2 or 3. The matchmaking has always been so good that this is a rare feeling - opponents stretch rather than stomp you. In Legacy of the Void this inadequacy was all I felt.


Temporal Fields scale time to 1% of the normal speed, reducing all time-based effects in their area of effect. All cloaked units are revealed. This includes cooldowns, regeneration, and attacks. Heroic units' movement speed and attack speed are slowed to 50%. They spawn every 3 seconds and there is a 1 second delay before a Temporal field becomes active. Each field lasts for 20 seconds.


Time Warps scale time to 33% of the normal speed, reducing all time-based effects in their area of effect. This includes cooldowns, regeneration, timed life and attacks. They spawn every 3 seconds and there is a 2.5 second delay before a Time Warp becomes active. Each field lasts for 30 seconds. Units with the Frenzied passive (such as Brutalisks, the Odin and Ultralisks) will be unaffected. 2ff7e9595c


3 views0 comments

Recent Posts

See All

Comments


bottom of page