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Balancing Battle Royal - Page 3

Forum Index > BW General
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DrTJEckleburg
Profile Blog Joined February 2009
United States1080 Posts
May 10 2009 20:19 GMT
#41
you could put d-web over the geysers so melee units couldn't attack them and a vulture could actually leave the terran base if he mechs, just a thought.
Im pretty good at whistling with my hands, especially when Im holding a whistle.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
May 10 2009 20:23 GMT
#42
On May 11 2009 04:18 floor exercise wrote:
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


It will be like the windmill hole in mini golf. This idea rules.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Comeh
Profile Blog Joined July 2008
United States18919 Posts
May 10 2009 20:44 GMT
#43
Battle Royal - the beginning of the 4 rax.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
ArvickHero
Profile Blog Joined October 2007
10387 Posts
May 10 2009 21:27 GMT
#44
Would putting a neutral building in the nat make things a bit more balanced? Probably not, but its a thought.

And I really don't think putting in a couple of neutral turrets would cause changes of omfgwtf proportions like some people are making it out to be. Just put like 1-3 destructible turrets that would make overlords take a detour to the other guy's base, so it takes longer for the ovie to scout. Wasn't the zerg being able to quickly scout the other player's build with an overlord listed as one of the main problems of the map's balance?

There also needs to be a quick way to access the outer expansions, I'd say a path from the main to outside blocked by mineral patches would be a good way to do this.
Writerptrk
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 10 2009 21:33 GMT
#45
You can't change the hp of a neutral in melee.
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
Niton
Profile Blog Joined March 2009
United States2395 Posts
May 11 2009 00:43 GMT
#46
Looking at Battle Royal itself, it has a pair of expansions at the NE and SW corners that seem to have a 'natural' near them. With a redesign of that expo + the nearby one, I have to wonder if it'd be an interesting map.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
May 11 2009 00:48 GMT
#47
On May 11 2009 04:18 floor exercise wrote:
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

Lol... putting Bound UMS ideas into a melee game. XD
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
May 11 2009 00:58 GMT
#48
Maybe just move the starting base locations?
Jaedong
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 11 2009 01:16 GMT
#49
On May 11 2009 09:48 deathgod6 wrote:
Show nested quote +
On May 11 2009 04:18 floor exercise wrote:
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

Lol... putting Bound UMS ideas into a melee game. XD

Doesn't only sieged tanks, burrowed units and interceptors get crushed when buildings land on them?
POGGERS
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 11 2009 01:17 GMT
#50
On May 11 2009 05:19 DrTJEckleberg wrote:
you could put d-web over the geysers so melee units couldn't attack them and a vulture could actually leave the terran base if he mechs, just a thought.


I'm liking this. You'd need more than 1 dweb to cover both geysers but it would still allow both players the OPTION to kill their own (especially against zerg), while not making it impossible for the players to avoid it being killed. In fact, this could potentially change the balance DRAMATICALLY since the zerg player usually kills off the assims (for one of the players) as one of the first things they do.

Another thing that would be imperative to changing the balance of the map is to get rid of the center expansion, or at least get rid of the double gas. If there was something like a mineral only (or two) in the middle of the map as opposed to that double gas, this map would probably be much more balanced than it is right now. As of now, all the zerg player has to do against a terran is go 9pool --> killing the extractors in front of the terrans base --> 2 hatch mutas, followed by expoing to the middle cuz the terran can't do shit to stop it (since his assims are dead and I'm sure he hasn't had the chance to kill his xelnaga off during the harass). I don't even necessarily know why the terrans don't go 1rax FE into mass bio (with turrets) on this map. Isn't that the ACTUAL counter to 2hatch mutas? Mech isn't the answer to everything, especially on this map.
RIP eSTRO :(
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 11 2009 04:38 GMT
#51
I don't think there is any difference between putting assimilators to close your door, command centers in the middle and hostile turrets attacking overlords. Or even reverse engineer the map file format to make possible creating inverted maps and 1 pixel size ramps like in Colosseum for fucks sake. And those are used in pro games.

Only because Blizzard put a crappy rule called melee game type 10 years ago it doesn't mean we need follow all their map making rules today. Blizzard also made a shit ton of crappy imbalanced maps 10 years ago.

I like the idea of using triggers to help balance maps.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
FirstBorn
Profile Blog Joined March 2007
Romania3955 Posts
May 11 2009 04:42 GMT
#52
I personally hate the map and I'm perfectly fine with the idea that it'll be replaced at the end of round 4.
SonuvBob: Yes, the majority of TL is college-aged, and thus clearly stupid.
Tyrant
Profile Joined September 2003
Korea (South)234 Posts
May 11 2009 04:58 GMT
#53
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?


How is this any different than mineral walls and neutral buildings/eggs that have been seen in a number of maps?

The first time I saw the destroyable buildings on a map i thought it was pretty lame, but some of the maps it turned out to be quite interesting.

I think the map will ultimate get scrapped though like many poorly balanced maps in the past, although I don't think the OP's idea is 'horrific' enough to completely dismiss.
Person514cs
Profile Blog Joined September 2004
1004 Posts
May 11 2009 04:59 GMT
#54
On May 11 2009 03:34 Sr18 wrote:
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.



This guy is right.
Peace and love, for ever.
koreasilver
Profile Blog Joined June 2008
9109 Posts
May 11 2009 05:13 GMT
#55
On May 11 2009 13:59 Person514cs wrote:
Show nested quote +
On May 11 2009 03:34 Sr18 wrote:
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.



This guy is right.

Plasma fucking blew for Zerg players.
EvilTeletubby
Profile Blog Joined January 2004
Baltimore, USA22259 Posts
May 11 2009 05:26 GMT
#56
On May 11 2009 13:58 Tyrant wrote:
I think the map will ultimate get scrapped though like many poorly balanced maps in the past, although I don't think the OP's idea is 'horrific' enough to completely dismiss.


Kind've agreed, it's thinking a little outside the box at least. You could easily make them 1 HP turrets, or better yet, turrets that start out on fire so really all they do is delay ovie scouting. That's assuming the only problem with BR is early ovie scouting though.
Moderatorhttp://carbonleaf.yuku.com/topic/408/t/So-I-proposed-at-a-Carbon-Leaf-concert.html ***** RIP Geoff
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
May 11 2009 05:33 GMT
#57
What about putting some neutral addons here and there so T could get machine shop or even scan faster?
Great people talk about ideas. Average people talk about things. Small people talk about other people.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
May 11 2009 06:06 GMT
#58
On May 11 2009 13:59 Person514cs wrote:
Show nested quote +
On May 11 2009 03:34 Sr18 wrote:
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.



This guy is right.


because this really worked out on Tears of the Moon for PvZ
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
May 11 2009 06:08 GMT
#59
On May 11 2009 14:33 VIB wrote:
What about putting some neutral addons here and there so T could get machine shop or even scan faster?


How about a neutral nuclear silo and also a neutral covert ops?

Actually, a rescue-able science facility with attached covert ops might work better. Then you just build barracks + academy and go for a nuke rush.

I'm half-joking. If a map had a neutral nuclear silo in some remote corner of the map or somewhere important it could add strategic interestingness.
Ars longa, vita brevis, principia aeturna.
Avidkeystamper
Profile Blog Joined June 2008
United States8556 Posts
May 11 2009 06:31 GMT
#60
On May 11 2009 15:08 StRyKeR wrote:
Show nested quote +
On May 11 2009 14:33 VIB wrote:
What about putting some neutral addons here and there so T could get machine shop or even scan faster?


How about a neutral nuclear silo and also a neutral covert ops?

Actually, a rescue-able science facility with attached covert ops might work better. Then you just build barracks + academy and go for a nuke rush.

I'm half-joking. If a map had a neutral nuclear silo in some remote corner of the map or somewhere important it could add strategic interestingness.

it could be blocked by a few minz so you would have to mine it out first before using it.
Jaedong
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