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Composition Wars Changelog

Blogs > Kantutan
Post a Reply
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
Last Edited: 2010-07-12 08:22:57
June 11 2010 01:03 GMT
#1
I thought I ought to start keeping a changelog of my map and so why not do it here since I doubt I'll ever throw up some makeshift website for my shitty SC2 maps. Anyways, feel free to offer balance or gameplay suggestions below because in the rare moments I do get a sudden burst of inspiration to start map editing I usually don't have enough good additions to consider.

Due to Blizzard's publishing system I'll probably consider my current version as v1.0 and go from there.

v1.0

Game modes:

Lane mode:

  • normal - Default game mode. Units use both paths.
  • single lane - All units use the top lane only.


Income mode:

  • normal - Default game mode. Players receieve 1 gold while they are not building.
  • double - Players receieve double the income.
  • unlimited minerals - Players begin with enough minerals to last the whole game.


Structure building time mode:

  • normal - Default game mode. Normal structure building time.
  • half - Structures take half the time to build.
  • instant - Structures are built instantly.


Lane width

Lanes are now twice the width so less blocking will occur.

Turtling Fix

There are now only two starting cannons for either side of each lane, both starting with 0 shields (and all cannons have 1hp). If you cancel your units and wait until you have several buildings before unleashing them you will be overrun. However, synchronizing your buildings to send units at the same time later on in the game is still a valid strategy.

v1.1

Supply system

Players now start with 8 supply and have the option to gain additional supply by building supply depots. This will hopefully discourage the massing of tier 1 units as well as high-tier air units.

In works:

Mercenary tower additions

Many more options added to the mercenary tower.

Up for consideration:

4 players on each side for a total of 8 per game.

Race selection - Players either choose zerg, terran, or protoss at the start of the game. Will make balancing 50x harder :\ (which I suck at)

Game editions (selected within the same map):

  • Micro edition - Units are automatically created but control is given to the players. Will likely just result in unit balls.
  • Anarchy edition - SCVs can move into the opposing team's side of the map to build.


Thanks to anyone who decides to offer feedback!

*****
Dozle
Profile Joined April 2010
Canada147 Posts
June 11 2010 01:26 GMT
#2
Definitely put in 4v4, the only thing Nexus wars has on your map is the 4v4.
Rice
Profile Blog Joined July 2007
United States1332 Posts
June 11 2010 01:41 GMT
#3
am i missing something or is there no reason to build anything but marines in this game?

i think the cannons stats need to be tweaked
Freedom will be defended at the cost of civil liberties.
Dozle
Profile Joined April 2010
Canada147 Posts
June 11 2010 01:52 GMT
#4
Most people just go all protoss (i.e zealots into stalkers)
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
Last Edited: 2010-06-11 02:07:10
June 11 2010 01:55 GMT
#5
Race selection would be really boring IMO. Plus Protoss is the strongest by far.

My brother and I played so many games of it as a team trying to come up with various builds and stuff. Some observations:
A. Stalkers are incredibly strong for the cost. Basically 80% of the lanes we fought would end up massing stalker, with immortal/colossus/void ray support. They just build up in numbers so much because of blink, they just stay alive. Now we eventually started beating every stalker mass strategy although most of our strategies involved massing stalker ourself in one of the lanes just to hold it and create a traffic jam so we could both build immortals on the other side.
Immortals themselves are also intensely good.

B. By building a lot of production buildings and repeatedly canceling unit production from them you can totally hide your unit composition, and then explode with tons of units all at once. This creates a big blind situation where you have to somehow counter the enemy without knowing what he has. He could have 15 spawning pools back there and just have a wave of 30 zerglings (which owns any normal unit composition unless you sync up your unit spawns exactly too, and is followed very shortly by another wave), or a gateway and 5 cybernetics cores. As long as someone unleashes before you have enough stuff to break cannons, it works (and I think is much stronger than not canceling, I basically started canceling and unleashing on my first 5 buildings, or 2nd-6th buildings to avoid suspicion every game). We got totally destroyed by a cancel-repeated mass zergling. But you have no idea what to prepare for so it's basically rock paper scissors, and if you don't prepare right you can lose right in this opening phase easily.

Oh yeah, widening the lanes is going to make the stalker imbalance unbeatable, because the only solution to them we found by the end of beta was to just get them to clog up and get stuck behind each other in a gigantic blob, which makes them push forward really slowly, and then once they finally overwhelm you, deadly gas their huge blob. If they actually can get a good arc with it, it'll be impossible unless stalkers are adjusted.
Yeah, well, you know, that's just like, your opinion man
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 11 2010 03:59 GMT
#6
Turtling Fix

There are now only two starting cannons for either side of each lane, both starting with 0 shields (and all cannons have 1hp). If you cancel your units and wait until you have several buildings before unleashing them you will be overrun. However, synchronizing your buildings to send units at the same time later on in the game is still a valid strategy.

That should fix the turtling problem. As for stalkers, with the wide lanes and 2 cannons it'll likely take too long of the opponent doing nothing before you can mass up on enough stalkers to create a blog. We'll see. If that's not the case I can always limit stalkers to one blink per lifetime.
GrapeKoolaid
Profile Joined June 2010
United States2 Posts
June 27 2010 03:34 GMT
#7
best map ever, please make a version for SC1 while we wait for phase 2 of the beta
What is "juice" ?
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 29 2010 23:30 GMT
#8
On June 27 2010 12:34 GrapeKoolaid wrote:
best map ever, please make a version for SC1 while we wait for phase 2 of the beta


lol, only a few more days to wait
CheeseMan111
Profile Joined July 2010
18 Posts
July 09 2010 02:40 GMT
#9
God Beta is up!!!! Please publish this game up so i can play it!!! I love your game! Wonderful job and thank you! Ten times better than nexus wars in my opinion.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
July 09 2010 23:07 GMT
#10
On July 09 2010 11:40 CheeseMan111 wrote:
God Beta is up!!!! Please publish this game up so i can play it!!! I love your game! Wonderful job and thank you! Ten times better than nexus wars in my opinion.


Thanks I haven't been able to login through the editor until today, the map is now published.
TheBear358
Profile Joined July 2010
United States1 Post
July 10 2010 09:05 GMT
#11
Hey, I've been playing Composition Wars all night, and I figured out something interesting: If you build nothing but Marines, you will always win no matter what your opponent does.

I've done this about seven times now, and most of the time I've even been warning my opponents of my strategy in advance. They still can't fend me off. I've seen people use just about everything to try to beat me, even obscure, weaker units, but nothing seems to put a dent into Marines once they've massed up enough. Only counter I can think of might be mass Zealots, but that probably wouldn't work.

Just figured you'd want to know this for the sake of balancing the map. It really is a terrific game, probably the only one uploaded right now without any glaring flaws or imbalances. Wish you the best of luck in your custom-map-making endeavors!
I do what I want.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
July 11 2010 14:23 GMT
#12
On July 10 2010 18:05 TheBear358 wrote:
Hey, I've been playing Composition Wars all night, and I figured out something interesting: If you build nothing but Marines, you will always win no matter what your opponent does.

I've done this about seven times now, and most of the time I've even been warning my opponents of my strategy in advance. They still can't fend me off. I've seen people use just about everything to try to beat me, even obscure, weaker units, but nothing seems to put a dent into Marines once they've massed up enough. Only counter I can think of might be mass Zealots, but that probably wouldn't work.

Just figured you'd want to know this for the sake of balancing the map. It really is a terrific game, probably the only one uploaded right now without any glaring flaws or imbalances. Wish you the best of luck in your custom-map-making endeavors!


Many thanks. Yes I've been informed of this, will try to figure something out for it.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
Last Edited: 2010-07-13 02:15:53
July 13 2010 02:09 GMT
#13
On July 11 2010 23:23 Kantutan wrote:
Show nested quote +
On July 10 2010 18:05 TheBear358 wrote:
Hey, I've been playing Composition Wars all night, and I figured out something interesting: If you build nothing but Marines, you will always win no matter what your opponent does.

I've done this about seven times now, and most of the time I've even been warning my opponents of my strategy in advance. They still can't fend me off. I've seen people use just about everything to try to beat me, even obscure, weaker units, but nothing seems to put a dent into Marines once they've massed up enough. Only counter I can think of might be mass Zealots, but that probably wouldn't work.

Just figured you'd want to know this for the sake of balancing the map. It really is a terrific game, probably the only one uploaded right now without any glaring flaws or imbalances. Wish you the best of luck in your custom-map-making endeavors!


Many thanks. Yes I've been informed of this, will try to figure something out for it.


The reason that happens is because the only good counter to marines is collosi with the range upgrade, but the problem in this map is armageddon. The side that techs to collosi will lose no matter what if they use up all their armageddons and the other side still has at least one. Since collosi take forever to build, the side with the most low-tier units will win. The fix would be to get rid of armageddon.

Map modification suggestion: How about making it single-lane and using the middle of the map as the lane.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
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