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Balancing Battle Royal - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 Next All
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
May 10 2009 17:50 GMT
#21
hahaha you guys the ums suggestions are hilarious
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
May 10 2009 17:59 GMT
#22
On May 11 2009 02:28 AlwaysGG wrote:
add turret lol dream too much ?


THE ELEPHANDER!!!!

Oh UMS maps, how I miss you!
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
May 10 2009 18:03 GMT
#23
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?
Moderator
Sr18
Profile Joined April 2006
Netherlands1141 Posts
May 10 2009 18:34 GMT
#24
The best way to balance Battle Royale is to put it in the individual leagues. Force Terran and Protoss players to practice on it, strategies will evolve.
If it ain't Dutch, it ain't Park Yeong Min - CJ fighting!
nK)Duke
Profile Blog Joined October 2008
Germany936 Posts
Last Edited: 2009-05-10 18:41:02
May 10 2009 18:39 GMT
#25
Battle Royale is not imbalanced. Terrans just need time to develope strategies....



+ Show Spoiler +
TAKE THIS, REVENGE FOR MECH BUILD
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 10 2009 18:42 GMT
#26
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?


It's really not that absurd considering the things they do with maps these days. Being forced to play in ums would be annoying from a practice perspective though so I doubt it would ever happen. It's not like there aren't neutral units in other popular RTS games. If the engine had better support for that sort of thing I wouldn't put it past the koreans to try putting neutral hostile (that sounds contradictory) units in the game
DM20
Profile Joined September 2008
Canada544 Posts
May 10 2009 18:51 GMT
#27
On May 11 2009 03:42 floor exercise wrote:
Show nested quote +
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?


It's really not that absurd considering the things they do with maps these days. Being forced to play in ums would be annoying from a practice perspective though so I doubt it would ever happen. It's not like there aren't neutral units in other popular RTS games. If the engine had better support for that sort of thing I wouldn't put it past the koreans to try putting neutral hostile (that sounds contradictory) units in the game



Ya but other popular RTS games are bad.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 10 2009 18:53 GMT
#28
I agree completely and think it would suck I just don't think it's that absurd a suggestion all things considered
konadora *
Profile Blog Joined February 2009
Singapore66363 Posts
May 10 2009 18:53 GMT
#29
On May 11 2009 03:42 floor exercise wrote:
Show nested quote +
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?


It's really not that absurd considering the things they do with maps these days. Being forced to play in ums would be annoying from a practice perspective though so I doubt it would ever happen. It's not like there aren't neutral units in other popular RTS games. If the engine had better support for that sort of thing I wouldn't put it past the koreans to try putting neutral hostile (that sounds contradictory) units in the game

Then won't it basically be WC3 without hero units?

"OH SHIT I LOST MY MUTAS TO NEUTRAL CREEPS"
POGGERS
Insane Lane
Profile Blog Joined August 2008
United States397 Posts
May 10 2009 18:55 GMT
#30
Hi, I contributed to this thread.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
May 10 2009 18:59 GMT
#31
I'm pretty sure they'll ditch it after this PL round, so in like 2.5 weeks or so it will most likely be gone
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
Patrio
Profile Joined September 2007
Norway706 Posts
May 10 2009 18:59 GMT
#32
why not just add psistorm to force the overlord to go around? this will also make mutas travel longer to get to the other base
Zerg Bunker
konadora *
Profile Blog Joined February 2009
Singapore66363 Posts
May 10 2009 19:09 GMT
#33
On May 11 2009 03:59 Patrio wrote:
why not just add psistorm to force the overlord to go around? this will also make mutas travel longer to get to the other base

wad
POGGERS
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
May 10 2009 19:12 GMT
#34
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?



well what about teh map with d-web and a command-center in the middle?
konadora *
Profile Blog Joined February 2009
Singapore66363 Posts
May 10 2009 19:16 GMT
#35
On May 11 2009 04:12 Patriot.dlk wrote:
Show nested quote +
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?



well what about teh map with d-web and a command-center in the middle?


They're different

The neutral turrets in discussion are supposed to attack units.

Command center does no attack, just another neutral building like Xel'Naga Temple or w/e.
POGGERS
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 10 2009 19:18 GMT
#36
What about neutral terran buildings that keep lifting off and landing in the same spot and if you don't time it right your units get crushed
qrs
Profile Blog Joined December 2007
United States3637 Posts
Last Edited: 2009-05-10 19:21:00
May 10 2009 19:20 GMT
#37
On May 11 2009 04:16 konadora wrote:
Show nested quote +
On May 11 2009 04:12 Patriot.dlk wrote:
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?



well what about teh map with d-web and a command-center in the middle?


They're different

The neutral turrets in discussion are supposed to attack units.

Command center does no attack, just another neutral building like Xel'Naga Temple or w/e.

It's not that different, considering that the command center can produce infested Terrans. Heck, even neutral buildings that can open or close passages by existing or being destroyed manipulates the map's characteristics. "No triggers" is a somewhat arbitrary line IMHO.
'As per the American Heart Association, the beat of the Bee Gees song "Stayin' Alive" provides an ideal rhythm in terms of beats per minute to use for hands-only CPR. One can also hum Queen's "Another One Bites The Dust".' —Wikipedia
SerpentFlame
Profile Blog Joined July 2008
415 Posts
Last Edited: 2009-05-10 20:10:58
May 10 2009 19:20 GMT
#38
On May 11 2009 04:16 konadora wrote:
Show nested quote +
On May 11 2009 04:12 Patriot.dlk wrote:
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?



well what about teh map with d-web and a command-center in the middle?


They're different

The neutral turrets in discussion are supposed to attack units.

Command center does no attack, just another neutral building like Xel'Naga Temple or w/e.

I think the point is that, even though adding a neutral unit that attacks will change the game "fundamentally", so have other features in maps today.
The concept of doodads and neutral buildings like the cc in the center + disruption web in holy world and similar triggers (DMZ anyone?) on other maps also fundamentally changed the game from the old and heady Lost Temple and Silent Vortex days, and it's opened up options significantly for maps, generally for the better (at the time, people were also like "neutral buildings? stacked buildings??? Permanent D-webs? Don't be silly."). No where in his years of Starcraft training did Kal have to learn how to fight infested terrans.

Edit: ah thanks!

And a last question: if the regular map editor on starcraft somehow had neutral turrets you could place in a melee game that attacked everyone, would there be such a stink about this?
I Wannabe[WHITE], the very BeSt[HyO], like Yo Hwan EVER Oz.......
ven
Profile Blog Joined December 2008
Germany332 Posts
Last Edited: 2009-05-10 19:53:55
May 10 2009 19:53 GMT
#39
On May 11 2009 04:20 SerpentFlame wrote:
Also, Chill had a point about the dark templar and lurker idea that I don't quite comprehend; neutral buildings do not provide universal detection: only the neutral player will be able to see it, and he doesn't have any ground attacking units anyways. So even if I get a dark templar and stand it right next to the turret, the zerg player still won't be able to see it.

It's the other way around. P/Z detection will die to the turrents, rendering the DT/Lurker in place virtually invulnerable.
You can reach the rainbow. I'll be there to help.
Chill
Profile Blog Joined January 2005
Calgary25998 Posts
May 10 2009 19:57 GMT
#40
On May 11 2009 04:20 qrs wrote:
Show nested quote +
On May 11 2009 04:16 konadora wrote:
On May 11 2009 04:12 Patriot.dlk wrote:
On May 11 2009 03:03 Chill wrote:
You are asking to change the fundamental rules of StarCraft in your map. Suddenly there's a neutral player. Do you think that's a good idea and a road professional StarCraft wants to walk down?

Further, your indestructible Turret idea shows you given no thought to this at all. Like if I EVER, at any point in the game, get a DT against Zerg there or a Lurker against Protoss there, what do they do? Just wait it out? O_O?



well what about teh map with d-web and a command-center in the middle?


They're different

The neutral turrets in discussion are supposed to attack units.

Command center does no attack, just another neutral building like Xel'Naga Temple or w/e.

It's not that different, considering that the command center can produce infested Terrans. Heck, even neutral buildings that can open or close passages by existing or being destroyed manipulates the map's characteristics. "No triggers" is a somewhat arbitrary line IMHO.

Why is is arbitrary? It's very, very well-defined. If it works in a melee map -> put it in. If not, keep it out. We want to affect the map, not the rules.
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