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Simple Questions, Simple Answers - Page 207

Forum Index > Brood War Strategy
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Jukado
Profile Blog Joined May 2011
805 Posts
January 05 2015 17:12 GMT
#4121
VGhost The basic map editor is pretty limited; what's the current standard for mapping?

You wanna grab SCM Draft2.0 (version 0.8.0) from here:
http://www.stormcoast-fortress.net/

You can upload maps to broodwarmaps.net if you want aswell.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
GreenWillow
Profile Joined December 2014
50 Posts
January 05 2015 22:16 GMT
#4122
Cannot run mca64 launcher. It sais "some files are missing".
Widows 8. What shall I do?
VGhost
Profile Blog Joined March 2011
United States3616 Posts
January 05 2015 23:28 GMT
#4123
On January 05 2015 10:27 GreenWillow wrote:
Show nested quote +

1) I can't find links to muta micro maps that actually seem to work (I downloaded one from a link on liquipedia but the triggers didn't seem to activate). Where can I find one, and/or what are other ways to practice?

have u chosen Use Map Settings option?


I thought so... maybe I should go back and check.

On January 05 2015 17:30 DarkNetHunter wrote:
Show nested quote +
On January 05 2015 04:53 VGhost wrote:
Alright, I'm trying to get back into Brood War and I have 3 questions:

1) I can't find links to muta micro maps that actually seem to work (I downloaded one from a link on liquipedia but the triggers didn't seem to activate). Where can I find one, and/or what are other ways to practice?

2) My worker micro is all but non-existent, both game-start splits and stacking. Any particular tips, or just practice?

3) The basic map editor is pretty limited; what's the current standard for mapping?



Make sure you remember to use USE MAP SETTINGS setting, the first muta map may only be played in multiplayer I believe.

1) Muta Micro Map1
Muta Micro Map2

2) Split Training Map
stacking is just selecting all going to another mineral patch, then pressing stop if you want to block something, otherwise practice.


3) Sorry have to ask someone more familiar with mapping these days, but SCM Draft was always good.

On January 06 2015 02:12 CardinalAllin wrote:
Show nested quote +
VGhost The basic map editor is pretty limited; what's the current standard for mapping?

You wanna grab SCM Draft2.0 (version 0.8.0) from here:
http://www.stormcoast-fortress.net/

You can upload maps to broodwarmaps.net if you want aswell.


Thanks!
#4427 || I am not going to scan a ferret.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6639 Posts
January 06 2015 21:58 GMT
#4124
On January 06 2015 07:16 GreenWillow wrote:
Cannot run mca64 launcher. It sais "some files are missing".
Widows 8. What shall I do?

Try downloading it again?
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
GreenWillow
Profile Joined December 2014
50 Posts
January 06 2015 22:04 GMT
#4125
Tried a good dozen times
evilfatsh1t
Profile Joined October 2010
Australia8778 Posts
Last Edited: 2015-01-07 14:56:03
January 07 2015 14:53 GMT
#4126
On January 04 2015 23:49 GreenWillow wrote:
In a classical PvP game with goons and reavers when should I transit to ht?
I usually produce goons and reavers for too long, whereas my opponents make hts and I lose. When is the breaking point, when it's clear that it's about time to make ht?
Also, if the opponent omits reavers and goes directly to ht, should I do the same, or it's better to still stick to goon-reaver?
Another question is when should I begin to make arbiters in PvT.
Thanks

it depends on whats happened in the game. outcomes of any engagements as well as the state of ur bases will determine whether u can make a tech jump or whether you should use the same tech tree for faster impact. normally the timings are 2 base -> forge for basic cannon defense against drop -> citadel -> templar archives -> leg speed -> storm
you get hts with whatever gas you can spare after your archives has finished. dont be afraid to make your first couple of hts into archons.
dont forget +1 weapons upgrade too, though the timing of that will depend on whether you want to fight with ht and storm or archons and leg speed
never stop midway through a tech tree and switch. if he goes ht stick to your guns and get reavers. at 1 reaver or 2 reaver you can go for a timing push. generally if they opt for dt/ht tree straight away they have 2ish storms by the time you hit their front door with 2 reavers.
arbiter timings are too general. best way to put it would just be as soon as you can afford it
jello_biafra
Profile Blog Joined September 2004
United Kingdom6639 Posts
January 08 2015 17:37 GMT
#4127
On December 21 2014 21:48 [[Starlight]] wrote:
Show nested quote +
On December 21 2014 21:22 Probemicro wrote:
On December 21 2014 20:52 puppykiller wrote:
For a while terrans were doing this 1 rax fe with fast u238 shells upgrade but I stopped seeing it after stork whooped flash in this game:



Yeah there's no point to getting range for just the 4 rines u build for the bunker, range is 150 gas which basically delays your factory, tank and so on.

Repair cost of bunker may be similar but it is spread over an interval and does not completely delay your factory and tank count buildup

True true... but switching to TvZ, there's also lurkers to consider. They're range 6, just like range goons.

I guess the question speaks to a broader issue of exactly how range is calculated.

Is it from the center of a unit's 'box' to the center of another unit or building's 'box', or is it from the center of a unit's box to the nearest edge of another unit or building's box? Could it even be from the nearest box edge of the firing unit to the nearest box edge of what's being fired at? Urk.

If it's the first of these three, then everything's golden. If it's the second, weirdness may be possible with non-square buildings like the bunker(??). If it's the third, then I guess it's golden there too?


Reposting this question because I don't know the answer and would be interested to see if anybody does.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
GreenWillow
Profile Joined December 2014
50 Posts
January 08 2015 20:27 GMT
#4128
What does "map abuse" mean?
Building turrets/proxy buildings all over the map? Or using map's features? Or what?
ArmadA[NaS]
Profile Joined January 2014
United States347 Posts
January 08 2015 22:12 GMT
#4129
Using the map features, e.g. dropping tanks on the cliff of Lost Temple to kill your opponents expansion before they have air to defend.
Mirabel_
Profile Blog Joined September 2011
United States1768 Posts
Last Edited: 2015-01-11 16:39:14
January 11 2015 16:36 GMT
#4130
(Wiki)Central Plains is a contender for the most Protossy of Protoss maps ever to be Protossed in Protoss. I mean, processed in Proleague. All teams would only send Protoss on this map, and those few that went against this trend were not rewarded. Question is, why? What features exactly made Central Plains into such a Protoss map?
get stronger play longer
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2015-01-12 00:31:11
January 12 2015 00:07 GMT
#4131
Easy 3rd and 4th (both have gas too)
Few avenues of ground attack (natural nat have Sim city while one tiny ramp for 3rd/4th)
Hard for zerg to pressure

i think toss can take the back door as their first nat so things like 3 hatch hydra/2fact would have crazy tough time getting through the small ramp

In pvt terran is more vulnerable to recall with more angles to cover for terran (a property of most 3 player map)
Lack of abusable terrain for tanks

edit: ok found a winner interview where Best talked a little about this map
http://www.teamliquid.net/forum/brood-war/167145-interview-2010-11-7-skt-vs-wemade-winners
G5
Profile Blog Joined August 2005
United States2919 Posts
January 12 2015 07:24 GMT
#4132
On January 09 2015 02:37 jello_biafra wrote:
Show nested quote +
On December 21 2014 21:48 [[Starlight]] wrote:
On December 21 2014 21:22 Probemicro wrote:
On December 21 2014 20:52 puppykiller wrote:
For a while terrans were doing this 1 rax fe with fast u238 shells upgrade but I stopped seeing it after stork whooped flash in this game:

https://www.youtube.com/watch?v=XNtXshEuZcU


Yeah there's no point to getting range for just the 4 rines u build for the bunker, range is 150 gas which basically delays your factory, tank and so on.

Repair cost of bunker may be similar but it is spread over an interval and does not completely delay your factory and tank count buildup

True true... but switching to TvZ, there's also lurkers to consider. They're range 6, just like range goons.

I guess the question speaks to a broader issue of exactly how range is calculated.

Is it from the center of a unit's 'box' to the center of another unit or building's 'box', or is it from the center of a unit's box to the nearest edge of another unit or building's box? Could it even be from the nearest box edge of the firing unit to the nearest box edge of what's being fired at? Urk.

If it's the first of these three, then everything's golden. If it's the second, weirdness may be possible with non-square buildings like the bunker(??). If it's the third, then I guess it's golden there too?


Reposting this question because I don't know the answer and would be interested to see if anybody does.


Almost certain it's the 3rd option, "from the nearest box edge of the firing unit to the nearest box edge of what's being fired at". I assume this because of looking at Dragoons vs Marines in a Bunker. Marines seem to gain range while in a bunker because the bunker is larger with a larger surface area. Whereas when lining up Dragoons vs a Bunker (when they have range obviously), you can have 4-6 or whatever firing from one line / direction at the bunker and the further Dragoons (on the sides of the line) naturally have a longer firing animation even though their range is the same.
G5
Profile Blog Joined August 2005
United States2919 Posts
January 12 2015 07:48 GMT
#4133
On January 04 2015 23:49 GreenWillow wrote:
In a classical PvP game with goons and reavers when should I transit to ht?
I usually produce goons and reavers for too long, whereas my opponents make hts and I lose. When is the breaking point, when it's clear that it's about time to make ht?
Also, if the opponent omits reavers and goes directly to ht, should I do the same, or it's better to still stick to goon-reaver?
Another question is when should I begin to make arbiters in PvT.
Thanks


If you usually go Goon / Reaver, congratulations, you play the most solid opener in PvP and should win more than you lose. That being said, the time to transition to HT's is HIGHLY situational. Some maps (like Blue Storm) actually highly favors HT openings. Generally speaking though, if you are going reaver/goon, you should be aiming to hit a timing attack at 1 or 2 reavers depending on what your opponent is doing. If your opponent is doing the same thing as you, you can take an earlier expansion and use your army defensively by setting up a great defensive position giving yourself a high chance of crushing any attack (instant win) or thwarting their thoughts of attacking (them running home to take their expansion) and the game progresses with you having an earlier expansion / a timing window in a few minutes.

Usually the game will end before HT's get involved. However, if the game doesn't end within the first battle or two of Goon/Reavers, the game usually progresses to 3 base vs 3 base. When you are at the point of having 3 base, it's good to just set-up your army in a nicely trade-able way, set-up your infastructure at home (many gateways / Templar archives / zealot speed), and engage in a battle that you trade well in. Then just flood with speedlots, archons, high templars and try to over run them.

If you are encountering a lot of games in which you lose to HT's, it's probably because you are sitting back with your Good/Reaver army and not recognizing timing attack possibilities to end the game or aren't willing to trade armies. HT's generally don't get involved unless a player feels confident that they aren't at risk of dying during the transition to high temps.

If a player goes HT first (usually with an expansion), you can evelator lift dragoons and reavers into their main with good effectiveness, you can pressure the front, or you can simply expand, macro like crazy, and use your goons / reavers to contain them / reaver drop harass. In this contain situation, you can even make 4 reavers, spread them out (to reduce psi storm damage) and have a super contain on them since what they are coming out with most likely is speedlots, ht's, and archons which Reavers own. Just need to watch for storm drops.

Hope this gives you a few ideas. Everything is so situational depending on their build, the map, positions, etc... it's hard to explain but I just hope this helps a tad. GL.
juvenal
Profile Joined July 2013
2448 Posts
January 12 2015 11:01 GMT
#4134
Does anyone have the vid where terror does the cola+mentos? It's used as one of fillers on snipealot when there's no stream.
Michael Probu
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
January 12 2015 16:18 GMT
#4135
What would you say are historically the best countries for BW? My guess is:
1. Korea
2. China
3. USA
4. Germany
5. Russia
Why would I play sctoo when I can play BW?
Cele
Profile Blog Joined December 2008
Germany4016 Posts
January 12 2015 17:04 GMT
#4136
personally i would rate Poland above the USA, given they had incredible players in Draco, MistrZZZ and others. Russia over Germany, Germany had great talents in Mondragon and fisheye, but Russia has been consistently very strong over a long time. I'd go with

Korea
China
Russia
Germany
Poland
USA
... plenty more to name here, but these should suffice
Broodwar for life!
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
January 13 2015 02:45 GMT
#4137
Highest top players or average player skill? Korea obviously had highest top and probably average skill but it varies after that prolly.

Poland and USA I would probably put near the top. I would maybe rate usa above poland but its close. Things changed a LOT after sc2 though as you all know. Usa probably sucks now lolol.

China is definitely second place under Korea. The rest of the big countries probably swapped places a lot. Usa and korea were always in the top 3 countries on iccup though lolol
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
January 13 2015 02:48 GMT
#4138
This also dEpends on how much you value outliers. Is one extremely good player worth more than two or three average to good players? Dunno
DarkNetHunter
Profile Joined October 2012
1224 Posts
January 13 2015 07:13 GMT
#4139
Average skill is worthless since there is no convenient method of comparison, I'd say top finishes is the only way to compare across countries.


Based purely on WCG Medal Results

1. Korea too many medals

2. Russia 1 Silver 1 Bronze 1 Copper
2. Germany 1 Silver 1 Bronze 1 Copper
3. France 1 Silver 1 Bronze
4. China 1 Silver 4 Copper
5. Poland 1 Bronze 1 Copper
5. Ukraine 1 Bronze 1 Copper
6. Bulgaria 1 Bronze
6. Australia 1 Bronze
6. Canada 1 Bronze
Source: http://wiki.teamliquid.net/starcraft/World_Cyber_Games#WCG_StarCraft:_BroodWar_Winners

I know WCG is very flawed cause format may or may not knock out Koreans in earlier stages, I'd still rank China as 2nd as PJ getting a Silver by beating Savior and also nearly beating Bisu in one of the later WCGs really was incredibly skillful.

I could not find a category in Liquipedia that only displays foreigner tournaments and no useful way to compare without opening up hundreds of tournament pages, maybe someone else will have more luck.

Based on purely personal perception
1. Korea
2. China
3. Russia
4. Canada or Poland
5. Germany or Ukraine
Learn from the mistakes of others. You can't live long enough to make them all yourself.
G5
Profile Blog Joined August 2005
United States2919 Posts
January 13 2015 18:30 GMT
#4140
I'd say USA is definitely #2. Think of how many foreign pros (actually living in a Korean team house / on a Korean Pro Team) there were... I think this is a better indication of where the talent pool is as opposed to WCG results since WCG relied so much on when you hit a Korean. I might miss some but off the top of my head: Grrrr.... (CAN), Legionnaire (AUS), ElKy (FRA), Smuft (CAN), Rekrul (USA), Assem (USA), IdrA (USA), NoNy (USA), Draco (POL), Ret (NET). There are far more Americans.
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