• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:56
CET 08:56
KST 16:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Tenacious Turtle Tussle StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
Foreign Brood War [BSL21] RO8 Bracket & Prediction Contest Let's talk about Metropolis BW General Discussion [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Fighting Spirit mining rates Current Meta Game Theory for Starcraft How to stay on top of macro?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Path of Exile ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1037 users

Tandem StarCraft - Page 13

Forum Index > BW General
Post a Reply
Prev 1 11 12 13 14 15 19 Next All
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
February 14 2010 07:44 GMT
#241
On February 14 2010 14:52 Chef wrote:
The biggest issue this map has right now is that it gets very laggy late game. I'm not interested in making the changes, but I think if someone could figure out a way to make units transfer only once it would be okay. Right now units never disappear when they die, but if they disappeared after dying twice (once on the original side, and once on the other side) it would probably fix lag issues and absurd army size issues. Easier said than done though.

For stuff only transfering twice, I think using hero units with stats changed to same as base unit would fix that. Triggers the death of a regular unit to create a "hero" regular unit, but no trigger of death or "hero" version. Only drawkback I see is that there isn't any worker hero, so those wouldn't transfer anymore.

Anyway, tried it today we a few friends for the first time. Quite fun, thanks for the map
Jang Yoon Chul hwaiting!
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-14 14:34:25
February 14 2010 14:17 GMT
#242
On February 14 2010 16:44 CynanMachae wrote:
Show nested quote +
On February 14 2010 14:52 Chef wrote:
The biggest issue this map has right now is that it gets very laggy late game. I'm not interested in making the changes, but I think if someone could figure out a way to make units transfer only once it would be okay. Right now units never disappear when they die, but if they disappeared after dying twice (once on the original side, and once on the other side) it would probably fix lag issues and absurd army size issues. Easier said than done though.

For stuff only transfering twice, I think using hero units with stats changed to same as base unit would fix that. Triggers the death of a regular unit to create a "hero" regular unit, but no trigger of death or "hero" version. Only drawkback I see is that there isn't any worker hero, so those wouldn't transfer anymore.

Anyway, tried it today we a few friends for the first time. Quite fun, thanks for the map


Heroes have all tech researched by default, so it would be a big problem.

I suggest that we transfer minerals for destroyed static defense/buildings so there is more incentive to do so.

Also, it would be nice to get rid of the reset penalty and just use a flying spawner; you can simulate a flying spawner already just by loading that civilian into a shuttle or dropship anyways as BW moves the location in the same way even when the unit is in the transport.

To make units only transfer once, use the death counts for the corresponding heroes (and alan turret/duke turret/jump gate or whatever to keep track of valkyries or workers) to keep track of how many that were transferred. For every transfer, add 1 DC. If DC is not zero, do not transfer and decrement DC by one.

Also, you can comsat for your ally. Which is rather awesome, but imba.

EDIT> Strong build orders for this gametype, regardless of map:

-Protoss forge FE
-Sair/reaver
-4 Gate 2 Archon
-1 Scout rush, force early hydras/turrets/armory and screw up BO; if scout gets killed enemy gets a nigh-useless unit
+1 speedzeal push

-Siege expand
-2 port wraith (do not use if opponent ally is Terran)
-Deep 6
-2 fact vultures with mines
-6 fact timing push

-Any hydralisk build if opponent ally is not Z
-Ultraling if opponent ally is not Z and you can keep your defilers alive
-9pool speed
-3 hatch muta
-Scourge-heavy builds
-Infested terran bombing if holy world ever gets ported
-
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 14 2010 15:10 GMT
#243
I can't believe I missed this the first time around. This sounds very cool.
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 16:19 GMT
#244
Does anyone know if a successful scourge/infested Terran attack counts as a "death"? The trigger is only based on death count, so that will determine if scourge always get transferred, or only do so if they're killed before hitting.

I had originally missed the transfer-with-tech version of the map -- not sure if I like that or not. Certainly would make killing defilers/HTs more useful.

--oberon
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-14 16:34:09
February 14 2010 16:32 GMT
#245
Transfer with tech is bad. Very, very bad.

EDIT>
http://www.staredit.net/209328/
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 14 2010 16:39 GMT
#246
What? Transfer with tech is what made this fun. :[

Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Chef
Profile Blog Joined August 2005
10810 Posts
February 14 2010 16:51 GMT
#247
On February 15 2010 01:32 Excel Excel wrote:
http://www.staredit.net/209328/

Isn't that a good thing?
LEGEND!! LEGEND!!
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 14 2010 16:52 GMT
#248
I was just answering Oberon's question .
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
February 14 2010 16:56 GMT
#249
Oh, my bad I didn't see his post.

I had originally missed the transfer-with-tech version of the map -- not sure if I like that or not. Certainly would make killing defilers/HTs more useful.

I think it can go either way, but it is nice to have siege tanks that unsiege if only for the sake of keeping players from complaining. Overall it's not a bad thing, and it makes the map pretty dynamic.

There are problems with his map that were never fixed (iirc)... because he added colours, he also screwed up unit values (so Academys cost like 200 minerals and crap...).
LEGEND!! LEGEND!!
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 17:02 GMT
#250
On February 15 2010 01:56 Chef wrote:
Oh, my bad I didn't see his post.

Show nested quote +
I had originally missed the transfer-with-tech version of the map -- not sure if I like that or not. Certainly would make killing defilers/HTs more useful.

I think it can go either way, but it is nice to have siege tanks that unsiege if only for the sake of keeping players from complaining. Overall it's not a bad thing, and it makes the map pretty dynamic.

There are problems with his map that were never fixed (iirc)... because he added colours, he also screwed up unit values (so Academys cost like 200 minerals and crap...).


The only thing I really care about is the triggerlist. So, I'll investigate that.

--oberon
Chef
Profile Blog Joined August 2005
10810 Posts
February 14 2010 17:06 GMT
#251
He uses 'give units to player' and an island in the middle of the map to transfer units I think. So if player 1 lost a marine with stim upgraded, a marine is created for player 1 on that island, then given control to player 3 (player 1's ally's opponent), then moved to the civilian.
LEGEND!! LEGEND!!
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 17:14 GMT
#252
On February 15 2010 02:06 Chef wrote:
He uses 'give units to player' and an island in the middle of the map to transfer units I think. So if player 1 lost a marine with stim upgraded, a marine is created for player 1 on that island, then given control to player 3 (player 1's ally's opponent), then moved to the civilian.


That doesn't actually seem to be the case. Oddly, his triggers for unit giving are the same as yours. Maybe the version in the OP is old?

Anyway, the algorithm you suggest seems reasonable. I may just do that myself. Other things his edit has, that might be useful:

-Prevent creating a nydus on the other map. Yes, your units will blow up if they go through it, but in the current version you can still create the exit.

-Prevent MCing of civilians causing one player to have multiple.

-Some attempt (I think?) to end the game if one player leaves/doesn't exist. I'm not sure if his triggers will work, but this is annoying in the current version -- that if one player leaves, his team doesn't automatically lose.

--oberon
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
February 14 2010 17:19 GMT
#253
Great... gj.
Falling
Profile Blog Joined June 2009
Canada11378 Posts
February 15 2010 20:14 GMT
#254
Glad to see this picked up again, I was afraid it had fallen by the wayside. Such an epic idea.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 15 2010 20:26 GMT
#255
On February 15 2010 02:06 Chef wrote:
He uses 'give units to player' and an island in the middle of the map to transfer units I think. So if player 1 lost a marine with stim upgraded, a marine is created for player 1 on that island, then given control to player 3 (player 1's ally's opponent), then moved to the civilian.


Mmhmm correct

And yeah, some unit values are wrong

Haven't bothered to fix it yet but it's a simple fix
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25989 Posts
February 15 2010 20:42 GMT
#256
Any chance of making every other unit switch? Or put in a randomizer than chances as the game progresses? Because last time I played there was the issue that units can only be created, never die.
Moderator
oberon
Profile Joined May 2009
United States1320 Posts
Last Edited: 2010-02-15 22:09:05
February 15 2010 22:08 GMT
#257
On February 16 2010 05:42 Chill wrote:
Any chance of making every other unit switch? Or put in a randomizer than chances as the game progresses? Because last time I played there was the issue that units can only be created, never die.


Yeah, in bughouse you start with a chessboard each, and that's it. You can't add more units to the game like in BW. Was this a gameplay issue (game never ends, becomes too crowded, etc.) or an engine issue (engine bogs down)? Or a problem for another reason?

The closest thing I can come up with to a "solution" for this is to have more islands in the no-man's-land, with crystals/eggs/whatever. Every time you get a unit transferred to you, lose a thingy. No more thingies -> no more units. That would put a hard cap on transfers. None too elegant, however. You could get slightly more complex, where every time your opponent gets a transfer you get a crystal back (in effect, one of theirs becomes yours) which would allow transfers forever, but you could never have received more than X units more than your opponent. Not sure that's better.

On February 16 2010 05:26 frogmelter wrote:
Show nested quote +
On February 15 2010 02:06 Chef wrote:
He uses 'give units to player' and an island in the middle of the map to transfer units I think. So if player 1 lost a marine with stim upgraded, a marine is created for player 1 on that island, then given control to player 3 (player 1's ally's opponent), then moved to the civilian.


Mmhmm correct

And yeah, some unit values are wrong

Haven't bothered to fix it yet but it's a simple fix


Do you have the latest version of your edition of the map? The one in this thread doesn't seem to have those triggers.

--oberon
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 15 2010 22:15 GMT
#258
On February 15 2010 02:14 oberon wrote:
Show nested quote +
On February 15 2010 02:06 Chef wrote:
He uses 'give units to player' and an island in the middle of the map to transfer units I think. So if player 1 lost a marine with stim upgraded, a marine is created for player 1 on that island, then given control to player 3 (player 1's ally's opponent), then moved to the civilian.


That doesn't actually seem to be the case. Oddly, his triggers for unit giving are the same as yours. Maybe the version in the OP is old?

Anyway, the algorithm you suggest seems reasonable. I may just do that myself. Other things his edit has, that might be useful:

-Prevent creating a nydus on the other map. Yes, your units will blow up if they go through it, but in the current version you can still create the exit.

-Prevent MCing of civilians causing one player to have multiple.

-Some attempt (I think?) to end the game if one player leaves/doesn't exist. I'm not sure if his triggers will work, but this is annoying in the current version -- that if one player leaves, his team doesn't automatically lose.

--oberon

Chef emailed me a version of the map that he was "pretty sure" was the most recent one. We never tested the one I uploaded so you could be right about the version being old. =[
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Ecrilon
Profile Blog Joined October 2009
501 Posts
February 15 2010 23:31 GMT
#259
A really, really crude fix on the endgame mass unit problem is simply to not allow a player to receive units of his own race. Those just die. Clearly, this would mean that people at cross positions need to select different races, and random would be a silly thing to choose, so not optimal.
There is but one truth.
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 15 2010 23:46 GMT
#260
Switch = RNG.

Have something like 16 offscreen lurker eggs with their own locations, and use 4 randomized switches and 16 condition statements. Each switch combination corresponds to 1 location, and if a lurker egg is there, then transfer the unit. You can kill the eggs as the game progresses to lower the chance of units transferring, with it reaching zero at some point later on (40 minutes?).
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Prev 1 11 12 13 14 15 19 Next All
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
00:00
Biweekly #37
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft617
SortOf 126
StarCraft: Brood War
GuemChi 964
Bisu 592
Leta 83
Killer 48
ggaemo 47
Bale 44
Shine 30
ZergMaN 22
Rush 17
Dota 2
NeuroSwarm71
League of Legends
JimRising 531
C9.Mang0447
Reynor66
Other Games
summit1g10006
XaKoH 285
Happy148
Mew2King72
Dewaltoss6
trigger0
Organizations
Other Games
gamesdonequick649
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH250
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling147
Upcoming Events
The PondCast
2h 4m
WardiTV 2025
4h 4m
StarCraft2.fi
9h 4m
WardiTV 2025
1d 4h
RSL Revival
1d 20h
StarCraft2.fi
2 days
IPSL
2 days
Sziky vs JDConan
RSL Revival
2 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
3 days
IPSL
3 days
Tarson vs DragOn
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.