Potential for a Community Project - Page 2
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United States1936 Posts
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Liquid`Jinro
Sweden33719 Posts
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riptide
5673 Posts
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Shauni
4077 Posts
I'm not saying I'm against this project, but I don't think this will be be much easier for noobs than playing through the campaign, watch some replays/vods and then trying to compete on battle.net. | ||
Response
United States1936 Posts
On March 04 2008 23:50 Shauni wrote: The difficulty of this project is to limit the tutorials so they do not become too epic and long. I don't think many noobs would have the patience to sit through hours of tutorial videos without getting bored. Plus, describing all kinds of openings and strategies will be too much and might standardize and limit the game for them. The thing I enjoyed while learning Starcraft was trying all different kinds of self-made builds and applying/refining them in a real game to get my own unique playstyle to surprise my opponents. I'm not saying I'm against this project, but I don't think this will be be much easier for noobs than playing through the campaign, watch some replays/vods and then trying to compete on battle.net. this is pretty much exactly how i feel, but if people would like to do some VOD's or w/e i would be more than happy to help and maybe we could do some together:-) | ||
FieryBalrog
United States1381 Posts
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Chill
Calgary25962 Posts
On March 04 2008 23:21 GoSuPlAyEr wrote: just 2 examples of what im saying in 1 matchup, PvT, you have a reaver drop build and a DT build, also late game you can get carriers or you can get arbs, or both obv, but how can you effectively show all these different styles in 1 video? ? That's 4 things. You spend a minute on each and have 4 left over to do any other variants. Are for "prove it", well I can't without doing the entire project myself (which I already said I would help on). The underlying tactics in Starcraft are really easy to identify and really easy to explain. That's why the game is such a good spectactor sport - it's easier to play with perfect information and impossible to play without perfect information. | ||
.kaz
1963 Posts
Example: Non micro'd marines vs lurkers (make yourself quick) - All the marines die within a few seconds. Pro VOD (possibly fpvod) - Good rine split and attack, killing all lurks and losing minimal marines Its a huge project and alot of work, but it would not only help the people watching starcraft, but those just now getting into it for SC2. Improving/Growing the community in the process :D | ||
Response
United States1936 Posts
On March 05 2008 00:11 Chill wrote: ? That's 4 things. You spend a minute on each and have 4 left over to do any other variants. Are for "prove it", well I can't without doing the entire project myself (which I already said I would help on). The underlying tactics in Starcraft are really easy to identify and really easy to explain. That's why the game is such a good spectactor sport - it's easier to play with perfect information and impossible to play without perfect information. its 2 different examples, but with each example i needed 2 different scenarios, does that make sense? | ||
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Chill
Calgary25962 Posts
PvP - 1 Gate, 2 Gate, Reaver, DT PvT - 1 Gate range, Reaver, 2 Gate, DT. PvZ - FE, 2 Gate, 1 Gate Reaver, 1 Gate Corsair TvP - FD, Gundam, Joyo TvT - Fact CC, 2 Fact, Fact Port, 2 Port TvZ - 1 Rine CC, 2 Rax Acad CC, Tank rush, Sparks, Metal ZvT - Kwanro, 2 Hatch Mutas, 3 Hatch Mutas, Lurkers. ZvP - 9 Pool speed, 3 Hatch Mutas, 2-3 Hatch natural break, 4-5 Hatch Sauron into Lurkers ZvZ - 9 Pool speed, 12 Pool gas, 12 Hatch (main/exp), Sure, you can argue there are subtleties that change each build, both those 3-5 builds for each matchup cover 95% of Starcraft. | ||
Response
United States1936 Posts
On March 05 2008 00:16 Chill wrote: You guys are acting like there's a million and one builds, there aren't. There's maybe four viable builds for each matchup: PvP - 1 Gate, 2 Gate, Reaver, DT PvT - 1 Gate range, Reaver, 2 Gate, DT. PvZ - FE, 2 Gate, 1 Gate Reaver, 1 Gate Corsair TvP - FD, Gundam, Joyo TvT - Fact CC, 2 Fact, Fact Port, 2 Port TvZ - 1 Rine CC, 2 Rax Acad CC, Tank rush, Sparks, Metal ZvT - Kwanro, 2 Hatch Mutas, 3 Hatch Mutas, Lurkers. ZvP - 9 Pool speed, 3 Hatch Mutas, 2-3 Hatch natural break, 4-5 Hatch Sauron into Lurkers ZvZ - 9 Pool speed, 12 Pool gas, 12 Hatch (main/exp), Sure, you can argue there are subtleties that change each build, both those 3-5 builds for each matchup cover 95% of Starcraft. so you want to make a tutorial for each one of these...? This is still ALOT to go over considering you will need other VOD's explaining how units work, what buildings build what unit, and whatever else people that have never played the game need to know | ||
Response
United States1936 Posts
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.kaz
1963 Posts
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Response
United States1936 Posts
On March 05 2008 00:31 .kaz wrote: He's not saying there are going to be detailed 1 hour games on every single matchup, a quick overview would be fine for people just getting into it. You seem like you're arguing just to argue. If you don't like the idea / want to help, don't. im not really arguing just to argue im just showing how much work a project like this could take though if people want to do it (even though it may never become that popular) go for it! | ||
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Chill
Calgary25962 Posts
(3)You have one 8-minute video explaining how all the Protoss units and buildings work. Another for Terran and another for Zerg. (6) OR (9)You have six or eight 8-minute videos explaining the builds for each matchup. What they accomplish, how they are different than other builds. This would include the opening builds I mentioned above, as well as overarching strategies, such as SK versus 2 Fact. It's not a lot to go over. "1 Rine CC is expanding with only a single Marine and Barracks. It is a risky build that relies on good scouting and the assumption that most Zergs play Hatchery first. Another build which gives a slightly slower expansion is 2 Rax Academy. In this build, the play waits until he is sure the Zerg player isn't rushing before stopping Marine production and expanding. This build is safer and will not lose to Pool-first rushes. It also allows Terran to move out earlier in the midgame as he will have Medics sooner than 1 Rine CC. Terran also has the option of playing with a delayed expansion, instead trying to end the game early. One way of doing this is the Tank rush. Terran builds 2 Barracks, producing Marines, and then a Factor and finally an Academy. He produces a Tank, and moves out to Zerg's Sunken Colony line while Siege researches, looking to break through into Zerg's base before his Mutalisks or Lurkers are out to defend. The final build which has fallen out of practise as of late is the Sync Sparks rush. This build relies on a fast +1 attack upgrade, and production from 3 Barracks. Terran looks to crash through the Sunken line with an overwhelming amount of infantry units before Zerg has Lurkers to defend. It is not uncomon to see Zerg players losing despite having upwards of 8 Sunken Colonies." Done. Explained and you have enough time to go into SK versus 2 Fact with the remaining 3 miuntes. | ||
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United States1936 Posts
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lololol
5198 Posts
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Chill
Calgary25962 Posts
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Response
United States1936 Posts
On March 05 2008 00:38 Chill wrote: I've just never seen someone so vehemently defy a project when they have nothing to do with it. well, now you have:-) | ||
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riptide
5673 Posts
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