On February 01 2010 09:04 Danger_Duck wrote:
1. Chobolings:
No zergling upgrades allowed
2. Mutalack:
No mutalisks allowed
3. Strange ritual:
Workers must swing around CC/Nexus/Hatchery 3 times before starting to work..
1. Zerglings are all a Zerg has in the first phase of the game. We didn't go with this in the Zerg episode since we already has a cap on the Sunkens. The two HCs combined might have made a C- level Sunken bust too strong. Also I'm really unsure what this will do in ZvZ.
2. Think about what you're doing here. In ZvT and ZvP this won't be a problem. You're not crippling the Hero, you're simply limiting his options (it's not the same). Lurkers/Hydra can do fine, even versus even-level players. In ZvZ we'll either see pure-ling play (which the Hero will win cause he's better) or Hydra shenanigans (which the Hero will win cause the fodder doesn't know how to deal with it). I feel this is one of the handicaps where you sat down and though "You know what would be cool? Hydra's in ZvZ! Now how do I make that happen...". This is not the way to go about things.
3. What is "swing?" If you make 80 workers in a game you have to do this 80 times? Can't be done man.
On February 01 2010 09:04 Danger_Duck wrote:
4. Double Double:
When an expansion is taken, another must be taken as well before any additional building is built.
5. Probe Toss:
One of initial workers must either be killed or sent scouting.
6. Vespene Gasps:
When any gas structure is completed, one worker must always be attacking it until it is destroyed (can be rebuilt of course).
7. Fiddlesticks:
Must cancel each new building at start of construction (basically increased building cost by 25%). For instance, start supply depot, cancel at 1hp, and build again.
4. Can you define "take"? I have no idea what this would do, but it sounds like an insentive for 1 base play. At this point I'll pauze to point out one major factor of Arena. If the hero wants, he can proxy two gate every game. He would win this cause he's better. There is no way to stop this from happening and really the only downside is that he'd become known as "that guy who cheeses noobs". As most HCs have a greater effect the longer the game progresses we don't really want to invoke one-base play.
5. Kill initial worker is actually pretty good. It shows them down just a little, giving the fodder a bit more space to set up for a mid game in which the other handicaps will kick in more. I heard this is actually a training method for professionals.
6. Cute, especially for Terran/Protoss. Before implementing it I'd run some calculations though.
7. I like how you increase the cost of buildings by a bit. It sounds undoable though later in the game when you're spamming turrets/sup deps or pylon walls/cannons. For Zerg it might be cute but it'd probably only slow them down earlier in the game.
On February 01 2010 09:10 9287 wrote:
supply cap at 150
There isn't really a way of checking this. With Team Melee we can get it done but only on 3+p maps and it'd require extra personnel. Might consider it though.
On February 01 2010 09:28 Intr3pid wrote:
Power outwhelming
Upon the call of the gladiator's opponent, the gladiator has to stop controlling his units once for 20 seconds during the game.
Shikaka! Glad to see you took the trouble to read the topic. I'm not sure I like Fodder-triggered handicaps. Also I doubt it'd really be a handicap.
On February 01 2010 09:28 Pyrrhuloxia wrote:
Crystallized - The next game must be played on Crystallized.
That's not a handicap that's a map.
On February 01 2010 09:36 Pyrrhuloxia wrote:
How about one where you can't get max energy increases, like more templar energy.
Would require team melee obsing, constant checking of spell casters and it won't ever happen anyway.
On February 01 2010 09:58 ZBiR wrote:
Fear of loneliness
Everytime a unit goes somewhere, be it scouting, building a biulding, expanding, attacking, etc., a second unit must be sent with him (for ex. when you want to build something with scv, you have the second scv next to the building all the time).
Laziness
Workers can't be sent to mine (or to do anything) after being produced, before a next worker is produced from the same building (so if workers are cut, there always must be 1 per nex/cc/hatch that was building them, and if multiple drones are being built simultaneously in a hatchery, 1 of them should stay doing nothing).
1) See 7. by Danger Duck.
2) Seems really impossible to do/enforce.
On February 01 2010 10:03 DM20 wrote:
Diversity- The hero is only allowed up to 12 of each unit.(excluding workers)
See 2 above.
On February 01 2010 10:05 stanley_ wrote:
Mouse only- mouse only!
No hotkeys- no hotkeys
no upgrades or only armor upgrades
1/2 no showelement, not checkable.
3 good one.
On February 01 2010 10:14 checo wrote:
Stay short:
No range upgrades
No room for more:
No +4 interceptors for carriers and No+5scarabs for reaver
Group sucide:
Hero must send 5 workers to atack enemy base every 4min, after the 5min mark in the game
1) Seems okay, think we used it for Nyoken
2) deL used "no interceptor upgrades". Now stop for a minute and think. In PvZ and PvP we don't ever see Carriers. How often in PvT? Maybe 2 or 3 out of 10 games? On a good day? Maybe 5 in 10 if you're Leg? So in the off chance that Carriers will be used (which they now won't) in a match up that will only come up 1/3rd of the time you're crippling the Carriers. Not good man. Also, I'm pretty sure the +scarab upgrade never happens in pro games, let alone is needed vs noobs.
3) Seems like a really arbitrary, really odd thing to do.
On February 01 2010 10:14 checo wrote:
Delay mining:
Hero must wait 3min after his expansion building is up before transfering workers
No air or Ground power:
Hero can't upgrade air or ground weapons
No speed on your team:
Hero can't upgrade any speed (lins, ultras, zealots, scouts, observers, vultures)
1) See the FAQ (although it might be good - how did you come up with 3 minutes? Why not 2/4?)
2) good one
3) See 1. by DangerDuck
On February 01 2010 10:14 n.DieJokes wrote:
Really crazy zerg- No tier 2 units (i.e lurkers, queens and mutals)
Deprive us of Infested Terrans why dontcha

Seriously though, how much thought have you given this?