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Balancing Battle Royal

Forum Index > BW General
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SiegeTanksandBlueGoo
Profile Blog Joined December 2007
China685 Posts
May 10 2009 16:42 GMT
#1
Just an idea to throw out there, but maybe to balance Battle Royale, we could put missile turrets on a ridge or just on the ground between the two bases. We could make these missile turrets hostile to both players so the overlord scouting that makes zerg so strong on this map is canceled out.

Thoughts?

Personally, I'm tired of the outer bases never being used and the entire thing being zvz.
What does the scouter say about his macro level? It's Over 9000 minerals!
Tooplark
Profile Joined October 2008
United States3977 Posts
May 10 2009 16:46 GMT
#2
Is it even possible to do that?
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
May 10 2009 16:48 GMT
#3
Its definetely possible, but u'd have to play it in UMS
#1 Flash Fan
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
May 10 2009 16:48 GMT
#4
I'm pretty sure they're just going to end up throwing out the map. I still don't understand why there isn't a P>Z imbalance though, as strategy was discussed in this thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=91666&currentpage=8

A few interesting ways that you could think about balancing it would be to make the gas geysers buildable, but I don't think that you can put them close enough to create the unit size issues that you want while still making them buildable.

Another way you could balance it would be by reducing the health of the neutral buildings that provide the second pathway into the nat. This could possibly allow the fast vult no dropship play to work, but it's not going to help protoss all that much.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
Last Edited: 2009-05-10 16:49:45
May 10 2009 16:49 GMT
#5
I actually thought of how Battle Royal can be improved, and I thought of a few things:

- Make the main + nat higher ground, sort of like Troy.

This will allow easier defense for Terrans and Protoss, although it might help the zerg too due to higher ground sunkens or lurkers.

- Reduce Xel'Naga temple's HP to 75%
Faster destruction, faster push, harder for Zerg.

This is for melee version of course :<

But the OP's idea is pretty neat, won't be playable on ICCup though
POGGERS
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
May 10 2009 16:50 GMT
#6
Yes let's add UMS features to a proleague map. Wait, what?
Moderator
Wurzelbrumpft
Profile Blog Joined July 2008
Germany471 Posts
May 10 2009 16:52 GMT
#7
On May 11 2009 01:50 Chill wrote:
Yes let's add UMS features to a proleague map. Wait, what?


they play all their games in ums anyway..
beam me up scotty, this planet suxX
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
May 10 2009 16:53 GMT
#8
On May 11 2009 01:52 Wurzelbrumpft wrote:
Show nested quote +
On May 11 2009 01:50 Chill wrote:
Yes let's add UMS features to a proleague map. Wait, what?


they play all their games in ums anyway..


That's only because of the 'observer' requirement, not for some fancy triggers.
POGGERS
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
May 10 2009 16:53 GMT
#9
Let's make a beacon in both bases. If you put 2 marines on the beacon you get a Jim Raynor.
Don't hate the player - Hate the game
Ideas
Profile Blog Joined April 2008
United States8097 Posts
May 10 2009 16:59 GMT
#10
maybe just get rid of the geysers?
Free Palestine
n
Profile Joined May 2009
United States48 Posts
May 10 2009 16:59 GMT
#11
On May 11 2009 01:53 Klive5ive wrote:
Let's make a beacon in both bases. If you put 2 marines on the beacon you get a Jim Raynor.


Your idea is good, but it's pointless if there aren't light-switch and masser beacons at the bottom right corner.
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
May 10 2009 17:05 GMT
#12
On May 11 2009 01:59 n wrote:
Show nested quote +
On May 11 2009 01:53 Klive5ive wrote:
Let's make a beacon in both bases. If you put 2 marines on the beacon you get a Jim Raynor.


Your idea is good, but it's pointless if there aren't light-switch and masser beacons at the bottom right corner.

Yeah, turn it into Zone Control /w Mass Attack.

=/
POGGERS
Itachii
Profile Blog Joined April 2008
Poland12466 Posts
May 10 2009 17:06 GMT
#13
I am pretty sure they will get rid of this map as soon as possible and just replace it with something else, during next "cycle" of map changing or whatever its called.
La parole nous a été donnée pour déguiser notre pensée
Scyther3176
Profile Joined August 2005
United Kingdom13 Posts
Last Edited: 2009-05-10 17:07:40
May 10 2009 17:07 GMT
#14
could reduce the mineral patches to several 0 resource mineral patches like on Destination, means you can get out faster but its a small space so you can defend if lings try to run through (providing you destroyed the assimilators)
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
May 10 2009 17:09 GMT
#15
Make the assimilators have less health?
Jaedong
Latham
Profile Blog Joined May 2007
9560 Posts
May 10 2009 17:27 GMT
#16
Make a Torresque spawn every 1 minute starting from the 10 minute mark and make it chose randomly the base it will attack.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
AlwaysGG
Profile Joined March 2009
Taiwan952 Posts
May 10 2009 17:28 GMT
#17
add turret lol dream too much ?
Trust 神教教主 FlaSh | Believe 火心 EffOrt
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2009-05-10 17:33:26
May 10 2009 17:32 GMT
#18
You could always make it a shadow rush map where every Terran unit builds 30% faster.

+ Show Spoiler +
JK, I actually think the idea of UMS triggers and such are the next step in progaming maps, but I don't think anyone is ready for enemy turrets... Not to mention it would be really annoying trying to stop your terran units from attacking the turrets while they're standing around/you're trying to run your marines to defend against turrets.


To change the balance of this map (while being playable in melee), they need to take the geyser out of the main. FE every game for gas... but at least it slows down the zerg mutalisk attack, while giving some other interesting gameplay changes (in an already wacky map).
LEGEND!! LEGEND!!
SiegeTanksandBlueGoo
Profile Blog Joined December 2007
China685 Posts
May 10 2009 17:42 GMT
#19
On May 11 2009 02:32 Chef wrote:
You could always make it a shadow rush map where every Terran unit builds 30% faster.

+ Show Spoiler +
JK, I actually think the idea of UMS triggers and such are the next step in progaming maps, but I don't think anyone is ready for enemy turrets... Not to mention it would be really annoying trying to stop your terran units from attacking the turrets while they're standing around/you're trying to run your marines to defend against turrets.


To change the balance of this map (while being playable in melee), they need to take the geyser out of the main. FE every game for gas... but at least it slows down the zerg mutalisk attack, while giving some other interesting gameplay changes (in an already wacky map).



Make missile turrets indestructible and they won' be targeted at all by units. AI just treats it like it wasn't there. Maybe only 3-4, just enough to prevent the overlord from flying straight there.
What does the scouter say about his macro level? It's Over 9000 minerals!
SiegeTanksandBlueGoo
Profile Blog Joined December 2007
China685 Posts
May 10 2009 17:42 GMT
#20
On May 11 2009 01:50 Chill wrote:
Yes let's add UMS features to a proleague map. Wait, what?


Hi, I contributed to this thread.
What does the scouter say about his macro level? It's Over 9000 minerals!
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
Calgary25980 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
Singapore66160 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
Singapore66160 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
Singapore66160 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
Calgary25980 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.
Moderator
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 States18918 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 States8552 Posts
May 11 2009 00:58 GMT
#48
Maybe just move the starting base locations?
Jaedong
konadora *
Profile Blog Joined February 2009
Singapore66160 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, USA22254 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 States8552 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
IdrA
Profile Blog Joined July 2004
United States11541 Posts
May 11 2009 06:36 GMT
#61
On May 11 2009 10:17 KnightOfNi wrote:
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.

2 hat muta is a big part of the reason mech got so popular. 1 rax cc->bio vs 2 hat muta is advantage for the zerg on alot of the modern maps.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
MuffinDude
Profile Blog Joined November 2008
United States3837 Posts
May 11 2009 06:46 GMT
#62
Make the starting distance a bit farther. That'll help a lot.
Zerg can be so abusive sometimes | third member of the "loli is not a crime club" PM konadora to join!
fanatacist
Profile Blog Joined August 2007
10319 Posts
May 11 2009 07:49 GMT
#63
This has to be one of the best strategy forum threads ever.
Peace~
Mania[K]al
Profile Joined May 2009
United States359 Posts
May 11 2009 07:57 GMT
#64
Or replace it with a map that has free infested terrans.

OWAIT.

This seasons map pool is pretty bad.
Zubins
Profile Joined January 2009
United States118 Posts
May 11 2009 13:29 GMT
#65
On May 11 2009 16:57 Mania[K]al wrote:
Or replace it with a map that has free infested terrans.

OWAIT.

This seasons map pool is pretty bad.


I disagree. Besides Battle Royale, Heartbreak Ridge, Outsider, and Garden of God are all great maps. Having 1 shitty map in proleague doesn't make the entire map pool shitty
konadora *
Profile Blog Joined February 2009
Singapore66160 Posts
May 11 2009 13:40 GMT
#66
On May 11 2009 22:29 Zubins wrote:
Show nested quote +
On May 11 2009 16:57 Mania[K]al wrote:
Or replace it with a map that has free infested terrans.

OWAIT.

This seasons map pool is pretty bad.


I disagree. Besides Battle Royale, Heartbreak Ridge, Outsider, and Garden of God are all great maps. Having 1 shitty map in proleague doesn't make the entire map pool shitty


Battle Royal (It is NOT Royale) might be balanced with a few changes... it really has potential >.<
POGGERS
Zubins
Profile Joined January 2009
United States118 Posts
May 11 2009 13:42 GMT
#67
Yeah I realized my typo right when I hit post. Too lazy to change it though, it's no biggie
FaZ-
Profile Blog Joined April 2008
United States187 Posts
Last Edited: 2009-05-14 22:10:34
May 14 2009 21:53 GMT
#68
On May 11 2009 03:03 Chill wrote:
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.


The HP of the Temples is different in say, Medusa and Battle Royale. (I'm convinced there was an error in translation.) So, that definition is already flawed. Look at SC2, they've already incorporated rescuable "Watch Towers." It's up to the community to define what is acceptable, and I don't think invincible burning Missile Turrets would be a huge deal at all.

I don't think the turrets are the best counter, though. If you made the area right next to the geysers buildable, I think that would be a decent fix. Protoss could put a cannon or two up when they FE to protect their geysers, Terran could put a bunker or even just a supply depot to force the zerglings to come in in a line.

Other than that, I'm at a loss. I don't understand how the map wasn't better tested before release, though.
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