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Tandem StarCraft

Forum Index > BW General
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Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-14 05:40:46
October 03 2009 23:59 GMT
#1
[image loading]


Parallel Worlds

It is the fool that spends his hour perplexing,
The nature of unexpected vexing,
It is the fool that thinks it is mere chance,
When he finds himself in great happenstance,

We each are linked to an unknown brother,
What befalls one, will befall the other,
Their fates together eternally swirled,
Fighting to control each parallel world.





Introduction

Tandem StarCraft is UMS map inspired by the game "Tandem Chess." In Tandem StarCraft, two separate one versus one games are played, and the objective is the same as in normal melee StarCraft. The catch is that if you destroy one of your enemy's units, your ally on the other map receives that unit help him in his own battles. Likewise, if you lose a unit to your enemy, your ally's enemy will gain that unit to use against him. The first team to lose a player loses the game.





The Map

[image loading]

Download


The map, as shown here, is split in two symmetrical halves. On the left, Player 1 fight against Player 3, and on the right, Player 2 fights against Player 4. The map is extensively decorated, and though the overview of this small picture does not show it, it is quite pleasant in game.





Rules


-Players on the left map cannot send units to the right, and vice versa.
-Units killed on one map spawn around a civilian on the other.
-If one player loses all his buildings, his ally's units are destroyed.
-If your civilian is killed, you are punished by having all your minerals and gas reset to zero.




Tips


-Civilians have low health, but in the early game there is very little threat. Use them to scout for proxies and other cheesy strategies.
-If your ally's opponent is the same race as you, your supply will build up very quickly. Build extra farms to compensate for this.
-Units that die on this map do not actually leave the map. Armies will be traded back and forth and only become bigger each time.
-If you are doing a risky build that involves high tech units such as Dark Templar, make sure your ally has detection in case you lose them.
-Some units are less useful to your ally's opponent than others. If you lose High Templar, and your ally's opponent can't research psi storm, he will only be able to morph them into archons.

DOWNLOAD HERE





Alternate Versions

Here alternate versions of my release of Tandem StarCraft will be kept. New features, modifications, and cosmetic changes are somethings you might find here.

  • Frogmelter - Download - Units transfer with research (but not weapon/armor/shield) upgrades that they had when killed. Text colours changed. Urasadon added. Some unit name changes. Could still be buggy (this is 4th revision).

  • oberon - Download] - Tandem StarCraft on Destination. Currently in testing.


+ Show Spoiler [Version 1] +
[image loading]


Introduction


There exists a popular variant of Chess called "Tandem Chess." In Tandem Chess two teams of two players each play on two separate boards. If a piece is captured on one board, the player's ally who captured the peice, gets to place the piece on his board anywhere in the centre. The first team to checkmate on either board wins.

Wouldn't it be fun if there were Tandem StarCraft? It would, and it is.




The Map


[image loading]

Download Here

Alt: http://www.mediafire.com/?sharekey=0354ff10adeab1c7d9d5c56d04dfa8b0e04e75f6e8ebb871

As you can see the layout of the map is very simple. This is the initial version as a proof of concept, but it is very fun none the less. In the future, a more complex map may be created.




The Rules


All players are Protoss (for the sake of balance on a simple map)

When you kill an enemy unit, your ally receives that unit beside his psi emitter for him to use.

When one player on a team loses all his or her buildings, the game is over and that team loses.

Any unit that tries to fly thru the centre to get to the other side of the map is destroyed.




Advisements


If you have two skilled players, and two not so skilled players, Tandem StarCraft is an excellent way to keep games fresh and interesting. Unlike regular 2v2 where the skilled players would end up doing all the work, in Tandem StarCraft if a skilled player faces off against a weak player, and the same is true for the other side of the map, the weaker player will gain the reinforcements of his skillful ally to help keep the game fun for everyone.

Keeping track of your psi emitter and making sure your enemy doesn't steal it can be an important factor in this game. and enemy who surronds your psi emitter will essentially make his allies units everlasting.

Teching intelligently will be key to success in this matchup. If your opponent gets a dark templar your ally has foolishly lost, you better make sure you have the detection to stop it.

Supply could build up very quickly since essentially units will never leave the map. Make sure you compensate with more pylons than normal.

DOWNLOAD HERE

Alt: http://www.mediafire.com/?sharekey=0354ff10adeab1c7d9d5c56d04dfa8b0e04e75f6e8ebb871
LEGEND!! LEGEND!!
Jonvvv
Profile Blog Joined February 2009
Norway1530 Posts
October 04 2009 00:08 GMT
#2
Sounds awesome! xD
Liquipedia
Play
Profile Blog Joined November 2007
Australia608 Posts
October 04 2009 00:10 GMT
#3
so cool! definately going to try this.. anyone wants to play come to channel op irc on iccup :D account OverlordRange
jmascis
theobsessed1
Profile Blog Joined February 2009
United States576 Posts
October 04 2009 00:12 GMT
#4
Thanks! Willing to try this out real soon :D
정명훈 화이팅!~
Gliche
Profile Blog Joined August 2008
United States811 Posts
Last Edited: 2009-10-04 00:19:15
October 04 2009 00:17 GMT
#5
very cool!

edit: i can't dl it
KT fighting~!! | Designing things is fun!
Shauni
Profile Blog Joined July 2004
4077 Posts
October 04 2009 00:21 GMT
#6
i'd like to try this, it sounds very interesting...
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
TheFallofTroy
Profile Joined May 2009
Canada780 Posts
October 04 2009 00:30 GMT
#7
Sounds pretty interesting, I'll try it out soon.
^_^V
LonGGone
Profile Joined June 2004
121 Posts
October 04 2009 00:47 GMT
#8
So we play like its melee but can only play protoss? Sounds fun if the map wasnt limited to only 1 race
You cant be a god if noone worships you
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
October 04 2009 00:50 GMT
#9
awww link broken.
We spend our youth attaining wealth, and our wealth attaining youth.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 00:53 GMT
#10
HOLY FUCK
This sounds amazing.

Let's play ASAP (ie. now)
Moderator
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
October 04 2009 01:01 GMT
#11
On October 04 2009 09:47 LonGGone wrote:
So we play like its melee but can only play protoss? Sounds fun if the map wasnt limited to only 1 race


The map definitely is not balanced.
As well, there's the issue of food, perhaps one person could get 200/200 200/200 200/200, but no one else could?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
October 04 2009 01:10 GMT
#12
Can you nydus units to your ally?
Moderatorsometimes I get intimidated by the size of my right testicle
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 01:12 GMT
#13
Protoss can't build Nydus Canals, but if I update this to include all races, I wouldn't forget to make sure you couldn't.
LEGEND!! LEGEND!!
thopol
Profile Blog Joined May 2008
Japan4560 Posts
October 04 2009 01:14 GMT
#14
On October 04 2009 10:10 RaGe wrote:
Can you nydus units to your ally?

Protoss only.

I'm going to try this.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 01:14 GMT
#15
i think its way more interesting with all races.
Moderator
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
October 04 2009 01:14 GMT
#16
if you lose a shuttle with reaver, does your ally get both? if yes is it loaded? how do upgrades transfer?
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 01:16 GMT
#17
op irc if you wanna play now.
Moderator
DeSu
Profile Blog Joined September 2009
Australia91 Posts
October 04 2009 01:18 GMT
#18
nice idea. I look forward to trying this
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
October 04 2009 01:25 GMT
#19
On October 04 2009 09:53 Chill wrote:
HOLY FUCK
This sounds amazing.

Let's play ASAP (ie. now)

This is the game I was asking you to test- then you declined
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 04 2009 01:27 GMT
#20
thiiiiiiiis is a cool idea
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
Falling
Profile Blog Joined June 2009
Canada11350 Posts
October 04 2009 01:46 GMT
#21
Very cool!


The webpage "www.zshare.net" cannot be found
DNS error occurred. Server cannot be found. The link may be broken.

But very unfortunate.
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...
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-10-04 01:54:29
October 04 2009 01:51 GMT
#22
Just mass mostly canons so you can't lose any units lol

you're ally wins when your opponent tries to break contain
..and then I would, ya know, check em'. (Aka SpoR)
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
October 04 2009 01:57 GMT
#23
this would be the sickest game for showmatches looooooooool
@RealHeyoka | ESL / DreamHack StarCraft Lead
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 02:05 GMT
#24
Adding an alternative link...

Also, next week I'll make the map better and add the other two races, since it seems like this map has some fans

Cheers,
LEGEND!! LEGEND!!
Zona
Profile Blog Joined May 2007
40426 Posts
Last Edited: 2009-10-04 02:09:47
October 04 2009 02:09 GMT
#25
If cannons become a dominant issue, you could have an equivalent 'reaction' for building kills - your ally gets resources equal to the build cost of what was destroyed.

But yeah, very cool idea!
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
ArvickHero
Profile Blog Joined October 2007
10387 Posts
October 04 2009 02:23 GMT
#26
This brings a new meaning to worker harass, and harassing in general haha. Certain strategies and early game aggression become a lot riskier now, like if you go DT and he goes obs, you can lose your DT to him and now you lack detection to fight it. 4 Gate is incredibly strong against normal builds, just bring the Psi emitter along and your superior numbers will easily prevail, but that's also an auto-loss to DTs. Forge FE becomes a "safe build" but you'll have a much slower tech and have a harder time dealing with Reavers.

This brings such an interesting twist to PvP. You need to make one for TvT and ZvZ too.

Non-mirror MUs would probably be imbalanced but it would be very interesting to see how it works.
Writerptrk
huameng
Profile Blog Joined April 2007
United States1133 Posts
October 04 2009 02:40 GMT
#27
Anyone wanna play this right now? I love bughouse (tandem chess)
skating
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
October 04 2009 02:50 GMT
#28
This is so so so awesome! We are trying this on Sunday mOnion!
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 04 2009 03:06 GMT
#29
There's ways to getmore then 200 food. Maybe you should look at that?

And maybe make dif versions for dif races.
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 04 2009 03:12 GMT
#30
This is a good concept and deserves a lot of work. The main thing is really to have all races playable - I don't think there is anything else wrong with the map. For instance, Chill or GTR said the map didn't have enough resources - I think 2 base maps are fine (it plays a little bit like Hunters in this respect).

Really cool game. It took me a while to figure out psi emitter management. Interracial games will be very addictive.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 03:18 GMT
#31
Thanks. I'm thinking of using a mortal civillian that reappears in your main when it dies for next version, because I feel like it was just getting stupid hahaha.

I will have all 3 races in the next version, but right now I am making sure the map will not suck, so I am conferring with some people to at least get something semi-balanced.
LEGEND!! LEGEND!!
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 04 2009 03:42 GMT
#32
Oh, ok - on the map side of things, make sure the minerals and geysers are symmetrical. Right now the minerals are fine (symmetry wise, but the spacing is weird), but the asymmetrical gas makes top left a lot safer than bottom right, for instance.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 03:45 GMT
#33
Gas geysers at the bottom and right of the Nexus mine need 4 works for maximum efficiency (as apposed to 3).
LEGEND!! LEGEND!!
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 04 2009 03:48 GMT
#34
Well, this is mostly a map for fun and since it's PvP, I doubt it would matter too much. The only matchup it matters a lot in is ZvZ.
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 04 2009 03:54 GMT
#35
Yeah, I know that that some geyser positions are less efficient than others, but currently it just looks like the gases on the right side bases are more susceptible to air harass while the gases on the bottom are more vulnerable to being attacked from the natural ridge.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2009-10-04 18:11:08
October 04 2009 04:08 GMT
#36
To make the map more balanced, I'd recommend starting the players on the high ground. The way you've got it set up, 2-gate is the only viable opening. At least one more expo per player would be nice, too.

Also, dropping your opponent's probe line with Reaver's or Templar could kill your ally when they suddenly get 16 psi of probes dumped on them and can't produce military units until they add more pylons.
If it doesn't kill your ally, your opponent will rebuild their economy, and now there's possibly 16 more probes in circulation than either player wants to harvest with, so they both keep using probes as meat shields or to waste enemy scarabs. Suiciding a large group of probes might also be a valid tactic to block your ally's opponent from rebuilding after a battle, allowing your ally to break through to their psi emitter. Kinda crazy.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 04:29 GMT
#37
Are people sitll playing this?
Moderator
huameng
Profile Blog Joined April 2007
United States1133 Posts
October 04 2009 04:40 GMT
#38
Just got done playing it, really tired of getting my emitter stolen >_> Excellent idea though, although I think the civ idea would be a great improvement
skating
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
October 04 2009 04:41 GMT
#39
Oh shit this is the fucking coolest thing I've seen since I saw that preview for P.S.0

Really fucking cool did you come up with this Chef?
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 04:48 GMT
#40
MikeyMoo and I were talking about Chess, and he brought up Tandem Chess. It was only natural to wonder what Tandem SC would be like, and so we bounced some ideas about how that might work. I would say the idea pretty much made itself.

This is going to be ridiculous once I get all 3 races in... Imagine breaking out of a contain, and your Terran ally getting Lurkers because of it? That's just retarded. And Awesome.
LEGEND!! LEGEND!!
520
Profile Blog Joined April 2009
United States2822 Posts
October 04 2009 04:49 GMT
#41
So Storm dropping your opponent's worker line gives your ally a huge boost in economy, eh?

This looks so cool! Great idea
Writer
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 04 2009 04:59 GMT
#42
An interesting thing I've tried is bringing the psi emitter with you with a probe during battles. Actually, the psi emitter will almost always be picked up anyway if your ally kills a scouting probe. If you bring it with you, your reinforcements come immedietely, thus giving you a huge advantage. The problem is, if the probe that's holding it and the rest of your forces are killed, this lets your enemy to kill off all the units that come out of the psi emitter one by one.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 05:05 GMT
#43
I think you should replace the psi emitter with a civ, but if the civ dies, it should be replaced with something immobile for say, 10 seconds, and then get teleported back to your base as a civ again. That way you still get temporarily penalized for losing the civ.
Moderator
iSiN
Profile Blog Joined March 2009
United States1075 Posts
October 04 2009 05:30 GMT
#44
hrmmmmmmmm why do amazing things like this have to come out when I have tons of homework maybe sometime later this week I can try it out lol
Grouty @HoN/PCKJ <--<333 || Jaedong Fan Cafe GFX
LonGGone
Profile Joined June 2004
121 Posts
October 04 2009 05:38 GMT
#45
On October 04 2009 14:05 Chill wrote:
I think you should replace the psi emitter with a civ, but if the civ dies, it should be replaced with something immobile for say, 10 seconds, and then get teleported back to your base as a civ again. That way you still get temporarily penalized for losing the civ.


That sounds like an awesome idea and something u can always patch on it as well until it fits perfectly with the gameplay of the map: IE: More Civ HP, Longer respawn time, CIV loses respawns with less HP everytime it dies??
You cant be a god if noone worships you
yrag89
Profile Joined July 2008
Malaysia315 Posts
October 04 2009 05:41 GMT
#46
How bout another idea of making 2 similar map with a border at the center so I can obs 2 matches at the same time? lol

Maybe like 2 Chupung Reong with some black border at the center. Only prob is the minimap for the player it will be enlarged.
secondly morrow is a korean pro who plays terran what the hell did you expect lol - charlie420247
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
October 04 2009 05:45 GMT
#47
Jump in op irc if you wanna play
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
October 04 2009 06:13 GMT
#48
I think you could do all three races. The only thing that I'm worried about is that if two players on one side open standard and the other side opens with DTs or something someone is going to end up getting kind of raped when those DTs jump over to the two people playing without detection.
Zona
Profile Blog Joined May 2007
40426 Posts
October 04 2009 06:30 GMT
#49
Players simply need to communicate with their partners and prepare for the time when his/her partner loses what they tried to use.

I.e. your partner produces some DT's? You probably should get some detection. So when your partner's opponent kills your partner's DT's, you're ready for them.
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
October 04 2009 07:00 GMT
#50
oh man i really wanna play, we need one more person
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 07:04 GMT
#51
coming!!!!!!!!!
Moderator
Falling
Profile Blog Joined June 2009
Canada11350 Posts
October 04 2009 07:15 GMT
#52
Alternate site works. Thanks!
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...
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
October 04 2009 15:55 GMT
#53
If you have a ton of time chef, you could make it balanced for all races by "copying" a balanced map, like desti (or another) twice on the tandem map. So you would just have to make the tandem map twice as broad as desti and voila.

Think this would work?
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 16:23 GMT
#54
Not really.

Anyway, I already made version 2. It's not bad if I do say so myself, but I want to test it before I release it...
LEGEND!! LEGEND!!
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 17:22 GMT
#55
Updated OP... Haven't really tested this much, but I did manage to fix a bug or two looking for things on my own. Post here if there are problems.
LEGEND!! LEGEND!!
Tritanis
Profile Joined November 2007
Poland344 Posts
October 04 2009 17:32 GMT
#56
I played the second map a moment ago and at the start there is a spam of 'unit unplacable something' .

Anyway it is a great concept and I hoe you fix it
I live, I serve, I die for the Metal
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2009-10-04 17:42:15
October 04 2009 17:33 GMT
#57
Really... I was sure I fixed that... maybe I uploaded the wrong version.

Well, I moved some things around a bit in case you did dl the right version, but if you downloaded "Tandem sc 2" that was NOT official and I know it doesn't work. Please try the one from the OP post.
LEGEND!! LEGEND!!
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 04 2009 17:45 GMT
#58
Add more then 200 food! Would make it way more epic.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
October 04 2009 18:35 GMT
#59
Mm even if it's a ums I think it'd be ok for you to post it at bwm to get a stable dl link. Seems pretty neat, bit of wasted space in the middle though
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 18:40 GMT
#60
My mind is exploding every time I think about this. It's so fun. Everyone needs to go play it so we can balance it and get more ideas about how to make it fair.
Moderator
micronesia
Profile Blog Joined July 2006
United States24680 Posts
October 04 2009 18:44 GMT
#61
Was fun but definitely will work better when the teams are balanced.

The better player on each team will kill the weaker player's units, making their weak teammate stronger. I'm looking forward to seeing that happen.

Also, we should consider if the spawn works when the civilian is in a bunker.

Finally, aside from some physical map balancing modifications, we were discussing a penalty for losing the civilian... but I'm not sure if I think it's necessary yet. Maybe losing the civilian causes a ~10 second delay where no units spawn, and then after the 10 seconds the civilian returns to your main along with all the units that were delayed in spawning.
ModeratorThere are animal crackers for people and there are people crackers for animals.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 04 2009 18:45 GMT
#62
Might want to make middle a bit more interesting. Alternatively it would also be nice to do something like make the map wider so that you could have something like 2 Destinations being played side by side and use it that way. Making it taller and having 2 Blue Storms works too. Won't work for 128x128 maps since you need some space at the edge of the maps.

You could make it so that any unit that tries to leave their side of the map just teleports back instead of being killed.
micronesia
Profile Blog Joined July 2006
United States24680 Posts
October 04 2009 18:47 GMT
#63
Do you have any triggers for if someone tries to bring an air unit across the middle? I didn't try it. If not, you might want to hard-code in some response like relocating those units a bit closer to their side of the map.
ModeratorThere are animal crackers for people and there are people crackers for animals.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-04 19:14:07
October 04 2009 19:04 GMT
#64
Okay, get other races in it [Unless other races are already included... I haven't checked the most recent version so sorry if this was already added]

I do not play P, so I have a stupidly hard time in the game

Change the spawning to a location instead of a unit/psi emitter [or at least something that a worker can't just take]

If it's a psi emitter, the enemy can just steal it and hide the probe inside 4 pylons [so goons can't spawn] and cannons [so zealots or anything else die instantly]

If it's a civilian, Protoss mindcontrol will cause it to glitch

Sure, you can say

if (player1 brings at least 2 civilians to anywhere)
{
Kill one civilian at anywhere
}

But the map won't be able to discern which one just got MC'd reliably, possibly causing the civilian in your base to die through the trigger, making your main civilian in the opponent's base causing that to also die

I guess a psi emitter would be better in the regard that it is immune to MC, lockdown, broodling, and what not. A civilian is better in the regard that one team can't get both the psi emitters and win outright like that

The psi emitter would be prone to glitching too. An overlord or shuttle or dropship could pick it up, fly over the no-man's land in the middle and die, causing the opponent's psi emitter to be lost forever.

And be sure to fix Nydas canals. If one team is two zergs, you can surely create a Nydas canal to funnel troops over to your allies
TL+ Member
Phrujbaz
Profile Blog Joined September 2008
Netherlands512 Posts
October 04 2009 19:11 GMT
#65
On October 05 2009 03:47 micronesia wrote:
Do you have any triggers for if someone tries to bring an air unit across the middle? I didn't try it. If not, you might want to hard-code in some response like relocating those units a bit closer to their side of the map.

I experimented extensively with separating some area of the map, precisely for games such as these. There is an elegant solution for this (involving a lot of triggers), but it not necessary here. Almost as effective and much simpler is simply killing every unit that comes to the middle.
Caution! Future approaching rapidly at a rate of about 60 seconds per minute.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
October 04 2009 19:13 GMT
#66
On October 05 2009 04:11 Phrujbaz wrote:
Show nested quote +
On October 05 2009 03:47 micronesia wrote:
Do you have any triggers for if someone tries to bring an air unit across the middle? I didn't try it. If not, you might want to hard-code in some response like relocating those units a bit closer to their side of the map.

I experimented extensively with separating some area of the map, precisely for games such as these. There is an elegant solution for this (involving a lot of triggers), but it not necessary here. Almost as effective and much simpler is simply killing every unit that comes to the middle.


It would be mildly annoying if you accidently bring your carrier fleet a bit too close to the middle while fighting a bunch of goliaths, but I guess the Protoss player would not mind getting their entire fleet and game pwnt.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-04 19:29:14
October 04 2009 19:16 GMT
#67
Flying units across the middle could be easily fixed by use of hyper triggers with triggers forcing the unit to turn back. If the player does indeed fight the triggers and wins and gets over to the other side, you can create a constant trigger that kills everything on the allie's side as punishment for trying to glitch

Thinking back on the unit spawner, it can also be a building

This just means it will be immobile

Is there any reason you would want a mobile unit spawner?

And if you do implement hyper triggers, the civilian respawning time will not work. [It will just glitch... just how the SC maps work]

I believe that in order for your unit spawner to respawn, you should need a certain amount of min/gas. One you have that amount, it will automatically take the min/gas and respawn your unit spawner.
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 19:35 GMT
#68
I don't think the map needs to be that wide. It's impossible to use the minimap that well, and the gap in the middle is like 50% of the map. Just make it a tank width and use triggers please
Moderator
cakemanofdoom
Profile Joined September 2009
336 Posts
October 04 2009 19:48 GMT
#69
Hmm... just something I noticed while looking at the triggers:

If multiple units are killed at once, won't it only spawn one unit? Or do the hyper triggers take care of that?
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 19:52 GMT
#70
At this moment I think unless the change is easy to do, I will not be modifying the map much more. I spent all weekend and I just don't have anymore time to dick around with it ^^

That said, anyone who does have time and wants to implement changes is encouraged by me to do so. Just post a link to your updated version and I will edit the OP to include it. Most likely in a separate section called "Alternate Versions" so I can specially credit you and explain the differences in your version.
LEGEND!! LEGEND!!
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
October 04 2009 19:53 GMT
#71
I would absolutely love to obs four top notch players playing this.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 19:54 GMT
#72
On October 05 2009 04:48 cakemanofdoom wrote:
Hmm... just something I noticed while looking at the triggers:

If multiple units are killed at once, won't it only spawn one unit? Or do the hyper triggers take care of that?

This is something I'm aware of, but the solution is more time consuming than I can afford. If someone wants to fix it (you just make like 10 versions of every trigger with a different death count) they can go ahead.
LEGEND!! LEGEND!!
thopol
Profile Blog Joined May 2008
Japan4560 Posts
October 04 2009 19:58 GMT
#73
New version looks really good. I will try to get some kids over to try it.
cakemanofdoom
Profile Joined September 2009
336 Posts
October 04 2009 20:02 GMT
#74
On October 05 2009 04:54 Chef wrote:
Show nested quote +
On October 05 2009 04:48 cakemanofdoom wrote:
Hmm... just something I noticed while looking at the triggers:

If multiple units are killed at once, won't it only spawn one unit? Or do the hyper triggers take care of that?

This is something I'm aware of, but the solution is more time consuming than I can afford. If someone wants to fix it (you just make like 10 versions of every trigger with a different death count) they can go ahead.

I'm really noob at mapmaking, but what happens if you change it to subtract one death?
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 20:06 GMT
#75
I call you a genius and I tell you to edit the map to find out if it works.
LEGEND!! LEGEND!!
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 04 2009 20:19 GMT
#76
I think one problem (for which I can see no solution) is that unit transfer doesn't carry unit upgrades because the trigger has to create a unit from scratch. This means that in anything other than SSvSS (same races), the tandem aspect may be useless.

Consider a PT team versus a PP team. Whenever the Protoss kills a high templar, dragoon, or zealot and gives it to the Terran ally, it won't automatically come with storm, dragoon range, or zealot legs. This is because the map actually has to recreate the units that are killed rather than just transferring control and moving them.

My conclusion from this (since I believe it's impossible to preserve unit upgrades because of the way the tandem transfer has to work) is that the map actually does need to have a lot more resources/expos so that what happens is you develop the tech trees of two or three races rather than just one. This would allow you to keep up in tech a little bit, making the tandem-acquired units actually effective in the later game.

This might look like a minor problem when I use Protoss units as the example - after all, a DT already comes with cloak upgraded. :D Yet hydras will transfer without range or speed, zerglings will transfer without speed, marines will transfer without stim, tanks without siege, vultures without mines... right? I do think this loss of unit upgrades will make the multi-race armies less fun to play with, and I'm not a mapmaker so I wouldn't know if there were a simple or complicated way to compensate for it.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
natturner
Profile Blog Joined June 2008
342 Posts
October 04 2009 20:23 GMT
#77
does this have to have 4 human players, or does it work with comps as well?
This nigga done stole my bike.
Eiii
Profile Blog Joined April 2009
United States2566 Posts
October 04 2009 20:29 GMT
#78
On October 05 2009 05:19 oBlade wrote:
I think one problem (for which I can see no solution) is that unit transfer doesn't carry unit upgrades because the trigger has to create a unit from scratch. This means that in anything other than SSvSS (same races), the tandem aspect may be useless.


Units you get essentially for free lategame might be less useful than they could be.
I don't understand why this is a problem.
:3
micronesia
Profile Blog Joined July 2006
United States24680 Posts
October 04 2009 20:46 GMT
#79
On October 05 2009 05:23 natturner wrote:
does this have to have 4 human players, or does it work with comps as well?

I suggested the possibility to chef of allowing computer players to participate but I believe it would be a lot of work to include.
ModeratorThere are animal crackers for people and there are people crackers for animals.
cakemanofdoom
Profile Joined September 2009
336 Posts
Last Edited: 2009-10-04 21:01:38
October 04 2009 20:58 GMT
#80
On October 05 2009 05:02 cakemanofdoom wrote:
Show nested quote +
On October 05 2009 04:54 Chef wrote:
On October 05 2009 04:48 cakemanofdoom wrote:
Hmm... just something I noticed while looking at the triggers:

If multiple units are killed at once, won't it only spawn one unit? Or do the hyper triggers take care of that?

This is something I'm aware of, but the solution is more time consuming than I can afford. If someone wants to fix it (you just make like 10 versions of every trigger with a different death count) they can go ahead.

I'm really noob at mapmaking, but what happens if you change it to subtract one death?

Tested it in single player, seems to work.

What I did was set everyone except me to comp. Then I gave myself a reaver, and p3 some drones and some lings. I only changed drones to subtract one kill; lings were left at set to 0. black sheep wall, show me the money, operation cwal. Built some scarabs, shot the drones. Killed 3 drones and 3 drones appeared on the other side of the map. Then I attacked the lings; only one showed up on the other side of the map.

EDIT: Tested again cuz I didn't see how many lings died in the first test. Like 6 lings died, but only one showed up.
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 21:19 GMT
#81
Makes me feel really stupid... lol.
LEGEND!! LEGEND!!
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
October 04 2009 21:24 GMT
#82
seems so sick~~

only immediate concern I had was losing civ to mutas but I have no real proof.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 04 2009 21:31 GMT
#83
On October 05 2009 06:19 Chef wrote:
Makes me feel really stupid... lol.


psh you came up with a sweet idea though
Hwaseung Oz fan for life. Swing out, always swing out.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 04 2009 21:34 GMT
#84
Yo I'm at work now but let's play when I get home lolol
i can't focus because im thinking about playing this game
Moderator
cakemanofdoom
Profile Joined September 2009
336 Posts
October 04 2009 22:20 GMT
#85
Another concern I came up with while practicing violin: Would unit lag become a problem? Since nothing ever actually leaves the game, masses of units might create a problem with lag. Also, supply might become an issue with the masses of units if nothing ever dies for good. Then again, I never actually played this and it's all just conjecture made during violin practice, so...
micronesia
Profile Blog Joined July 2006
United States24680 Posts
October 04 2009 22:23 GMT
#86
On October 05 2009 07:20 cakemanofdoom wrote:
Another concern I came up with while practicing violin: Would unit lag become a problem? Since nothing ever actually leaves the game, masses of units might create a problem with lag. Also, supply might become an issue with the masses of units if nothing ever dies for good. Then again, I never actually played this and it's all just conjecture made during violin practice, so...

Uh... I don't think unit lag would be a problem since the game won't create more units than it can handle. If it gets to the point where there are two many units, then I'm guessing you will get the error message "cannot create XXX" whenever a unit is killed.
ModeratorThere are animal crackers for people and there are people crackers for animals.
cakemanofdoom
Profile Joined September 2009
336 Posts
October 04 2009 22:24 GMT
#87
I'm pretty sure that error message only appears when the location is blocked... And there are plenty of UMS maps where, after masses of units are created with triggers, the game starts to lag crazily (mostly Desert Strike in my experience).
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 22:26 GMT
#88
I'm a sucker for doing it, but I fixed the unit creation triggers following cake's advice. Haven't tested it, but it sounds solid and I'm going to use it for the OP. Took me 25 minutes of repetitive tasks to make that little change, jeez.

http://www.mediafire.com/download.php?zngbtddciij
LEGEND!! LEGEND!!
cakemanofdoom
Profile Joined September 2009
336 Posts
October 04 2009 22:28 GMT
#89
I'm starting to feel guilty for making you do all this work to fix a very minor bug...
Chef
Profile Blog Joined August 2005
10810 Posts
October 04 2009 22:33 GMT
#90
Don't. It's my fault for being thick. I only thought it was impossible because I have memories of reading articles about it that advise you to do it in this really round-about way. If I had just had some presence of mind I would have thought about it myself and done it right the first time. It's a core part of the map, so I want to at least leave people who want to edit it with something that works as a base product.
LEGEND!! LEGEND!!
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
October 04 2009 22:39 GMT
#91
On October 05 2009 07:23 micronesia wrote:
Show nested quote +
On October 05 2009 07:20 cakemanofdoom wrote:
Another concern I came up with while practicing violin: Would unit lag become a problem? Since nothing ever actually leaves the game, masses of units might create a problem with lag. Also, supply might become an issue with the masses of units if nothing ever dies for good. Then again, I never actually played this and it's all just conjecture made during violin practice, so...

Uh... I don't think unit lag would be a problem since the game won't create more units than it can handle. If it gets to the point where there are two many units, then I'm guessing you will get the error message "cannot create XXX" whenever a unit is killed.

BZZT CANNOT PLACE UNIT BZZZZZT
Tandem games don't have a tendency to last very long anyway.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 04 2009 23:44 GMT
#92
I'm up for helping you edit the map

I have quite a lot of experience in map making
TL+ Member
cakemanofdoom
Profile Joined September 2009
336 Posts
October 05 2009 00:08 GMT
#93
Best keep it to one person editing at a time, else we'll end up with 50 versions.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 00:37 GMT
#94
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
October 05 2009 00:41 GMT
#95
this map is incredible. a little buggy (with aspects transfer) but incredible.
Moderatorsometimes I get intimidated by the size of my right testicle
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
October 05 2009 00:53 GMT
#96
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
GTR
Profile Blog Joined September 2004
51449 Posts
October 05 2009 01:10 GMT
#97
please make a tandem destination/blue storm/peaks
Commentator
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 05 2009 01:11 GMT
#98
i like the map as is.
Moderator
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2009-10-05 01:30:53
October 05 2009 01:24 GMT
#99
I haven't played this yet, but it sounds awesome

A great excuse to try to get some of my really noob friends to come play again

If 2 allies are Z does Nydus work?
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 05 2009 01:25 GMT
#100
Does anyone want to play this right now? I'd like to try out the new version.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
cakemanofdoom
Profile Joined September 2009
336 Posts
October 05 2009 01:31 GMT
#101
Maybe sometime soon, if I can get my parents to let me.
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2009-10-05 01:39:17
October 05 2009 01:38 GMT
#102
So what happens to scourage that hit?

Canceled eggs or killed morphing units?
cakemanofdoom
Profile Joined September 2009
336 Posts
October 05 2009 01:49 GMT
#103
None of them count, I believe. Scourge suicide, so I don't think it counts as a death, canceled eggs definitely don't count, and morphing units aren't included in the triggers. Not sure, though.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 02:01 GMT
#104
On October 05 2009 09:53 Scaramanga wrote:
Show nested quote +
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?

Flash and Fantasy on the same team = terribad. I would choose Iris over skyhigh personally.

If Canata was one of them it would likely draw somehow.
cz
Profile Blog Joined August 2007
United States3249 Posts
October 05 2009 02:03 GMT
#105
Yeah this has been around for a long time in chess and is quite popular online.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 02:08 GMT
#106
I'm in op irc if anyone wants to play some games of this at a lower skill level. (D+/C- ish)
cakemanofdoom
Profile Joined September 2009
336 Posts
October 05 2009 02:12 GMT
#107
On October 05 2009 11:01 Nevuk wrote:
Show nested quote +
On October 05 2009 09:53 Scaramanga wrote:
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?

Flash and Fantasy on the same team = terribad. I would choose Iris over skyhigh personally.

If Canata was one of them it would likely draw somehow.

Why would Flash and Fantasy be terrible on a team together? Sorry for noobness.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 02:15 GMT
#108
On October 05 2009 11:12 cakemanofdoom wrote:
Show nested quote +
On October 05 2009 11:01 Nevuk wrote:
On October 05 2009 09:53 Scaramanga wrote:
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?

Flash and Fantasy on the same team = terribad. I would choose Iris over skyhigh personally.

If Canata was one of them it would likely draw somehow.

Why would Flash and Fantasy be terrible on a team together? Sorry for noobness.

They wouldn't really be terrible, but I'd shoot myself before watching it. (Both of them can turtle really hard and effectively). Actually, Flash and Fantasy are in the same clan so they would likely make a very good team, but it doesn't seem like it would be entertaining.
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 05 2009 03:27 GMT
#109
It seems like eventuallly this map is going to have to go down one of two paths soon. It either one, can be identical to melee, but imo, perhaps imbalanced because of various tech issues. Or you can make it more like a UMS and solve some of the tech issues. ie having some units start off with their upgrades. Without that, it could come to a point where your constantly being fed units from an off-race that you don't even want/don't help you at all.

I don't see lag ever becoming a problem, or CCMU. CCMU kicks in at around like 1400 objects or something like that I think. Stuff like screenlag/sprite lag would only become an issue in a long game with tons of units. Which I also don't see happening, games would ne very quick imo.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 05 2009 03:55 GMT
#110
Infested terrans must be hilarious.
Comprehensive strategic intention: DNE
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 04:39 GMT
#111
It seems much less workable with multiple races, but zz v zz I actually think would be incredibly unusual on the map. (I played a zvz with pvt earlier, very strange game). I managed to lose 2 games after getting ridiculous advantages, one where I killed every unit, scv, etc. and my opponent just floated and waited for units. Kind of my fault, but still.
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
October 05 2009 04:51 GMT
#112
On October 05 2009 11:15 Nevuk wrote:
Show nested quote +
On October 05 2009 11:12 cakemanofdoom wrote:
On October 05 2009 11:01 Nevuk wrote:
On October 05 2009 09:53 Scaramanga wrote:
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?

Flash and Fantasy on the same team = terribad. I would choose Iris over skyhigh personally.

If Canata was one of them it would likely draw somehow.

Why would Flash and Fantasy be terrible on a team together? Sorry for noobness.

They wouldn't really be terrible, but I'd shoot myself before watching it. (Both of them can turtle really hard and effectively). Actually, Flash and Fantasy are in the same clan so they would likely make a very good team, but it doesn't seem like it would be entertaining.

Wait let me get this straight, you dont enjoy games like


this?
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
October 05 2009 04:52 GMT
#113
This concept sounds interesting. Can we get some replays of games?
selboN
Profile Blog Joined January 2008
United States2523 Posts
October 05 2009 04:54 GMT
#114
This is awesome looking! I will definitely test this out! Thanks!!
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
ForTheSwarm
Profile Blog Joined April 2009
United States556 Posts
October 05 2009 04:57 GMT
#115
This new version looks EVEN MOAR awesome! Thanks for the maps!
Whenever I see a dropship, my asshole tingles, because it knows whats coming... - TheAntZ
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
October 05 2009 05:00 GMT
#116
Neither Flash nor Fantasy turtle in TvT. Canata used to be infamous for it, but he hasn't played TvT in a while. It'd be more awesome to watch aggressive players on this map, for obvious reasons.
Jaedong
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 05 2009 05:18 GMT
#117
At the very least, this deserves entry into future events that are like the Ironman tournament.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Kyadytim
Profile Joined March 2009
United States886 Posts
October 05 2009 06:14 GMT
#118
I played a bunch of games on it, and ran into some problems. First off, killing tanks in siege mode when they go to a Zerg or Protoss player makes almost useless tanks, because those tanks can't be moved short of recall.
Second, there needs to be some penalty for massing static defense. I played one P(me)T vs ZP, and my Zerg opponent built several screens of sunken colonies, essentially stalemating our side of the map, as I was psi blocked from the incoming units my ally killed and couldn't build units that could break the sunkens without taking losses that would overrun my ally.

Excluding mass sunkens, games where one team has a Terran and the other doesn't seem to break, as both Zerg and Protoss tend to lose massive quantities of units to the Terran simply to buy time for tech or econ to kick in. This is especially true for PvT, where the Protoss player's ally gets vultures without speed or mines and tanks that can't siege or can't unsiege. The only exception is really good mutalisk harass, which will create a large imbalance on the other side for a while if nothing much has been exchanged yet.

Other thoughts:
There is no real penalty for sending the civilian off to scout right away or repeatedly, as your opponent gets nothing from killing it in the early game. It's like having a map hack.
Playing a PZ vs ZP, the course of the game an overall stronger Zerg army in play than Protoss. The game saw both Protoss players pushed back up their ramps as the number of Zerg units in play kept growing. It was pretty epic, but came fairly close to stalemating. The ensuing micro intense battle involving absurdly large armies was pretty epic, too.
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
October 05 2009 06:34 GMT
#119
I want to play this.
I'll be on monday evening
(Pacific time zone).
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 05 2009 06:37 GMT
#120
On October 05 2009 13:51 Scaramanga wrote:
Show nested quote +
On October 05 2009 11:15 Nevuk wrote:
On October 05 2009 11:12 cakemanofdoom wrote:
On October 05 2009 11:01 Nevuk wrote:
On October 05 2009 09:53 Scaramanga wrote:
On October 05 2009 09:37 Nevuk wrote:
a TT v TT game on this map could be either the most incredible thing ever or eye gougingly terrible.

What if it was flash, leta, fantasy and skyhigh?

Flash and Fantasy on the same team = terribad. I would choose Iris over skyhigh personally.

If Canata was one of them it would likely draw somehow.

Why would Flash and Fantasy be terrible on a team together? Sorry for noobness.

They wouldn't really be terrible, but I'd shoot myself before watching it. (Both of them can turtle really hard and effectively). Actually, Flash and Fantasy are in the same clan so they would likely make a very good team, but it doesn't seem like it would be entertaining.

Wait let me get this straight, you dont enjoy games like
http://www.youtube.com/watch?v=RWME2pmGZEc&feature=channel_page
http://www.youtube.com/watch?v=6H8DF02yODA&feature=player_embedded
this?

Not really. Flash v FBH was pretty good, and TvTs can occasionally be pretty good, but I have no will to watch most of them.
KwarK
Profile Blog Joined July 2006
United States42682 Posts
October 05 2009 06:47 GMT
#121
I used to play this exact game with chess.
ModeratorThe angels have the phone box
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
Last Edited: 2009-10-05 07:19:56
October 05 2009 07:08 GMT
#122
Wouldn't the upgrade/research problems be solved if teams were forced to pick symmetric races? (P/T vs T/P, T/Z vs Z/T) This way your ally would always get units of his same race for which he can research/update anything.

I also think the static defense penalty mentioned early in this thread should be considered (destroying a static defense building gives your ally the building's cost).

I haven't played this game yet. But comparing it to the chess variation where the idea came from I see one main difference: In Bughouse chess, you can choose when to use the pieces you get from your teammate. If the civilian was some sort of building/training mobile unit you could choose not only where but also when to use your extra units, saving you from supply problems.
What does not kill you makes you stronger.
ejac
Profile Blog Joined January 2009
United States1195 Posts
October 05 2009 08:38 GMT
#123
Although I have not played this map, I get the feelings its going to boil down to a ZvZ without mutas.
esq>n
DeSu
Profile Blog Joined September 2009
Australia91 Posts
October 05 2009 08:47 GMT
#124
woah! This looks ever better than the old one!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 05 2009 08:50 GMT
#125
On October 05 2009 15:47 Kwark wrote:
I used to play this exact game with chess.


I wonder if that's where the idea came from?!
(it did)
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
mmp
Profile Blog Joined April 2009
United States2130 Posts
October 05 2009 09:00 GMT
#126
This looks awesome. Will play asap!

Nice idea.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
Mora
Profile Blog Joined October 2002
Canada5235 Posts
October 05 2009 09:27 GMT
#127
this is absolutely fucking rad.
Happiness only real when shared.
RaGe
Profile Blog Joined July 2004
Belgium9947 Posts
October 05 2009 16:43 GMT
#128
Who's up for fixing the research bugs? (gols not having range when transferred, unable to unsiege tanks, unable to make more than 4 interceptors etc..)
Moderatorsometimes I get intimidated by the size of my right testicle
2on2
Profile Joined April 2009
United States142 Posts
October 05 2009 16:55 GMT
#129
This sounds like alot of fun, op irc on iccup is where people are playing this?
Chef
Profile Blog Joined August 2005
10810 Posts
October 05 2009 16:57 GMT
#130
You could conceivably make it so that whenever your ally's enemy builds a tech building, an invincible version of it appears for you somewhere out of the way in the middle of the map, that you can purchase the upgrade from without spending time building up the race from a stolen peon. It'd be pretty much the same triggers were using now but with a special location for each building, and not preserved.

To get an idea of the work that would mean for whoever is interested, that's 1 trigger for every tech building for every race for every player... Not forgetting a pylon to power the protoss ones (which is kind of an unfair extra supply if you choose protoss as your race).
LEGEND!! LEGEND!!
Chef
Profile Blog Joined August 2005
10810 Posts
October 05 2009 16:58 GMT
#131
On October 06 2009 01:55 2on2 wrote:
This sounds like alot of fun, op irc on iccup is where people are playing this?

Yeah, but just ask people on actual irc ( http://www.teamliquid.net/irc/ ) because most people in op irc are just afk.
LEGEND!! LEGEND!!
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 05 2009 17:13 GMT
#132
Anyone playing now?
Hwaseung Oz fan for life. Swing out, always swing out.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 05 2009 17:26 GMT
#133
games up jul/1 if anyone wants to play we need 2 more
Hwaseung Oz fan for life. Swing out, always swing out.
2on2
Profile Joined April 2009
United States142 Posts
October 05 2009 17:31 GMT
#134
On October 06 2009 01:58 Chef wrote:
Show nested quote +
On October 06 2009 01:55 2on2 wrote:
This sounds like alot of fun, op irc on iccup is where people are playing this?

Yeah, but just ask people on actual irc ( http://www.teamliquid.net/irc/ ) because most people in op irc are just afk.


awsome, thanks op! I'll try this when i get home
Impervious
Profile Blog Joined March 2009
Canada4200 Posts
October 05 2009 17:45 GMT
#135
On October 06 2009 01:57 Chef wrote:
You could conceivably make it so that whenever your ally's enemy builds a tech building, an invincible version of it appears for you somewhere out of the way in the middle of the map, that you can purchase the upgrade from without spending time building up the race from a stolen peon. It'd be pretty much the same triggers were using now but with a special location for each building, and not preserved.

To get an idea of the work that would mean for whoever is interested, that's 1 trigger for every tech building for every race for every player... Not forgetting a pylon to power the protoss ones (which is kind of an unfair extra supply if you choose protoss as your race).


What if you didn't make the buildings at the beginning of the game? What if they were put into place ~5 minutes into the game, and subtracted 100 minerals from a P player (to compensate for psi)?

This does pose a bigger problem with lurker tech, since you do need supply for it.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
flag
Profile Blog Joined July 2007
United States228 Posts
October 05 2009 17:59 GMT
#136
On October 06 2009 01:43 RaGe wrote:
Who's up for fixing the research bugs? (gols not having range when transferred, unable to unsiege tanks, unable to make more than 4 interceptors etc..)

They can't be fixed by changing the map.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
Last Edited: 2009-10-05 18:03:23
October 05 2009 18:03 GMT
#137
Just played my first game, pretty fun. new games up though +2

gn jul/1
Hwaseung Oz fan for life. Swing out, always swing out.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
October 05 2009 18:16 GMT
#138
should just make it so that you play the mirror race matchups: ie PZ vs ZP, so that you never run into upgrade issues
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
October 05 2009 18:33 GMT
#139
Oh, and we discussed the siege tank thing. We just thought it would be more in the spirit of bughouse to keep them in siege
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
October 05 2009 18:37 GMT
#140
Why not just give each player all the upgrades of the other races at the start of the game? That doesn't seem like it would cause any major problems.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
skronch
Profile Blog Joined December 2008
United States2717 Posts
October 05 2009 19:06 GMT
#141
this sounds so sick, i need to find some people to play it with me
Falling
Profile Blog Joined June 2009
Canada11350 Posts
October 05 2009 19:18 GMT
#142
On October 06 2009 03:37 ShadowDrgn wrote:
Why not just give each player all the upgrades of the other races at the start of the game? That doesn't seem like it would cause any major problems.


Well, one thing I could see is the one receiving new units could have upgraded units before the one that actually built it. For instance, I build +1 speedlings that get killed, now my allies opponent is fighting +3/+3 cracklings.

Chef's idea sounds good, though time consuming. It spaces out the techs and the other players actually have to invest in it (but without requiring the space, time, and resources to build 2-3 separate bases.)
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...
oBlade
Profile Blog Joined December 2008
United States5584 Posts
Last Edited: 2009-10-05 20:13:13
October 05 2009 20:10 GMT
#143
The curious situation with the early game civilian micro is that everybody can block everyone else's buildings really easily. The civilian can delay Zerg expos, Terran walls, and Protoss simcities. This isn't a complaint, but an observation - I actually think it's really cool. I thought it was worth nothing anyway in case someone does find justifiable issue with it.

On the upgrade situation again: I don't agree with Chef's idea about invincible upgrade buildings being placed somewhere on the map to allow the player to research tech without actually developing his ally's enemy's tech proper. I think this severely interferes with the low money melee style of the map. It gives an advantage to people who are developing the tech of two races (or three via mind control) by giving them access to all the tech at no cost in resources or time. Frankly, I think this will hurt the map.

The holy grail solution will be one that ensures players can naturally develop the tech of their off-races while preserving the upgrades of the units acquired by the tandem mechanic. In order for upgrades to be carried over with unit transfer, there would have to be some kind of intermediary unit queue in the center of the map. When Chill loses a crackling, the map will immediately recreate a zergling for him in the unit queue. Because it was created for Chill, it will be a crackling because Chill has those upgrades (I'm not a mapmaker, but this part has to be correct in order for this solution to work). Then, control of the unit is transferred to Chill's ally's enemy and the unit is moved to spawn at his civilian, preserving all the upgrades...? Would this be a functional solution, and is it viable?
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 05 2009 20:42 GMT
#144
Upgrades like speed/range MIGHT stay but +1's don't.

i know that if a cpu unit has for exmaple rines with no range, but then a player that has rine range leaves and the cpu ggets their rines, all cpu rines will now have rine range
jonnyp
Profile Blog Joined May 2009
United States415 Posts
October 05 2009 20:43 GMT
#145
is there no easy way to keep track of your ally's opponent's tech tree, so whenever they research a tech you automatically receive it and vice versa?
The number of years it takes for the Internet to move past anything is way, way over 9000.
cakemanofdoom
Profile Joined September 2009
336 Posts
Last Edited: 2009-10-05 22:29:56
October 05 2009 22:29 GMT
#146
What's wrong with forcing people to redevelop another race's tech? Considering how economic harassment is so important, getting grunts far before upgrades make a huge difference should be easy. Besides, they are basically free units, so they don't have to be super-powerful. Un-upgraded units still have their uses, anyways.
On October 06 2009 05:43 jonnyp wrote:
is there no easy way to keep track of your ally's opponent's tech tree, so whenever they research a tech you automatically receive it and vice versa?

No. There is also no way to use triggers to give someone upgrades.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-05 23:08:49
October 05 2009 23:02 GMT
#147
lol...

I can easily give players the /exact/ same researches/upgrades as the unit that the player killed

It's not really that difficult but it will take some time that I don't have right now [unless someone is willing to teach me my math because I have a quiz tomorrow]

I'll work on it when I have time
TL+ Member
mrmin123 *
Profile Blog Joined January 2004
Korea (South)2971 Posts
October 05 2009 23:26 GMT
#148
Doesn't the Dark Archon's mind control ability give you upgrades? If so, maybe you can have the receiving player have a DA and the enemy unit spawn somewhere in some corner, and have the DA automatically mind control it. And maybe make transferred units go to a Rescuable player so if the receiving player's partner's opponent is the same race as he is, they don't get the upgrades automatically (enemy has +1 weapons, you're at +0, but you mind control so all your guys all of a sudden have +1). That would make it easy to see what units were transferred or built by someone.
Translator태양은 묘지위에 붉게 떠오르고 / 한낮에 찌는 더위는 나의 시련 일찌라!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-05 23:43:00
October 05 2009 23:41 GMT
#149
Mmmm my method is close, but not the same

Fixed some Protoss units...

Fixed a few glitches... [Including the one about the civilian dying penalty not working]

Any other features you guys want?

I will probably not work on it for the rest of today since I do have my quiz, but expect it soon

And also, I'm only working on this because I think it's hilarious how excited Chill is for this game

And it's awesome how close the mods are to the community
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
Last Edited: 2009-10-06 00:03:37
October 06 2009 00:01 GMT
#150
On October 06 2009 01:57 Chef wrote:
You could conceivably make it so that whenever your ally's enemy builds a tech building, an invincible version of it appears for you somewhere out of the way in the middle of the map, that you can purchase the upgrade from without spending time building up the race from a stolen peon. It'd be pretty much the same triggers were using now but with a special location for each building, and not preserved.

To get an idea of the work that would mean for whoever is interested, that's 1 trigger for every tech building for every race for every player... Not forgetting a pylon to power the protoss ones (which is kind of an unfair extra supply if you choose protoss as your race).

just place one tech building for each race in the middle of the map. Then delete all the ones of the persons actual race (So Z is left with only P and T buildings, for example). Seems easy enough, just 12 triggers.

I think you should have to spend money on the upgrades because turtling is too powerful otherwise.
Moderator
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 06 2009 00:18 GMT
#151
I just made a location in the middle where the units spawn at first

The units that spawn are for the same player that lost the unit [Player 3's dead unit will appear there as player 3's] so the upgrades will be perserved

Then triggers give the unit over to the player that will get it and teleport it over

The upgrades and research should be preserved that way
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 06 2009 00:20 GMT
#152
ok that works too
Moderator
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
October 06 2009 01:43 GMT
#153
Is it possible to make those triggers user selectable? I really think the player should control when to use the received units.
What does not kill you makes you stronger.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
October 06 2009 01:46 GMT
#154
I don't. I don't at all.
Moderator
leomon
Profile Joined December 2008
Canada169 Posts
October 06 2009 01:49 GMT
#155
Wow, this sounds so sick, i wanna try it out w/ a friend.
Radians
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 02:06:23
October 06 2009 01:59 GMT
#156
Yes it is possible for it to be user selectable

I can implement it in later versions, but not the one I'm working on now

I better not fail my math quiz

I am going to need testers in around 10 minutes

Anyone free?
TL+ Member
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
Last Edited: 2009-10-06 02:10:47
October 06 2009 02:09 GMT
#157
I'm at work now. I may be able to sneak a game or two in 1 hour.
What does not kill you makes you stronger.
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 06 2009 02:10 GMT
#158
On October 06 2009 10:59 frogmelter wrote:
Yes it is possible for it to be user selectable

I can implement it in later versions, but not the one I'm working on now

I better not fail my math quiz

I am going to need testers in around 10 minutes

Anyone free?


I am free for testing
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
October 06 2009 02:16 GMT
#159
On October 06 2009 10:46 Chill wrote:
I don't. I don't at all.


Mind explaining why you disagree? You are not forced to use every received piece in bughouse chess, you chose when to do it.
What does not kill you makes you stronger.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 02:38:06
October 06 2009 02:22 GMT
#160
He is saying he doesn't know how to implement it, not that he disagrees

Anyways, I am done with the modifcations

I have one tester... I need two more

Fixed MC glitch
Added research transfer
Added Upgrades transfer
Added color to names
Added Panda Bear Guy critter

Be back in 30-40 minutes
If we have enough testers then, I'll host it
TL+ Member
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
October 06 2009 02:30 GMT
#161
I see 2 people on op-irc (my aka is Metal_Maniac)
What does not kill you makes you stronger.
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 02:35 GMT
#162
What nydas glitch? Mind control glitch?

Any unit controlled by player 1 and 3 cannot be on the right side of the map without dying, so even if you built a nydas on the other map, it wouldn't work...

I kind of take offense to upgrades not being transferred being called a glitch lol. But whatever. If you implement it and test it, I will add it to the OP with a description and credit in "Alternate Versions"
LEGEND!! LEGEND!!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 06 2009 02:37 GMT
#163
Okay sorry, I'll edit

Mind Control glitch is mcing the civilian and having two unit spawners

The map will get confused
TL+ Member
ccou
Profile Joined December 2008
United States681 Posts
October 06 2009 02:40 GMT
#164
I just played this with a friend. Since we're both baaaad at this game, I edited the map to feature two comps. It was loads of fun, but is it really necessary to transfer broodlings? I went a little bit queen happy and all the sudden, there were tons and tons of broodlings.
Wake up Mr. B!
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 02:42 GMT
#165
On October 06 2009 11:37 frogmelter wrote:
Okay sorry, I'll edit

Mind Control glitch is mcing the civilian and having two unit spawners

The map will get confused

You're wrong. If a player commands 0 civilians a new one is created. If a player accidentally MC'd a civilian (more likely in some obscure attempt at abuse) he could just kill one off if the location was only centring on the top left one.
LEGEND!! LEGEND!!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 03:05:08
October 06 2009 03:01 GMT
#166
On October 06 2009 11:42 Chef wrote:
Show nested quote +
On October 06 2009 11:37 frogmelter wrote:
Okay sorry, I'll edit

Mind Control glitch is mcing the civilian and having two unit spawners

The map will get confused

You're wrong. If a player commands 0 civilians a new one is created. If a player accidentally MC'd a civilian (more likely in some obscure attempt at abuse) he could just kill one off if the location was only centring on the top left one.


IMHO still a glitch until the player kills his own civilian. I don't see why the player who MC'd a civilian would have to kill his own civilian and lose all his money because of that.

OP irc to test, I'm ready
TL+ Member
Ian Ian Ian
Profile Blog Joined August 2009
915 Posts
October 06 2009 03:32 GMT
#167
Uh, iirc, weapon/armor upgrades will never be transferable. They are specific to that player's team. Even if you mind control it.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
Last Edited: 2009-10-06 06:12:08
October 06 2009 04:17 GMT
#168
Yeah I found out ups are not transferable

Anyways, research is

Link of edited map

edit : http://www.mediafire.com/download.php?nn4nzeyzmly

God I think I suffer from separation anxiety and OCD... =_=

This is the most recent version [even more recent than the one posted below this]

REALLY back to studying for math now
TL+ Member
Durak
Profile Blog Joined January 2008
Canada3684 Posts
October 06 2009 05:39 GMT
#169
I think this is frog's newest version.

http://www.filesavr.com/tandemstarcraftedit1

It should be really similar to the one he linked but I think it has a fix or two.
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
October 06 2009 06:14 GMT
#170
I want to try this map out, it seems fun, anybody here to play here? im in op irc.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
October 06 2009 06:14 GMT
#171
woah, this sounds fucking sick.

I'd like to create a new map sometime with the same idea as this, if Chef doesn't mind(with credit of course).
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
October 06 2009 15:37 GMT
#172
sweet thanks frog
Hwaseung Oz fan for life. Swing out, always swing out.
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 16:34 GMT
#173
On October 06 2009 15:14 Grobyc wrote:
woah, this sounds fucking sick.

I'd like to create a new map sometime with the same idea as this, if Chef doesn't mind(with credit of course).

Do it, I don't mind.
LEGEND!! LEGEND!!
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 16:37 GMT
#174
On October 06 2009 13:17 frogmelter wrote:
Yeah I found out ups are not transferable

Anyways, research is

Link of edited map

edit : http://www.mediafire.com/download.php?nn4nzeyzmly

God I think I suffer from separation anxiety and OCD... =_=

This is the most recent version [even more recent than the one posted below this]

REALLY back to studying for math now

Updated OP.

For my sake, people who edit this map please list exactly what you've changed. Also, if you've edited my original version, or someone else's alternate version (ie frogmelter's or whatever).
LEGEND!! LEGEND!!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 06 2009 17:10 GMT
#175
Awesome updates frogmelter... so what happens when your civ dies in your version, and how much hp does it have?
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 06 2009 17:12 GMT
#176
(sorry for double post, can't edit posts on my phone for some reason)

anyone interested in playing this in ~3 hours when I get home from school? I'll be on mG.Pokebunny around op irc or op mG.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
oBlade
Profile Blog Joined December 2008
United States5584 Posts
October 06 2009 18:39 GMT
#177
Some minor (actually rather funny) problems created themselves between frogmelter's revision. My ally spawned with 4 probes and 0 minerals. Later I found that the missing 50 minerals had been added to the price of an Academy, which cost 200 when I tried to build it...
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 06 2009 18:52 GMT
#178
Fixed

Academy cost was set to 200 because that is what it was in the older patches... I guess it didn't get updated?

Fixed spawning with no minerals

http://www.mediafire.com/download.php?jdjhgjhzdjq
TL+ Member
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 19:04 GMT
#179
The editor retains the old values of the units. If you use anything but their default settings (in which case it will all be consistent with the latest patch) you will have errors like this. Ideally you should check for other consistencies before releasing this, or set all the units back to default (IMO colours on the unit names is pretty stupid [makes it look like some 15 year old's bound map], but if that's what you want..)
LEGEND!! LEGEND!!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 06 2009 20:33 GMT
#180
Oh, names are colored in new version? Wasn't quite sure what that meant until Chef's last post ~_~ I think that's sorta dumb but meh don't really care
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Glioburd
Profile Joined April 2008
France1911 Posts
October 06 2009 21:26 GMT
#181
Ha ha fun map !
My opponent in PvT pushed me, my b2 was attacked with siege tank, I had one shutle but no zeze, and only 4 goon, and suddenly my ally killed 9 gling... gling bomb !! ;D

Fun map gz.
"You should hate loosing, but you should never fear defeat." NaDa.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 06 2009 21:30 GMT
#182
Pretty fail game just now lol
ended in monstrous lag
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Chef
Profile Blog Joined August 2005
10810 Posts
October 06 2009 22:08 GMT
#183
poke-chef dream team.
LEGEND!! LEGEND!!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
October 06 2009 22:36 GMT
#184
Eh I'll take out the color if people don't like it

Any other features people want? I have a shitload of time now
TL+ Member
cakemanofdoom
Profile Joined September 2009
336 Posts
October 06 2009 22:40 GMT
#185
On October 07 2009 06:30 Pokebunny wrote:
Pretty fail game just now lol
ended in monstrous lag

O.o That's what I was afraid of...
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 06 2009 23:45 GMT
#186
If people are interested in playing this, where should we look for games? Op irc is always full of afk people or ones who hate it.
Chef
Profile Blog Joined August 2005
10810 Posts
October 07 2009 00:05 GMT
#187
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.
LEGEND!! LEGEND!!
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 07 2009 00:15 GMT
#188
On October 07 2009 09:05 Chef wrote:
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.

I can't join TL's actual irc, it keeps saying cannot connect to server no matter which client I'm using (i've tried web client, mirc, and chatzilla so far).
naonao
Profile Blog Joined November 2008
United States847 Posts
October 07 2009 00:22 GMT
#189
If you really want to play and can't find/are too lazy to find people in tl irc, you can always just host the game as a pubby ums on iccup. The games fill surprisingly fast :O and people generally get the idea of the game in seconds.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2009-10-07 19:36:27
October 07 2009 19:36 GMT
#190
On October 07 2009 07:08 Chef wrote:
poke-chef dream team.


no doubt

Anyone up for some games?!
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
keit
Profile Blog Joined May 2008
1584 Posts
October 07 2009 19:43 GMT
#191
On October 08 2009 04:36 Pokebunny wrote:
Show nested quote +
On October 07 2009 07:08 Chef wrote:
poke-chef dream team.


no doubt

Anyone up for some games?!


yes we need +1, tandem/1 is hosted, come play if you want, or anyone else.
Graphics
HeaDStrong
Profile Blog Joined January 2009
Scotland785 Posts
October 08 2009 10:38 GMT
#192
public tandem games are a real pain. a lot ums players dont like actualy sc, they want some rpg or turret defense action, so 50% of the time as soon as the game starts someone leaves seeing that what its actually about.
Chef
Profile Blog Joined August 2005
10810 Posts
October 08 2009 11:47 GMT
#193
He meant on iCCup... Yeah, it wouldn't be very fun playing with people on USEast in melee lol.
LEGEND!! LEGEND!!
natturner
Profile Blog Joined June 2008
342 Posts
October 09 2009 19:13 GMT
#194
i really wish i could play this single player against comps
This nigga done stole my bike.
Rice
Profile Blog Joined July 2007
United States1332 Posts
October 09 2009 20:00 GMT
#195
anyone got replays?
Freedom will be defended at the cost of civil liberties.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
October 09 2009 20:38 GMT
#196
I'll play now! anyone wanna go at it!?

Idk if replays of these games work, do they? Most of the games aren't very high level lol
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Hot_Bid
Profile Blog Joined October 2003
Braavos36375 Posts
October 09 2009 20:55 GMT
#197
is this playable with 3 races now? i'm down for trying this out in a few hours when i get home
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
Chef
Profile Blog Joined August 2005
10810 Posts
October 09 2009 20:58 GMT
#198
Yeah. Has been since I made the new map. Get Chill to play with you so I can watch livestream

Replays will work, but you can't alter the speed from Fastest x1 or they will glitch with certain triggers (don't ask me if my map has those triggers, I haven't bothered to check).
LEGEND!! LEGEND!!
tossinYoSalad
Profile Blog Joined May 2009
United States215 Posts
October 09 2009 21:03 GMT
#199
i wanna play i wanna play.
Falling
Profile Blog Joined June 2009
Canada11350 Posts
October 09 2009 21:07 GMT
#200
On October 10 2009 04:13 natturner wrote:
i really wish i could play this single player against comps


Well with two players you can kind of play against computers. But it get buggy with different races. The ai knows what to do when it receives its own races units, but it just sits on everything else. I played my first game on it and played Zerg and my partner wasn't so good at macro.

I threw away way too many units and mined out the map- then found out the comps were sitting on 20 battlecruiser, 40 wraiths, etc, etc, etc. With my partner feeding me units we eventually won- 5 hour game ending at 4am. The one thing in our advantage is the computer ran out of space to place units. (We were pretty nooby anyways.) I'm not very good at Zerg and I'm certainly not good at trying to get away from the Zergs are expendable mentality- really hard to make it work in this sort of game.

I tried running multiple ai scripts for the same comp player, but that didn't really work. I'm stilling looking to get a proper 2v2 lan party going.
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...
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
October 11 2009 08:27 GMT
#201
Hilarious game haha
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
R1CH
Profile Blog Joined May 2007
Netherlands10340 Posts
October 11 2009 10:13 GMT
#202
On October 07 2009 09:15 Nevuk wrote:
Show nested quote +
On October 07 2009 09:05 Chef wrote:
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.

I can't join TL's actual irc, it keeps saying cannot connect to server no matter which client I'm using (i've tried web client, mirc, and chatzilla so far).

Turn off McAfee's IRC "protection".
AdministratorTwitter: @R1CH_TL
bluemanrocks
Profile Blog Joined March 2008
United States304 Posts
October 31 2009 01:24 GMT
#203
sorry for the bump but did this get taken down for some reason? i keep getting errors when trying to dl it.
I AM THE THIRD GATE GUARDIAN
sRapers_ValkS
Profile Joined August 2009
United States644 Posts
October 31 2009 01:47 GMT
#204
On October 31 2009 10:24 bluemanrocks wrote:
sorry for the bump but did this get taken down for some reason? i keep getting errors when trying to dl it.


yeah same here, does anybody have an alternate upload? i'd love to try this

thanks
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 31 2009 05:24 GMT
#205
On October 11 2009 19:13 R1CH wrote:
Show nested quote +
On October 07 2009 09:15 Nevuk wrote:
On October 07 2009 09:05 Chef wrote:
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.

I can't join TL's actual irc, it keeps saying cannot connect to server no matter which client I'm using (i've tried web client, mirc, and chatzilla so far).

Turn off McAfee's IRC "protection".

I'm not using anti-virus, or firewall. In fact, I'm not even behind a router, in theory.
LTT
Profile Blog Joined March 2003
Shakuras1095 Posts
October 31 2009 05:36 GMT
#206
On October 31 2009 14:24 Nevuk wrote:
Show nested quote +
On October 11 2009 19:13 R1CH wrote:
On October 07 2009 09:15 Nevuk wrote:
On October 07 2009 09:05 Chef wrote:
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.

I can't join TL's actual irc, it keeps saying cannot connect to server no matter which client I'm using (i've tried web client, mirc, and chatzilla so far).

Turn off McAfee's IRC "protection".

I'm not using anti-virus, or firewall. In fact, I'm not even behind a router, in theory.


In theory? Are you on a university or work connection? They could very well be blocking the standard irc port range.

Try this in mIRC:

/server gameservers.nj.us.quakenet.org:8080

You can find a list of Quakenet IRC servers at http://staff.quakenet.org/servers.phtml Click on a particular one to see the ports you can connect with and try them if the above does not work. Avoid 6667 as that is the one most typically blocked.
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
October 31 2009 06:38 GMT
#207
On October 31 2009 14:36 LTT wrote:
Show nested quote +
On October 31 2009 14:24 Nevuk wrote:
On October 11 2009 19:13 R1CH wrote:
On October 07 2009 09:15 Nevuk wrote:
On October 07 2009 09:05 Chef wrote:
Team Liquid's irc. Like... the actual irc... lol. OP IRC is just where you go to meet up after you find some people I think. The people who actually go afk in there or chat or say they don't like Tandem SC are bums.

I can't join TL's actual irc, it keeps saying cannot connect to server no matter which client I'm using (i've tried web client, mirc, and chatzilla so far).

Turn off McAfee's IRC "protection".

I'm not using anti-virus, or firewall. In fact, I'm not even behind a router, in theory.


In theory? Are you on a university or work connection? They could very well be blocking the standard irc port range.

Try this in mIRC:

/server gameservers.nj.us.quakenet.org:8080

You can find a list of Quakenet IRC servers at http://staff.quakenet.org/servers.phtml Click on a particular one to see the ports you can connect with and try them if the above does not work. Avoid 6667 as that is the one most typically blocked.

University, but I've never had any issues with them blocking ports. Thanks for the help, I'll go try that.

Nope, didn't work.
nextstep
Profile Joined July 2009
Canada705 Posts
Last Edited: 2009-11-01 07:06:08
November 01 2009 07:03 GMT
#208
link broken?

"Invalid File. This error has been forwarded to MediaFire's development team."

temporary error?

edit: also, is the map on the first post the most updated one?

if not, which one is?

thanks in advance.
go KHAN! TBLS <3
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
November 12 2009 02:27 GMT
#209
http://www.teamliquid.net/staff/mikeymoo/Tandem/Tandem_StarCraft.scx
http://www.teamliquid.net/staff/mikeymoo/Tandem/Tandem_StarCraft_Edit1.scx
Wheeeeeeee
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
nextstep
Profile Joined July 2009
Canada705 Posts
November 12 2009 04:35 GMT
#210
^ thank you, will give it a try after my exams ^_^
go KHAN! TBLS <3
merach
Profile Blog Joined July 2008
United States182 Posts
November 15 2009 00:27 GMT
#211
gonna start hosting some games on iccup for anyone who is interested
KH1031
Profile Blog Joined April 2003
United States862 Posts
November 15 2009 01:57 GMT
#212
first game i ever played i did not know the civilian spawn's units...so i hid it in my opponent's base

then a few minutes later 20 or so lings+drones popped and i used it to wtfpwn my opponent...
RaptorX
Profile Blog Joined July 2006
Germany646 Posts
November 21 2009 12:08 GMT
#213
Fucking great Idea!

I would love to see this evolving!
I would even say TL should include a special match in TSL with the best players playing one or two games on it!

On November 15 2009 10:57 KH1031 wrote:
first game i ever played i did not know the civilian spawn's units...so i hid it in my opponent's base

then a few minutes later 20 or so lings+drones popped and i used it to wtfpwn my opponent...


Actually a very cool strategy! :D

you can choose where to spawn your units?! that can create very cool strategies!

you should make this map with obs!
I won
Crazazyasian1337
Profile Joined October 2009
United States362 Posts
January 21 2010 04:18 GMT
#214
are there any replays or videos of this? seems pretty sweet
;)))))))))
BraveNewWorld
Profile Joined December 2009
United States229 Posts
January 21 2010 04:20 GMT
#215
lol time to bump rank icons thread again -_-
"who is bisu anyway" - torm3ntin (Jan. 19th, 2009)
BlackMesa
Profile Blog Joined February 2008
Kenya338 Posts
Last Edited: 2010-02-05 21:15:23
February 05 2010 20:18 GMT
#216
My friends and I just played a game of this. Took FOREVER. only 2 bases plus a mineral only for each player so after about 20 minutes its just the same units, and same race teams are so strong.

Edit: didn't realize that there were more expos, nobody in our game bothered to check haha.
Need a Light
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
February 05 2010 20:37 GMT
#217
cant wait to try this, thanks
ModeratorBlame yourself or God
Tapioca Weasel
Profile Joined January 2010
81 Posts
February 05 2010 20:49 GMT
#218
I too would love to see replays or videos.
I want to see July and Reach fight. Like with fists.
andeh
Profile Blog Joined August 2009
United States904 Posts
February 05 2010 21:07 GMT
#219
is this still ppvpp only?
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 05 2010 21:32 GMT
#220
On February 06 2010 06:07 andeh wrote:
is this still ppvpp only?


no... it hasn't been since like, a couple days after the ppvpp lol
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Straylight
Profile Joined March 2008
Canada706 Posts
February 05 2010 21:38 GMT
#221
It'd be pretty cool if some pro maps were put into this... like the left side of the map could be Destination and the right side could be some other map >.>
It felt like gravity.
NiGoL
Profile Joined September 2008
1868 Posts
February 05 2010 21:39 GMT
#222
ya this is a very cool idea.
http://www.twitter.com/NiGoLBW playing league on a competitive level
Falling
Profile Blog Joined June 2009
Canada11350 Posts
Last Edited: 2010-02-08 01:05:03
February 08 2010 00:38 GMT
#223
Well here is a very low level game on Tandem- (I play on ICCUP very rarely and when I do, I lose.)

This was a game with two of my roommates- who I can defeat 2v1 and one friend who came for our LAN party. He figured he was good enough to play random so I chose random as well- I usually play toss, but got terran. (I'm Passafist.)

Honestly, there are so many things I did wrong despite successfully keeping him in his one base. This game should have ended a long time before it actually did (partly because the last time I played, I did a lurker ling build and threw away too many units- then became too cautious on this game.) I had spending problems, late 3rd expansion, an ill-timed push by my ally which stalled out my own push (about to win and then a group of seige tanks spawn) and no large drop which easily could have finished the game. I also was just learning how utilize vultures with tanks, so my mine placement is very weird. But it was fun.

Low Level Tandom: R v R Challenge 46 min

Ok, this is a way better game, but still low level. I was playing Zerg (my offrace), but I knew my opponent and my own race so I could use a specific build order- I wanted to try out the lurker ling build order (had only done it against computers.) I'd say it worked pretty well first time out. (I'm Passafist again.)

Tandem Starcraft- Lurker Ling Build Order 14 min
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...
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
February 08 2010 00:46 GMT
#224
Thanks for the bump, I never saw that map, I'm gonna have to try it
Jang Yoon Chul hwaiting!
oberon
Profile Joined May 2009
United States1320 Posts
February 13 2010 17:22 GMT
#225
I'd like to try this map with other (as-bad-as-I-am) TLers. Anyone interested can PM or find me on IRC.

--oberon
oberon
Profile Joined May 2009
United States1320 Posts
February 13 2010 17:32 GMT
#226
On February 06 2010 06:38 Straylight wrote:
It'd be pretty cool if some pro maps were put into this... like the left side of the map could be Destination and the right side could be some other map >.>


Also, second this: I'd be very happy with dualing destinations (which are conveniently just the right size...).

Sadly, when I try to switch to the location view on this map, SCMDraftII crashes. I actually had destination successfully copy/pasted to one side, too

--oberon
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 01:49 GMT
#227
I now have a Destination version of this map...I think. Looking for testers for tomorrow, maybe...?

--oberon
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
February 14 2010 01:52 GMT
#228
On February 14 2010 10:49 oberon wrote:
I now have a Destination version of this map...I think. Looking for testers for tomorrow, maybe...?

--oberon

Bring it on! I'm ready right now!
화이팅
Noev
Profile Blog Joined January 2010
United States1105 Posts
February 14 2010 01:58 GMT
#229
On February 14 2010 10:49 oberon wrote:
I now have a Destination version of this map...I think. Looking for testers for tomorrow, maybe...?

--oberon


Now that what i'm talking about, not sure how well it will work but this is one of my favorite maps.This is the kind of thing i am really looking forward to, i think if you do more really popular maps like this one the idea might be able to really take off
Chef
Profile Blog Joined August 2005
10810 Posts
February 14 2010 02:16 GMT
#230
On February 14 2010 10:49 oberon wrote:
I now have a Destination version of this map...I think. Looking for testers for tomorrow, maybe...?

--oberon

When you're ready put up a download link and I'll add it to the OP. Thanks for your effort
LEGEND!! LEGEND!!
SleepSheep
Profile Blog Joined December 2009
Canada344 Posts
February 14 2010 02:20 GMT
#231
anyone wanna play?
oberon
Profile Joined May 2009
United States1320 Posts
Last Edited: 2010-02-14 02:44:02
February 14 2010 02:42 GMT
#232
Sure, I'll hop on ICCUP and we can test the destination edition. Nick there is pnaxighn.

--oberon

Edit: if you're interested, join channel bughouse on iccup.
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
February 14 2010 03:01 GMT
#233
Join that channel, or I'll kill your first born chill and make it haunt you...seriously.
화이팅
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
February 14 2010 03:56 GMT
#234
So, shit works! Can't wait to actually play the map! 5am, NN!
화이팅
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 03:57 GMT
#235
On February 14 2010 11:16 Chef wrote:
Show nested quote +
On February 14 2010 10:49 oberon wrote:
I now have a Destination version of this map...I think. Looking for testers for tomorrow, maybe...?

--oberon

When you're ready put up a download link and I'll add it to the OP. Thanks for your effort


BughouseDestination available at http://giver.homedns.org/BughouseDestination.scx . It's not as clean as the original (no briefing), but it seems to work.

--oberon
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-14 04:46:29
February 14 2010 04:44 GMT
#236
Civilian spawners suck, I recommend replacing them with blinded invincible hero science vessels (with energy constantly set to zero). The civilian death "punishment" thing is just stupid; late-game will revolve around sniping the civilian instead of normal gameplay.

I recommend awarding minerals to your ally for defensive structure kills, otherwise people will just throw up cannons and make the ally stronger without giving opponents benefits.

Also, instead of units dying, simply move them back into the map; the current system makes air unit micro on the edges incredibly dangerous.

OP combinations:
-Enemy is T while ally is Z/P
-Enemy is P while ally is T/Z
-Enemy is Z while ally is T and facing a Z
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
oberon
Profile Joined May 2009
United States1320 Posts
February 14 2010 05:08 GMT
#237
I was thinking about the civilian thing. I didn't do the original map, but I did make the Destination version, and I considered changing the Civilian mechanic. The problem is that, with anything that flies, enemy units will constantly be appearing in your mineral lines, like super-drops. In actual chess bughouse, that's fine, but in BW I'm not sure it'd work out. Another alternative might be using psi emitters, so they can be moved by workers. In the end, I decided that the person who originally put things together probably had some good reasons/testing, so I left it as-is.

The fact that cannons are better than normal is obvious, but I'm not sure that's a big deal. So cannons are better than normal -- this isn't BW, it's Bug-BW, and things are different.

The "edge" between the two Destinations is actually half-way into the null space between them (I'm not sure where it was on the original tandem map -- I couldn't get its location layer to display in SCMDraft2). So if you're microing out around there, something's really gone wrong. I suppose having the edge that far away allows some odd drop play, but then, having units simply move back provides a bizarre "escape route" if you're losing an aerial battle.

I'm not sure why any of those combinations are overpowered, as you haven't given any evidence.

Bughouse is not chess -- being good at one helps in the other, but it's not a huge boon. There are lots of things that are simply different -- even though the "mechanics" on each board are the same, the actual tactics/strategy are distant cousins, at most. I suspect this is also true for bug-BW -- I'm eager to find out.

--oberon
thopol
Profile Blog Joined May 2008
Japan4560 Posts
February 14 2010 05:48 GMT
#238
Thanks man, I'll try this out. I've had some really fun games on the earlier tandem maps, and I look forward to playing with the craziness of bughouse on what has become normality of destination.
Chef
Profile Blog Joined August 2005
10810 Posts
February 14 2010 05:52 GMT
#239
In the original Protoss only version, it was (and still is) a psi emitter. The problem that was found with that in testing was that spawn killing/stealing the emitter just became to dominant a theme and made the map less fun. ie: Victory basically depended on acquiring that emitter. While that in itself has interesting gameplay possibilities, it wasn't what I was going for, and most people didn't seem to like it so I changed it to something that could be killed and respawned in a safe location.

I'm aware of the static defence issue, and anyone who wants to edit this is welcome to come up with their own solutions, but I think that excessive static defence will simply result in a loss of map control which is punishment enough in itself.

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.

I'm not worried about air unit micro at all. That's the reason the centre is so huge (rather than just being a siege tank's range). There is really no practical reason to go so close to the middle even when doing muta harass.

In any case, I'm happy to add any version someone takes the time to make to the OP, whether or not I personally think the changes are positive. Ultimately, it's a very flexible idea.
LEGEND!! LEGEND!!
funnybananaman
Profile Joined April 2009
United States830 Posts
February 14 2010 05:56 GMT
#240
looks really cool! can't wait to try it
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.
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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
Canada11350 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
Calgary25980 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.
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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
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 00:44 GMT
#261
I don't think that's a good solution. That would mean I could kill a reaver and my ally might not get it, and then I'll kill a zealot and he'll get it... Makes it very lucky based annoying imo.

It would be better to have units stop transfering when a player has 150 supply or something, that way the trigger can start acting again when he loses too many units. That or to have units stop transferring after a time limit so that it would be easier to finish players off.

It would be much nicer if we could figure this out properly... but it seems like almost an impossible problem. We would have to be able to keep track of every unit that gets moved... The only line of thought I have is creating 1 unit that transfers, and one unit that goes on an island for some neutral player... But it doesn't work so well if you're getting units that are the same race as you... And also it will make the game lag faster anyway since twice as many units are created, even though they do expire...
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oberon
Profile Joined May 2009
United States1320 Posts
February 16 2010 01:29 GMT
#262
What if units you were getting were "queued" on a neutral island, with a beacon that summoned them, but a timer? Every time you pull a unit that your partner has earned for you, you must wait 30 seconds (or whatever) before pulling again. You could also have a beacon for destroying units on this island, and a cap on its population (no more than X units available to "drop"). That'd:

-allow you to time when things show up, which adds another (thin) layer of tactics.
-allow you to get the units you actually care about, rather than a random system where you could get unlucky.
-make units more likely to go away.
-cap the flood of incoming units.

The number of units is still theoretically unbounded, but it'd take longer to get there.

--oberon
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 16 2010 03:59 GMT
#263
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.
Moderator
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 04:06 GMT
#264
That's kinda deep, we might have to call in a philosophy major.
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oberon
Profile Joined May 2009
United States1320 Posts
Last Edited: 2010-02-16 04:12:24
February 16 2010 04:11 GMT
#265
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Ah, so it's a gameplay/strategy issue. That changes things somewhat.

The problem with this in real bughouse is that you can drop anywhere -- it's easier to attack than defend, because to attack you only have to hit one place, but to defend you have to effectively attack everywhere your opponent can attack from. Additionally, attacking pieces typically exert control over the center of the board, while defensive ones often only serve their one purpose. Another possible turtling equivalent (not moving on one board) is limited by the clocks.

That said, I'm not sure how to port any of that, fully or partially, to BW.

On to the more specific case: assuming your strategy is undominated, there'd be a Nash equilibrium of no one ever doing anything but turtling. That kinda sucks. There are two possibilities I can see:

1) This is true. There needs to be more attacking incentive to upset this equilibrium.
2) This is not true. You played with people who were too loose with their units, allowing you to sit around doing nothing.

I'm not good enough to tell if (2) is true, so I'll focus on (1). I think one way to do this would be to limit minerals/gas per expansion -- you can't turtle if you run out of things to mine super-fast. What if minerals and gas, instead of 1500/5000 were 500/1500? Would this incentivize faster, more aggressive games? Would it still allow standard build-orders, and avoid upsetting map balance?

I'm interested in hearing what people think.

Edit:

On February 16 2010 13:06 Chef wrote:
That's kinda deep, we might have to call in a philosophy major.


I had a minor, which was 5/8ths of a major. Can I give 5/8ths of a response?

--oberon
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 04:31 GMT
#266
I think the success of this map depends on it being accessible. The concept was normal StarCraft, with this one fairly automatic feature that would make the game really interesting and force players to react. By changing minerals to 500/1500, you change the balance of normal StarCraft. Zerg will have a much easier time I think of securing new expansions. Even though it's Tandem StarCraft, I don't think this will rectify itself.

This is just my opinion of course...

I think it would be ideal to work from solutions that keep the map accessible to people who have not played it before.

If we solve units transferring too many times, we will solve the problem Chill is talking about at the same time. I don't think this map has to completely imitate bughouse chess, it's just what has inspired it. What makes this map fun and cool is getting to strategise based on units your ally kills. What makes it bad right now is that armies never get smaller, so that an opponent cannot be worn down like in normal StarCraft, and games become very silly.
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oberon
Profile Joined May 2009
United States1320 Posts
February 16 2010 04:45 GMT
#267
On February 16 2010 13:31 Chef wrote:
I think the success of this map depends on it being accessible. The concept was normal StarCraft, with this one fairly automatic feature that would make the game really interesting and force players to react. By changing minerals to 500/1500, you change the balance of normal StarCraft. Zerg will have a much easier time I think of securing new expansions. Even though it's Tandem StarCraft, I don't think this will rectify itself.

This is just my opinion of course...

I think it would be ideal to work from solutions that keep the map accessible to people who have not played it before.

If we solve units transferring too many times, we will solve the problem Chill is talking about at the same time. I don't think this map has to completely imitate bughouse chess, it's just what has inspired it. What makes this map fun and cool is getting to strategise based on units your ally kills. What makes it bad right now is that armies never get smaller, so that an opponent cannot be worn down like in normal StarCraft, and games become very silly.


Read Chill's post carefully. I don't see how preventing units from multi-cycling solves his issue. I could be missing something, of course.

--oberon
huameng
Profile Blog Joined April 2007
United States1133 Posts
February 16 2010 04:57 GMT
#268
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Shouldn't this just not happen? I mean, if the terran player isn't losing units, presumably his opponent isn't losing units either, and it just splits into 2 1v1s with a pussy terran who is probably going to lose. This isn't very fun, but that's the turtler's fault. If the terran's opponent tries to force something, then, well, he should just not do that instead.
skating
oberon
Profile Joined May 2009
United States1320 Posts
February 16 2010 04:59 GMT
#269
On February 16 2010 13:57 huameng wrote:
Show nested quote +
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Shouldn't this just not happen? I mean, if the terran player isn't losing units, presumably his opponent isn't losing units either, and it just splits into 2 1v1s with a pussy terran who is probably going to lose. This isn't very fun, but that's the turtler's fault. If the terran's opponent tries to force something, then, well, he should just not do that instead.


This is basically (2) on my list above -- other players reacted poorly to what Chill did. Hard to say, though.

--oberon
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 16 2010 19:50 GMT
#270
On February 16 2010 13:57 huameng wrote:
Show nested quote +
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Shouldn't this just not happen? I mean, if the terran player isn't losing units, presumably his opponent isn't losing units either, and it just splits into 2 1v1s with a pussy terran who is probably going to lose. This isn't very fun, but that's the turtler's fault. If the terran's opponent tries to force something, then, well, he should just not do that instead.


It's the nature of the game. In a normal 1v1 someone would just expand a lot and attack without regard for cost efficiency. But that doesn't work in tandem.
Moderator
oberon
Profile Joined May 2009
United States1320 Posts
February 16 2010 22:11 GMT
#271
On February 17 2010 04:50 Chill wrote:
Show nested quote +
On February 16 2010 13:57 huameng wrote:
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Shouldn't this just not happen? I mean, if the terran player isn't losing units, presumably his opponent isn't losing units either, and it just splits into 2 1v1s with a pussy terran who is probably going to lose. This isn't very fun, but that's the turtler's fault. If the terran's opponent tries to force something, then, well, he should just not do that instead.


It's the nature of the game. In a normal 1v1 someone would just expand a lot and attack without regard for cost efficiency. But that doesn't work in tandem.


Nice icon.

In bughouse chess, one of key issues is sacrifice -- if you can sacrifice pieces for a significant advantage, great -- only you're kinda hosing your partner. The key is only to sacrifice when your partner is unhosable, or when your sacrifices will lead to such immediate victory your partner has no time to get hosed.

I don't think this is a good thing to bring to BW, however, even if it's possible -- it would involve one player on either team getting rolled, followed by a game of "find the floating barracks" while each winning player tries to end the game first. Zero funs.

What if the rules were changed so that you lose not when you have 0 buildings, but when you lose your civilian? We'd probably want to beef up the civilian substantially (more HP, maybe even a little armor), but it would make quick, targeted strikes more effective, and encourage aggressiveness. The immediate issue I see with this is stuff like spawn-broodling or MC -- I'm not really sure what the answer to that is.

--oberon
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
February 16 2010 22:12 GMT
#272
On February 17 2010 07:11 oberon wrote:
Show nested quote +
On February 17 2010 04:50 Chill wrote:
On February 16 2010 13:57 huameng wrote:
On February 16 2010 12:59 Chill wrote:
I don't know the solution but I'll tell you the problem:

I just sit with a billion Tanks. I become a black hole - units are moving around but once they come to me they never get recirculated. Then I just move out and rape. There needs to be a solution to that.


Shouldn't this just not happen? I mean, if the terran player isn't losing units, presumably his opponent isn't losing units either, and it just splits into 2 1v1s with a pussy terran who is probably going to lose. This isn't very fun, but that's the turtler's fault. If the terran's opponent tries to force something, then, well, he should just not do that instead.


It's the nature of the game. In a normal 1v1 someone would just expand a lot and attack without regard for cost efficiency. But that doesn't work in tandem.


Nice icon.

In bughouse chess, one of key issues is sacrifice -- if you can sacrifice pieces for a significant advantage, great -- only you're kinda hosing your partner. The key is only to sacrifice when your partner is unhosable, or when your sacrifices will lead to such immediate victory your partner has no time to get hosed.

I don't think this is a good thing to bring to BW, however, even if it's possible -- it would involve one player on either team getting rolled, followed by a game of "find the floating barracks" while each winning player tries to end the game first. Zero funs.

What if the rules were changed so that you lose not when you have 0 buildings, but when you lose your civilian? We'd probably want to beef up the civilian substantially (more HP, maybe even a little armor), but it would make quick, targeted strikes more effective, and encourage aggressiveness. The immediate issue I see with this is stuff like spawn-broodling or MC -- I'm not really sure what the answer to that is.

--oberon


Ran into the floating building problem. I had the other guy completely beat but he hid buildings for 10 minutes and we lost. Also, losing resources for letting the civilian die is too light a punishment. If you have good macro, it doesn't even make a difference.
Zack1900
Profile Joined January 2010
United States211 Posts
February 16 2010 22:27 GMT
#273
I see a problem with the civilian loss punishment. It punishes good players much less than bad players. If your macroing well lousing your civ won't make to much difference, you might not have a completely full production round this time but you will next time. But if your macroing bad you louse the minerals you should have spent and you now have little to try to rebuild with since you have no money and you might have built more production buildings to take advantage of your money, but now you don't have any.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 16 2010 22:40 GMT
#274
On February 17 2010 07:27 Zack1900 wrote:
I see a problem with the civilian loss punishment. It punishes good players much less than bad players. If your macroing well lousing your civ won't make to much difference, you might not have a completely full production round this time but you will next time. But if your macroing bad you louse the minerals you should have spent and you now have little to try to rebuild with since you have no money and you might have built more production buildings to take advantage of your money, but now you don't have any.


Well, your fault for being bad then.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
February 16 2010 22:41 GMT
#275
Anyone wanna play now? I prefer frogmelter's version, chilling in op mG.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 22:52 GMT
#276
I'll play with you after I eat if you're still on. Gonna be about 30 minutes tho.
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Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
February 16 2010 22:57 GMT
#277
give them heros that you've edited to have the same stats and it wont take up any supply
University of Kentucky Basketball #1
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 23:06 GMT
#278
Problem is heroes come with upgrades. Unless you made all normal units upgraded by default (much loss of strategy and timing in SC, making in inaccessible), this is not a good solution.

I don't want to play frogmelters version of the map until he fixes the unit stats he screwed up I'd rather try the desti version.

I think that the idea about forcing players to be certain races is almost the only viable solution right now. Sure it's kind of lame you don't get to choose your race, but at least it makes the map functional the way it's intended to be... I don't know. I'm only willing to theorycraft at this point, I can't spend hours making triggers again lol. Although this method would be just deleting triggers, so it'd be quite a bit easier.
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neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2010-02-16 23:09:19
February 16 2010 23:08 GMT
#279
Don't forget that there are no heroes for brood war units (Minus the ones with plot roles, aka Razsomething and Zeratul)

Edit: Fix the victory conditions!
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 16 2010 23:10 GMT
#280
Why don't you just give your ally the minerals/gas taken up by the destroyed unit instead of the units themselves? This solves most problems but limits it to 1 race per player.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 16 2010 23:14 GMT
#281
On February 16 2010 07:08 oberon wrote:
Show nested quote +
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.

Show nested quote +
On February 16 2010 05:26 frogmelter wrote:
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


LOL I don't have the newest version of the one that I made anymore

I remade it quickly, so it might still be buggy

http://dl.dropbox.com/u/53803/Tandem_StarCraft_Edit2.scx

Fixed unit values, removed color. Everything else should be the same hopefully unless I fucked up royally

Drop me a PM if I did

And yes Chill, I can make it 1) every other unit spawns or 2) random if the unit spawns. Does anyone else want that?
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 16 2010 23:15 GMT
#282
I think we need to be clear and analytical in our solution or else we end up making modifications that don't solve our problem.

First, let's agree on the problem. For me, it's that turtling players (mostly Terran) act as a black hole - all the units move around between players until they reach the turtle. In doing this he becomes ridiculously strong despite giving up substantial map control and resources to his opponent.

Also, we should consider that a turtle doesn't aid his partner; however, similarly, he doesn't hurt him since he isn't losing units. In trading armies, the turtle will come out ahead, benefitting him partner moreso than his partern's opponent.

So let's look at some solutions that favour an active player over a passive one. I'd say for now we can just throw out an many ideas as possible and then identify the imbalances afterwards.

#1 Invicible Civilian and Tandem Control (mikeymoo) - Don't automatically place units are the Civilian. Instead, have a beacon/switch that places all the waiting tandem units at the Civilian, allowing "recalls" of sorts, favouring an active army over a passive one.

#2 Control Points - Make areas of the map do something in relation to the tandem units. For example, one on each side and two in the middle. If you control (have a unit in) all 4, you get every tandem unit sent to you. If you control only 1, you would get every 4th unit sent to you. This punishese turtlers since their reinforcements come much slower.

#3 Money Control Points - Same as #3 but instead have some monetary bonus every second to simulate the resources you would get if you played a turtler in a real 1v1. Bonuses would have to change over time, so controlling the middle at 2:00 would give you 1/0 per second, whereas controlling the middle at 20:00 would give you 25/15 per second.

#4 Tandem lifespan - If you haven't shipped X value of units to your partner in Y amount of time, you lose units. Would have to continue to add up. I don't like this because if there's an epic long game with only 12 Zerglings and 2 Mutalisks left, then suddenly the 2 Mutas die because they aren't sending units and the game is over. Could be tweeked somehow.

Okok, comment or add more solutions please!

Moderator
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 16 2010 23:18 GMT
#283
Can you make a mac version for me chef? If so thx! It looks really cool to try out with my friends.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 16 2010 23:26 GMT
#284
I can do all of those without a problem. #4 will be tricky as fuck since I used hyper triggers and therefore can't use wait commands.

So what I'm getting from this is turtling is imbalanced and needs to be nerfed somehow.

For number 2 and 3, what if the T player turtles right at the control points and you're unable to break it? Then they get all the advantages like increase spawn rate and money rate. That will make it impossible to break the turtle no matter how good you are.
TL+ Member
Chef
Profile Blog Joined August 2005
10810 Posts
February 16 2010 23:28 GMT
#285
On February 17 2010 08:18 3FFA wrote:
Can you make a mac version for me chef? If so thx! It looks really cool to try out with my friends.

k. updated OP with a version that will work in all OS.
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Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-16 23:34:42
February 16 2010 23:32 GMT
#286
On February 17 2010 08:15 Chill wrote:
I think we need to be clear and analytical in our solution or else we end up making modifications that don't solve our problem.

First, let's agree on the problem. For me, it's that turtling players (mostly Terran) act as a black hole - all the units move around between players until they reach the turtle. In doing this he becomes ridiculously strong despite giving up substantial map control and resources to his opponent.

Also, we should consider that a turtle doesn't aid his partner; however, similarly, he doesn't hurt him since he isn't losing units. In trading armies, the turtle will come out ahead, benefitting him partner moreso than his partern's opponent.

So let's look at some solutions that favour an active player over a passive one. I'd say for now we can just throw out an many ideas as possible and then identify the imbalances afterwards.

#1 Invicible Civilian and Tandem Control (mikeymoo) - Don't automatically place units are the Civilian. Instead, have a beacon/switch that places all the waiting tandem units at the Civilian, allowing "recalls" of sorts, favouring an active army over a passive one.

#2 Control Points - Make areas of the map do something in relation to the tandem units. For example, one on each side and two in the middle. If you control (have a unit in) all 4, you get every tandem unit sent to you. If you control only 1, you would get every 4th unit sent to you. This punishese turtlers since their reinforcements come much slower.

#3 Money Control Points - Same as #3 but instead have some monetary bonus every second to simulate the resources you would get if you played a turtler in a real 1v1. Bonuses would have to change over time, so controlling the middle at 2:00 would give you 1/0 per second, whereas controlling the middle at 20:00 would give you 25/15 per second.

#4 Tandem lifespan - If you haven't shipped X value of units to your partner in Y amount of time, you lose units. Would have to continue to add up. I don't like this because if there's an epic long game with only 12 Zerglings and 2 Mutalisks left, then suddenly the 2 Mutas die because they aren't sending units and the game is over. Could be tweeked somehow.

Okok, comment or add more solutions please!


What do you think of Tandem units ceasing to transfer when a player has 100+ supply? That means a turtle will quickly lose his advantage and map control becomes important again.

+ Show Spoiler +
[18:31] Ed: I think stopping units from transfering after like 100 supply fixes chills problem completely
[18:31] Michael: but then it's like war3.
[18:32] Michael: and takes away from the spirit of the game
[18:32] Michael: i think chill said
[18:32] Michael: "but i don't like games with set phases"
[18:32] Ed: oh
[18:32] Ed: I don't understand how that's like war3, but I see the point
[18:32] Michael: upkeep
[18:32] Ed: yet sc is technically already a game of phases
[18:33] Ed: oh
[18:33] Ed: you mean like
[18:33] Ed: it'd be lame if player purposely kept below 100 supply to take advantage of tandem?
[18:33] Michael: yeah but the rules change
[18:33] Michael: yes
[18:33] Ed: that would reward aggressive play for sure
[18:33] Ed: which I think is exactly what we kind of want though
[18:33] Ed: lol
[18:33] Ed: but you couldn't stay at that point
[18:33] Ed: forever
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wolfteam
Profile Blog Joined July 2009
United States27 Posts
February 16 2010 23:47 GMT
#287
On February 17 2010 08:15 Chill wrote:
I think we need to be clear and analytical in our solution or else we end up making modifications that don't solve our problem.

First, let's agree on the problem. For me, it's that turtling players (mostly Terran) act as a black hole - all the units move around between players until they reach the turtle. In doing this he becomes ridiculously strong despite giving up substantial map control and resources to his opponent.

Also, we should consider that a turtle doesn't aid his partner; however, similarly, he doesn't hurt him since he isn't losing units. In trading armies, the turtle will come out ahead, benefitting him partner moreso than his partern's opponent.

So let's look at some solutions that favour an active player over a passive one. I'd say for now we can just throw out an many ideas as possible and then identify the imbalances afterwards.

#1 Invicible Civilian and Tandem Control (mikeymoo) - Don't automatically place units are the Civilian. Instead, have a beacon/switch that places all the waiting tandem units at the Civilian, allowing "recalls" of sorts, favouring an active army over a passive one.

#2 Control Points - Make areas of the map do something in relation to the tandem units. For example, one on each side and two in the middle. If you control (have a unit in) all 4, you get every tandem unit sent to you. If you control only 1, you would get every 4th unit sent to you. This punishese turtlers since their reinforcements come much slower.

#3 Money Control Points - Same as #3 but instead have some monetary bonus every second to simulate the resources you would get if you played a turtler in a real 1v1. Bonuses would have to change over time, so controlling the middle at 2:00 would give you 1/0 per second, whereas controlling the middle at 20:00 would give you 25/15 per second.

#4 Tandem lifespan - If you haven't shipped X value of units to your partner in Y amount of time, you lose units. Would have to continue to add up. I don't like this because if there's an epic long game with only 12 Zerglings and 2 Mutalisks left, then suddenly the 2 Mutas die because they aren't sending units and the game is over. Could be tweeked somehow.

Okok, comment or add more solutions please!



why don't you just make bases run dry quickly, and then scatter more across the map? this way it's harder to sit on one base doing nothing/be a black hole fatass.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-17 00:16:43
February 16 2010 23:51 GMT
#288
On February 17 2010 08:28 Chef wrote:
Show nested quote +
On February 17 2010 08:18 3FFA wrote:
Can you make a mac version for me chef? If so thx! It looks really cool to try out with my friends.

k. updated OP with a version that will work in all OS.


kk thx chef! forget what I said in my PM I just sent to you(about the mac version) and I think I am turning gay for you lol.

edit: still can't download TRYED ALL DOWNLOAD LINKS!
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 16 2010 23:57 GMT
#289
There's no food calculator though. The best thing I can think of is use the built in unit score in BW and have a cap on that. Anything above and it will stop transfering.
TL+ Member
Chef
Profile Blog Joined August 2005
10810 Posts
February 17 2010 00:03 GMT
#290
That would actually help for static D too, but I'm afraid that it would make low econ strangely more viable. Not sure if that's a bad thing. At least score is ambiguous enough that it's hard to plan for so players will have a hard time getting abusive with it.
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Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 17 2010 00:07 GMT
#291
I don't like solving the problem with time/supply based rules. There should be a solution that isn't piecewise...
Moderator
Bill Murray
Profile Blog Joined October 2009
United States9292 Posts
February 17 2010 00:10 GMT
#292
i can do the triggers to make it heros... so easy..
University of Kentucky Basketball #1
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 17 2010 00:14 GMT
#293
Making it transfer every other unit just about solves every one of our problems; the number of units in-game is no longer monotonically increasing, and it gets rid of luck-based complaints.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-17 00:26:12
February 17 2010 00:23 GMT
#294
Okay.

Well I guess drastically lowering the value of each expansion and making more of them is the only way to force players to keep moving and taking expos. I worry that this makes tandem very zerg favoured, but maybe because of unit transfer it won't really be so much (since zerg lose so many units anyway and end up helping their allies opponent a lot).

Loss of map control just needs to be made a big enough disadvantage that a player who turtles won't be able to make an army capable of defending.

I really don't like beacons though.. I think that takes too much of the fun out of it, and I want the tandem mechanic to be automated. I guess if we did have a beacon, a good solution would be that you can only get tandem units once a minute... that is once you transfer, there's a minute long cooldown.. maybe 2 minutes... But then I still think that's lame.

i can do the triggers to make it heros... so easy..

not all units have heroes, and again, heroes come with upgrades so it's not a good solution.

Making it transfer every other unit just about solves every one of our problems; the number of units in-game is no longer monotonically increasing, and it gets rid of luck-based complaints.

How does that solve turtling? It doesn't really solve luck either. If I'm microing I have to think about how my army can survive, not "I'm gonna kill a ling that won't count, and then the next unit I'll kill is this lurker so it will count!"


I wouldn't really know how to solve it in a way I like without score cap. I've thought about it awhile but it's just too much for my brain
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frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 17 2010 00:28 GMT
#295
On February 17 2010 09:23 Chef wrote:
How does that solve turtling? It doesn't really solve luck either. If I'm microing I have to think about how my army can survive, not "I'm gonna kill a ling that won't count, and then the next unit I'll kill is this lurker so it will count!"


It will be more like if you kill one ling, it won't count, but the second ling won't. If you kill a ling and a lurker, both won't count. But if you kill another ling and another lurker, they both will.
TL+ Member
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2010-02-17 00:33:52
February 17 2010 00:31 GMT
#296
nvm no one came
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Chef
Profile Blog Joined August 2005
10810 Posts
February 17 2010 00:36 GMT
#297
I came and then you ignored me you jerk =/
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mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 17 2010 00:54 GMT
#298
On February 17 2010 09:36 Chef wrote:
I came and then you ignored me you jerk =/

'twas what she spoketh to you.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Chef
Profile Blog Joined August 2005
10810 Posts
February 17 2010 01:02 GMT
#299
I enlisted the help of SEN. They are gosu at UMS so hopefully they will be kind enough to visit us and offer some ideas.

http://www.staredit.net/topic/10012/last/&skin=#special
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Excel Excel
Profile Blog Joined February 2010
142 Posts
February 17 2010 01:08 GMT
#300
How does that solve turtling? It doesn't really solve luck either. If I'm microing I have to think about how my army can survive, not "I'm gonna kill a ling that won't count, and then the next unit I'll kill is this lurker so it will count!"


I wouldn't really know how to solve it in a way I like without score cap. I've thought about it awhile but it's just too much for my brain


Just make the death count condition 2 instead of 1...


Also:
If you can't break a turtle of any race, you're either D- or E.

1. Zerg has extremely mobile air armies, dark swarm, and PLAGUUUUUUUUUU to render terran mech lines useless. Turtling with bio is just retarded.
2. If you played TvT seriously, you know how to break tank lines.
3. Protoss can break turtles so easily...
-Dweb + speedlot/goon push (dweb cast range = 9, charon-boosted goliath attack = 8)
-Stasis field (cast range 9)
-RECALL
-Zealot bombs
-Reavers

and, uh, this:
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
February 17 2010 01:14 GMT
#301
The problem isn't breaking a turtle. Chill and I both know how to break a turtle. You do it by taking map control and having a massive resource advantage. The thing about a turtle is that even though you can eventually break him down with a superior economy, he will lose his units much more slowly. Your only advantage comes from being able to remake your army in 30 seconds. However, if your giving the turtle's ally 200/200 supply worth of army every 30 seconds, trying to break him down, what do you think happens to the turtles ally, and more importantly your ally? Suddenly the turtles ally has his army + a 200/200 army, and just walks in to your allys base to wreck the shit out of it, while your ally loses his units to your old army that replenishes the turtles army. It's just not viable in tandem right now to attack a turtle.
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Excel Excel
Profile Blog Joined February 2010
142 Posts
February 17 2010 01:34 GMT
#302
On February 17 2010 10:14 Chef wrote:
The problem isn't breaking a turtle. Chill and I both know how to break a turtle. You do it by taking map control and having a massive resource advantage. The thing about a turtle is that even though you can eventually break him down with a superior economy, he will lose his units much more slowly. Your only advantage comes from being able to remake your army in 30 seconds. However, if your giving the turtle's ally 200/200 supply worth of army every 30 seconds, trying to break him down, what do you think happens to the turtles ally, and more importantly your ally? Suddenly the turtles ally has his army + a 200/200 army, and just walks in to your allys base to wreck the shit out of it, while your ally loses his units to your old army that replenishes the turtles army. It's just not viable in tandem right now to attack a turtle.


Simply do not attack the turtle before you are ready. If you are not attacking the turtle, then in turn the turtler is not attacking you. There are many "safe" ways of breaking a turtle without losing significant numbers of units: Guardians, yamato split and ninja drops (nuke for added humiliation), and disruption web/stasis all allow you to break down a terran turtle without suffering significant losses yourself.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
February 17 2010 01:40 GMT
#303
I think you're wrong lol.
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3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-17 02:43:23
February 17 2010 01:54 GMT
#304
Chef I still can't download the map onto my mac!

edit: putting it in starcraft folder now
edit2: tried opening it and it didn't appear in SC. Only opens up to text edit like it did when I tryed downloading it before.
edit3: thats exactly what I did I looked through all of my SC maps after moving it and SC didn't recognize it as a map and because of that it didn't show up at all.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-17 02:23:06
February 17 2010 01:58 GMT
#305
What happens if you hold the apple key, click the download link, and select "save as."

All you should have to do to make it work is download it and put it in your StarCraft/maps folder.

There's a maps folder inside your StarCraft folder. It has to be there. Then you should be able to start SC normally (like you would to play at all), and when you go to create you just have to go 'up one level' from BroodWar to get to your maps folder, where 'tandem starcraft.scx' should be.
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oberon
Profile Joined May 2009
United States1320 Posts
February 17 2010 02:14 GMT
#306
It seems like some of my earlier ideas (nerf min/gas count to force expansion taking, make civilian more important by having its loss be a loss condition) are surfacing again. My favorite solution, however is from Chill:

[QUOTE]
#3 Money Control Points
[QUOTE]

I call these "expansions".

--oberon
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 17 2010 02:43 GMT
#307
On February 17 2010 10:40 Chef wrote:
I think you're wrong lol.


I say we ignore the turtle issue and start playing Tandem with 50% transfers. Just because Chill brought it up doesn't mean it has to be taken as though infallible. Take everything on the internet with a grain of salt.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 17 2010 02:58 GMT
#308
On February 17 2010 11:43 Excel Excel wrote:
Show nested quote +
On February 17 2010 10:40 Chef wrote:
I think you're wrong lol.


I say we ignore the turtle issue and start playing Tandem with 50% transfers. Just because Chill brought it up doesn't mean it has to be taken as though infallible. Take everything on the internet with a grain of salt.


Anyone else agree?

If this has strong support, I will get working on it

50% transfers anyone?
TL+ Member
oberon
Profile Joined May 2009
United States1320 Posts
February 17 2010 04:51 GMT
#309
On February 17 2010 11:58 frogmelter wrote:
Show nested quote +
On February 17 2010 11:43 Excel Excel wrote:
On February 17 2010 10:40 Chef wrote:
I think you're wrong lol.


I say we ignore the turtle issue and start playing Tandem with 50% transfers. Just because Chill brought it up doesn't mean it has to be taken as though infallible. Take everything on the internet with a grain of salt.


Anyone else agree?

If this has strong support, I will get working on it

50% transfers anyone?


I don't understand what the 50% transfer thing actually accomplishes. Obviously, you're welcome to do whatever, but I don't think it solves any known issues.

My deference to Chill in this case is pretty simple: I think he's the strongest player involved in these discussions. On matters of strategy, then, I have to trust him.

--oberon
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 17 2010 05:24 GMT
#310
50% transfer helps stop cluttering the units.

The advantage of being a turtle person's allie also is less because you only get half of what you would have gotten otherwise

Units actually die and won't circulate forever

Those are pretty notable things that it accomplishes...

And yes, I do trust Chill

But I think he would agree that other opinions matter too and that there are other ways to do things
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
Last Edited: 2010-02-17 06:04:09
February 17 2010 06:03 GMT
#311
I dont think ignoring theorycraft in this case and jumping into emperical testing is a good idea, unless you think it's going to reveal something we're not identifying here. I think it will just illustrate your skill differential tbh.

When you say there's ways to break a turtle, you need to think about tandem instead of regular SC. Intrigue can back me up. I had approximately:

- 75 Siege Tanks
- 36 Goliaths
- 12 Battle Cruisers
- 12 Carriers
- 12 High Templar
- 30 Lurkers
- 12 Defilers
- Dark Archons
- Arbiters
- Science Vessels
- Ghosts
- Over 100 Turrets

I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do. That's the issue we're trying to solve - black holes shouldn't exist in tandem.
Moderator
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 17 2010 06:36 GMT
#312
Wait you got all 3 races and over 200 pop for Terran?
TL+ Member
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 17 2010 11:38 GMT
#313
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?


Great post, would read again.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
oberon
Profile Joined May 2009
United States1320 Posts
February 17 2010 15:25 GMT
#314
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?


I'm assuming, with the mention of DAs, that MC was involved.

--oberon
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
Last Edited: 2010-02-17 17:35:23
February 17 2010 17:34 GMT
#315
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.
Moderator
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 17 2010 17:37 GMT
#316
I guess give 50% transfer a shot and see what happens.
Moderator
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 17 2010 20:21 GMT
#317
now heres another problem:
I have a mac(version is recent enough to run SC2 for obvious reasons) and I can't download(and get it to work)Tandem Star Craft! The only Idea I have is for someone to come on battle.net east and create a game so I can download it that way.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
oberon
Profile Joined May 2009
United States1320 Posts
February 17 2010 21:55 GMT
#318
On February 18 2010 05:21 3FFA wrote:
now heres another problem:
I have a mac(version is recent enough to run SC2 for obvious reasons) and I can't download(and get it to work)Tandem Star Craft! The only Idea I have is for someone to come on battle.net east and create a game so I can download it that way.


What do you mean? Can you not download the file? Can you not find your maps directory? Can you not find the map once it's in the directory? Be more specific.

--oberon
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-17 23:51:27
February 17 2010 22:48 GMT
#319
I can't download the map or have starcraft recognize that it is a map. I am very discouraged with this and very annoyed at this point because I have been quite specific, especially if you saw my post earlier about this same problem! This is the first time this has happened to me. The only other maps that star craft just can't run is ICCUP anti-hack maps.(python anti-hack) Chef probably doesn't understand the problem either. I've downloaded other maps perfectly. Maybe a replay on Repdepot.net will allow me to download it?

edit: edited caps lock [image loading]
edit:grammar
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-18 02:41:31
February 18 2010 02:40 GMT
#320
On February 18 2010 02:34 Chill wrote:
Show nested quote +
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.



But...

Chill wrote:I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do.


This establishes that your enemy is Protoss.

You: T
Enemy: P
Ally: Z/T
Enemy Ally: T/Z

You kill a P unit. It transfers to your ally. Your enemy's ally kills that P unit, and it transfers right back to your enemy. It should have been impossible for you to obtain protoss units in any way.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 03:15:46
February 18 2010 03:11 GMT
#321
you can fix the map triggers like i outlined on SEN or you could just have some incentive to move into the middle of the map.

For example,

extra resources for controlling middle (add a turtle-checker and only implement this when it is detected a player is turtling)

or perhaps an area that will allow you to transfer your units to the other side in case your partner needs it
-> if you own most of the map, and you control the 'area' and the other player is turtling, you can send your units to the other players side and effectively 2 vs 1 the other player.

if you have absolute control of the center for 20 minutes you win automatically
by absolute i mean at most 0 enemy units enters the radius of the center
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 18 2010 03:41 GMT
#322
On February 18 2010 11:40 Excel Excel wrote:
Show nested quote +
On February 18 2010 02:34 Chill wrote:
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.



But...

Show nested quote +
Chill wrote:I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do.


This establishes that your enemy is Protoss.

You: T
Enemy: P
Ally: Z/T
Enemy Ally: T/Z

You kill a P unit. It transfers to your ally. Your enemy's ally kills that P unit, and it transfers right back to your enemy. It should have been impossible for you to obtain protoss units in any way.


Yeah that was what I was thinking... Even if there were only one Terran in the game...

You: T
Enemy: P
Ally: Z
Enemy Ally: P

They kill a probe, you build a DA, you MC the enemy's drone that was transferred from your ally. You would have had to tech up for both Protoss and Zerg. If they let you do this, they deserved to get buttfucked like that.
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 18 2010 03:59 GMT
#323
On February 18 2010 11:40 Excel Excel wrote:
Show nested quote +
On February 18 2010 02:34 Chill wrote:
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.



But...

Show nested quote +
Chill wrote:I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do.


This establishes that your enemy is Protoss.

You: T
Enemy: P
Ally: Z/T
Enemy Ally: T/Z

You kill a P unit. It transfers to your ally. Your enemy's ally kills that P unit, and it transfers right back to your enemy. It should have been impossible for you to obtain protoss units in any way.

I guess I remember wrong.
Moderator
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-18 08:07:01
February 18 2010 08:05 GMT
#324
I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.
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MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
Last Edited: 2010-02-18 09:24:35
February 18 2010 09:13 GMT
#325
Brainstorming possible solution to immortal units recirculating forever. I didn't run across a suggestion like this but it may be here. If so, sorry

units transfer once

Your opponent makes a zealot. You kill it. Your ally gets it. Then if your ally loses it, your opponent doesn't get it. It goes away. Your opponent only gets units made originally by your ally. You only get units originally made by your teammate's opponent. Units you make never come back to you after you lose them.

Hurting your opponent still helps your ally: he gets units. But only if they were made by your opponent. If you kill a unit your ally lost it is now gone. I think I'm just restating this over and over

How to do it? Units that get transferred are hero units, and hero units don't transfer? Is there a way to edit what spells heros have?

******

this way, units are not forever. Resources will have to be used to replace them as they go away, perhaps making people need the resources more. It will also mean resources will eventually run out. There is a possible endgame of no more resources and dwindling units, which might help put a cap on max game length., Combined with building destruction giving your ally resources, it might mitigate turtling a little. Mostly just about taking units out of circulation though
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 10:13:42
February 18 2010 09:47 GMT
#326
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage, not because of the lack of mixed units, but because of supply. If B = protoss, and they can only get an influx of protoss units which take up supply limits, players A and C can get ahead simply because they don't have to accommodate for two player's worth of supply (and in the current method, the units cannot die so eventually there will be a point where theyll be maxed with protoss units but the other player will be maxed with his own race plus have the extras from his partners winnings)

In all honesty the hero system works best because they dont take supply and they only transfer once.


I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.


probably the worst idea ever

But whatever. Most of the fun of this game is from the fact that it is a team-based game, but it borders on the familiarity of 1v1. It's something you can play with your prac partners and friends and at the end of the day, balance isn't going to be all that important.
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 18 2010 11:26 GMT
#327
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-18 15:41:07
February 18 2010 15:39 GMT
#328
Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.
LEGEND!! LEGEND!!
Ideas
Profile Blog Joined April 2008
United States8098 Posts
February 18 2010 17:47 GMT
#329
sorry I didnt read all of the thread but is the way that multi-race 2v2 works is it would be like a TZ team vs a TZ team and its a zvt on each side, so if I kill a medic it will go to my teammate etc?
Free Palestine
KameZerg
Profile Blog Joined May 2007
Sweden1762 Posts
February 18 2010 17:59 GMT
#330
I love teamliquid tandem?
asdasdasdasdasd123123123
Falling
Profile Blog Joined June 2009
Canada11350 Posts
Last Edited: 2010-02-18 18:10:54
February 18 2010 18:07 GMT
#331
On February 18 2010 17:05 Chef wrote:
I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.


I suppose, but I wonder how often are there battles in the middle? All the ones I played, I essentially camped out in front of their expansion, expanded myself, before pushing in. Maybe it's because of the sort of players my friends are, but most of the battles seem to be at the choke. It would certainly make pushing up easier (a ling defiler push is not very cost effective right now), but would there be much Tandem switching?

The idea of holding multiple points before being able to transfer units to your ally would certainly put the impetus on being more aggressive- the 2v1 danger would be a big motivator. I wonder if it would change the game dynamics too much by creating more point to hold... unless the areas to hold were also x number of expansions in the middle. In this way you would be fighting over expansions as in a normal Starcraft game, only the stakes are raised. (Of course if you're both fighting over expansions, chances are you won't be able to spare units for a 2v1 tranfer.)
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...
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 19:59:57
February 18 2010 19:04 GMT
#332
On February 18 2010 20:26 Excel Excel wrote:
Show nested quote +
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.


Maybe the teams are equal but it becomes significantly harder for B raced players to win their 1 vs 1... do i really have to explain myself?

Maybe its counter-intuitive for you, sort of like a monty-hall problem.

Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.


As for your concerns with hero units, is it really all because of upgrades? Because in all honesty thats really not a problem in my opinion. Who wants marines without stim/range, or lings without speed, defilers without consume, or hydras without range/speed?

And if you're under the assumption that hero units grant normal units their upgrades - they don't.

Nonetheless, it wouldn't be a problem anyways, since it would really only help players who have an opponent on the other side the same race as them, at which point they're at a racial disadvantage, and most likely have their upgrades already anyways.

And your idea is bad because it rewards macro based players more than aggressive harass-oriented players.
In addition, suppose a battle takes place where one players units are in the location and the other players units aren't. I'm gonna go on a limb and assume you can draw your own conclusion from this. (And people WILL exploit this)

oberon
Profile Joined May 2009
United States1320 Posts
February 18 2010 20:43 GMT
#333
On February 19 2010 04:04 Koltz wrote:
Show nested quote +
On February 18 2010 20:26 Excel Excel wrote:
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.


Maybe the teams are equal but it becomes significantly harder for B raced players to win their 1 vs 1... do i really have to explain myself?

Maybe its counter-intuitive for you, sort of like a monty-hall problem.

Show nested quote +
Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.


As for your concerns with hero units, is it really all because of upgrades? Because in all honesty thats really not a problem in my opinion. Who wants marines without stim/range, or lings without speed, defilers without consume, or hydras without range/speed?

And if you're under the assumption that hero units grant normal units their upgrades - they don't.

Nonetheless, it wouldn't be a problem anyways, since it would really only help players who have an opponent on the other side the same race as them, at which point they're at a racial disadvantage, and most likely have their upgrades already anyways.

And your idea is bad because it rewards macro based players more than aggressive harass-oriented players.
In addition, suppose a battle takes place where one players units are in the location and the other players units aren't. I'm gonna go on a limb and assume you can draw your own conclusion from this. (And people WILL exploit this)



The main problem is that not all units have heroes. Specifically important: there are no hero workers. Additionally, upgrades are kinda an issue early on. If you 4 pool and kill 2 marines, your partner shouldn't get two beefy hero 'rines.

--oberon
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
February 18 2010 20:59 GMT
#334
wow O_O fresh idea
i like this
cw)minsean(ru
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 18 2010 21:15 GMT
#335
and the guy who can't even try this out is ignored-.-
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
oberon
Profile Joined May 2009
United States1320 Posts
February 18 2010 21:39 GMT
#336
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 18 2010 22:08 GMT
#337
On February 18 2010 18:13 MamiyaOtaru wrote:
Brainstorming possible solution to immortal units recirculating forever. I didn't run across a suggestion like this but it may be here. If so, sorry

units transfer once

Your opponent makes a zealot. You kill it. Your ally gets it. Then if your ally loses it, your opponent doesn't get it. It goes away. Your opponent only gets units made originally by your ally. You only get units originally made by your teammate's opponent. Units you make never come back to you after you lose them.

Hurting your opponent still helps your ally: he gets units. But only if they were made by your opponent. If you kill a unit your ally lost it is now gone. I think I'm just restating this over and over

How to do it? Units that get transferred are hero units, and hero units don't transfer? Is there a way to edit what spells heros have?

******

this way, units are not forever. Resources will have to be used to replace them as they go away, perhaps making people need the resources more. It will also mean resources will eventually run out. There is a possible endgame of no more resources and dwindling units, which might help put a cap on max game length., Combined with building destruction giving your ally resources, it might mitigate turtling a little. Mostly just about taking units out of circulation though


The hero method won't work. Some units don't have heroes. Heroes will have some upgrades already. Some heroes attack faster [Zeratul attacks a crapton faster]

There is a way to do it but it would be very time consuming
TL+ Member
pheer
Profile Blog Joined July 2004
5390 Posts
February 18 2010 23:04 GMT
#338
Okay so how about this idea, using holding cells.

[image loading]


Imagine P3 and P4 are on a team (I have not actually played the game yet, so assume it's TTvBB). Also assume it's PPvPP for simplicity.

1. P3 loses one zealot.
2. A zealot is spawned in P4's holding cell, as well as on P4's civilian.
3. P4 now loses one zealot. We are never sure if this zealot was the original, we just know he lost a zealot.
4. [important] the game now checks if P4 was "gifted" a zealot by looking for 1 zealot in P4's holding cell. If a zealot is found, it is killed in the holding cell. Nothing is gifted back. If a zealot is NOT found, a zealot is spawned in P3's holding cell, as well as on P3's civilian.

So to build a scenario, let's say P1 loses 2 zealots. That means P2 gets 2 zealots and P2 now has 2 zealots in his cell.
Then let's say P2 loses one of the zealots. One zealot is removed from P2's cell. Now let's say P2 loses two more zealots resulting in -1 net zealots. The remaining zealot in P2's holding cell is removed. But now when the triggers check for the other zealot, nothing is found. So now P1 is given a zealot, and P1's holding cell has 1 zealot.


Some flaws with this...

1. The holding cells must be big enough to hold (maximum) 600 large units. But that is an extreme case where you have 200 ultras, 200 tanks, and 200 reavers, which can't really happen anyway...

2. The triggers could misfire if hypertriggers are not used, because the physical holding cells are constantly being checked and changed.

Some benefits...

1. This should solve the "huge army" problem because each unit type can only be traded back and forth once.

2. The middle area is no-man's land anyway, so putting the cells there is OK

I have not yet wrapped my head around what happens when all 4 players are simultaneously killing and receiving units. I want you guys to figure that part out =]

Moderator
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 18 2010 23:33 GMT
#339
OMG, I already gave a solution that allows transfer only once WITHOUT USING HEROES, and it was ignored.

Simply put: for every unit transferred to P2, add 1 to P2's death count for the corresponding hero and give a regular unit. Next time he loses that unit, decrement both the hero and regular death counts and do not transfer.

For units without heroes just use the death counts of Alan Turret/Duke Turret/Jump Gate/Khaydarin Crystal Formation/Psi Disrupter/Power Generator/Cerebrate/Ion Cannon/Overmind/whatever.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-19 00:26:16
February 19 2010 00:13 GMT
#340
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).
LEGEND!! LEGEND!!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 19 2010 00:26 GMT
#341
On February 19 2010 06:39 oberon wrote:
Show nested quote +
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Oracle
Profile Blog Joined May 2007
Canada411 Posts
February 19 2010 00:37 GMT
#342
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).


the problem with this is that there is no continuity

which is why u can do this with workers and lurkers and use hero units for the rest

and holding cells are a terrible idea because you can do that all behind the scenes without any physical units
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 19 2010 00:40 GMT
#343
On February 19 2010 08:33 Excel Excel wrote:
OMG, I already gave a solution that allows transfer only once WITHOUT USING HEROES, and it was ignored.

Simply put: for every unit transferred to P2, add 1 to P2's death count for the corresponding hero and give a regular unit. Next time he loses that unit, decrement both the hero and regular death counts and do not transfer.

For units without heroes just use the death counts of Alan Turret/Duke Turret/Jump Gate/Khaydarin Crystal Formation/Psi Disrupter/Power Generator/Cerebrate/Ion Cannon/Overmind/whatever.

ding ding ding winnar
Sorry nobody understood the first time ><
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
February 19 2010 00:41 GMT
#344
On February 19 2010 09:37 Koltz wrote:
Show nested quote +
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).


the problem with this is that there is no continuity

which is why u can do this with workers and lurkers and use hero units for the rest

and holding cells are a terrible idea because you can do that all behind the scenes without any physical units

Except hero units are better than normal units, as has been discussed. And it really IS a big issue, especially with marines.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 00:43 GMT
#345
On February 19 2010 09:37 Koltz wrote:
Show nested quote +
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).

the problem with this is that there is no continuity

What does that even mean? Please, your posts are getting frustrating.
LEGEND!! LEGEND!!
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-19 01:00:19
February 19 2010 00:48 GMT
#346
On February 19 2010 09:43 Chef wrote:
Show nested quote +
On February 19 2010 09:37 Koltz wrote:
On February 19 2010 09:13 Chef wrote:
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).

the problem with this is that there is no continuity

What does that even mean? Please, your posts are getting frustrating.


Refer to this post which i made before that comment (hence you should understand)
http://www.staredit.net/211916/

The other method is as taylor swift stated, extremely easy. Just keep a DC counter of whats already been transferred. However, there would be no tracking on the exact units which deserve to be reborn and which do not. Whats more, you must always break the threshold of "debt" prior to transferring units.


The transfer of units is discontinuous
Ergo,
Player A loses a unit X, Player B gains X
Player B produces more units of the same type of X, we will call it Y
Player B loses Y, player A doesn't gain Y until the debt has been paid
Player B loses X, player A gains X

A continuous transfer would be:
Player A loses a unit X, Player B gains X
Player B produces more units of the same type of X, we will call it Y
Player B loses Y, player A gains Y
Player B loses X, player A does not gain X

And whoever said hero units cannot double as the original unit:
I've heard that heros attack faster, and that they have the upgrades of normal units
But it still seems its the best way, and reborn units that are 'slightly' stronger ie. having a 1/8th less cooldown doesn't seem so bad
http://www.staredit.net/wiki/Unit_Speeds
http://www.staredit.net/wiki/Heroes
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-19 01:02:42
February 19 2010 00:56 GMT
#347
Ahhh... Yeah, I remember now... It's hard to keep all this in my head at once. SC map making is so dumb... :@

In laymen's terms, if cross position players are the same race, one player losing 10 zealots will mean his ally has to kill 11 for 1 zealot to transfer again.

If there were such a thing as kill count, it would work perfectly... unfortunately it's only death counts. LOL BLIZZARD T.T

I did think about this already, which makes it all the more embarrassing lol... Since we're not all on the same page the whole time, it's hard to just reject an idea and forget about it since it gets brought up again and you suddenly have to reanalyse it.

It would still make the map better, I believe, but players would have to make sure they're not the same race as their cross position counterpart, or ruin the spirit of the game. Not positive it's worth it to bother.

I've never heard that heros attack faster, but that they only have the upgrades of normal units
Setting their HP and attack values to normal would fix the problem

No, I don't think that's fair to say. Lots of times there's reasons you wouldn't get upgrades in a game. The only hero BroodWar units have is the Dark Templar, since they were technically in the original game too. That means no medics, dropships, shuttles, dark archons etc etc etc. Plus High Templar come with energy and storm and hallu upgrades, which is expensive and time costly to upgrade. At many timings in the game also, units will not have upgrades like range and speed... speed vults with mines transfering means early game undedicated vult harass becomes bad since you're giving your ally's opponent the chance to have mines and speed really early in the game. Actually transferring hero units is a bad idea thru and thru.
LEGEND!! LEGEND!!
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-19 01:10:01
February 19 2010 01:03 GMT
#348
Yeah sorry i mistyped that, i do that a lot. I had the continuous/discontinuous examples switched at the start ;x

It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

sure early game you can have some repercussions, like making vultures without ujpgrades then suiciding to give to ally, but then wtf do you have for yourself?

but generally people will get those upgrades. people dont make templars without researching storm. why think that the receiver should have to spend minerals on storm to use it? either way i sort of like the idea of having slightly stronger reborn units

as for the units that don't have heros, using the debt system for those is a possible solution.
and i don't believe workers should transfer over either

the best thing about heros is that they dont consume supply
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-19 01:17:54
February 19 2010 01:17 GMT
#349
On February 19 2010 09:56 Chef wrote:
Ahhh... Yeah, I remember now... It's hard to keep all this in my head at once. SC map making is so dumb... :@



Don't you mean complicated and requiring thinking? lol.

p.s. If this is taken as offensive it was not meant to be offensive.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 17:55 GMT
#350
It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

frogmelter has already made a map that fixes that. The unit gets created on an island in the middle for the player who lost it, then given control to his ally's opponent and moved to the civilian so that it comes with whatever upgrades were already researched.
LEGEND!! LEGEND!!
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 19 2010 20:09 GMT
#351
On February 19 2010 09:26 3FFA wrote:
Show nested quote +
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
oberon
Profile Joined May 2009
United States1320 Posts
February 19 2010 21:32 GMT
#352
On February 20 2010 05:09 3FFA wrote:
Show nested quote +
On February 19 2010 09:26 3FFA wrote:
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?


No one knows what "monkey no see monkey no do =(" means, so everyone is ignoring your further requests for free tech support.

--oberon
Chef
Profile Blog Joined August 2005
10810 Posts
February 19 2010 21:32 GMT
#353
Ask a friend who is good with computers you visit you :S There's no reason the file wouldn't work.
LEGEND!! LEGEND!!
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 19 2010 23:10 GMT
#354
If there were such a thing as kill count, it would work perfectly...


There is a kill count (and a "least kills" condition), you just can't change it. Perhaps combine with the debt system to improve synergy?
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Excel Excel
Profile Blog Joined February 2010
142 Posts
Last Edited: 2010-02-19 23:13:54
February 19 2010 23:12 GMT
#355
On February 20 2010 02:55 Chef wrote:
Show nested quote +
It's much better that they transfer with their spells rather than nothing? if i get vessels without irradiate, defilers without consume, templars without storm, i mean... theyre useless

frogmelter has already made a map that fixes that. The unit gets created on an island in the middle for the player who lost it, then given control to his ally's opponent and moved to the civilian so that it comes with whatever upgrades were already researched.


Doesn't this have the problem of giving a player free tech if he just doesn't research anything and waits on his ass for speeded vultures/cracklings/arbiters with stasis to transfer?

EDIT> Damn, double post, I meant to edit my previous one. Sorry!
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 20 2010 18:19 GMT
#356
On February 20 2010 06:32 oberon wrote:
Show nested quote +
On February 20 2010 05:09 3FFA wrote:
On February 19 2010 09:26 3FFA wrote:
On February 19 2010 06:39 oberon wrote:
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon


monkey no see monkey no do =(


anyone got any ideas?!?


No one knows what "monkey no see monkey no do =(" means, so everyone is ignoring your further requests for free tech support.

--oberon


I don't see it in the map list when I follow those steps. Also, it would've been sufficient and more polite to say "what does that mean?"
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 20 2010 20:21 GMT
#357
Are you sure you have Brood War installed and not just the original SC?
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
3FFA
Profile Blog Joined February 2010
United States3931 Posts
Last Edited: 2010-02-21 21:37:40
February 21 2010 21:33 GMT
#358
On February 21 2010 05:21 Excel Excel wrote:
Are you sure you have Brood War installed and not just the original SC?

Yes I can run both and can use all the maps for broodwar. I use the battle chest version where I don't even need to put the disc into my cpu to run it after the 1st installation.

Like chef said, there shouldn't be any reason for this not to work. O wait... the staredit doesn't work from the battle chest version. Could this be causing this?
edit: edited for clarification of meaning.
edit: realized something that may be causing this.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Fulgrim
Profile Blog Joined July 2009
United States560 Posts
February 22 2010 01:08 GMT
#359
Awesome idea, can't wait to try it! Would a 3vs3 version of this be possible?
One does not simply walk into mordor
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 22 2010 16:32 GMT
#360
A 3vs3 version would probably require a lot more room.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 22 2010 20:01 GMT
#361
96 + 96 + 96 = 288 > 256

Thus, you need to put the maps in a 2x2 grid on a 256x256 grid, in which case a 4x4 version would be appropriate. We also have the problems of maps being right next to each other top/bottom since 128+128 = 256, unless we somehow find a 96x96 map that isn't imba.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Jaevlaterran
Profile Joined April 2012
Sweden578 Posts
February 04 2020 00:19 GMT
#362
I am looking for the destination variation of tandem starcraft. Anyone care to re-upload it so that this fantastic UMS isn't dead forever? Thanks in advance.

(I have searched everywhere for it)
Need a light?
Chef
Profile Blog Joined August 2005
10810 Posts
February 05 2020 17:07 GMT
#363
https://tl.net/staff/mikeymoo/Tandem/Tandem_StarCraft_Edit1.scx
https://tl.net/staff/mikeymoo/Tandem/Tandem_StarCraft.scx

The links in the op still work, just have to adjust to https and tl's new url.

Unfortunately the Destination one was hosted somewhere else and I couldn't find it. I don't know if it worked, it was 'in testing.' I have the original small desert map one, but the jungle one was a bigger map and worked better. I don't remember ever playing the destination one, which is odd.
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