After more than 3 months of absence, TeamLiquid Arena is back for another episode. For all the new people, the concept is pretty easy: We take a top-notch StarCraft player, burden him with some handicaps to limit his play and throw him into a pit filled with noobies while the rest of us sit back and watch whether he can come out alive. For more info on the concept and rules, check out http://wiki.teamliquid.net/starcraft/Pholon/TLArena/Overview
The Date
The games will be played live on Sunday, Jun 27 7:00pm GMT (GMT+00:00) and I'm happy to announce that Grobyc is returning as commentator. We will announce the stream link nearer to date.
The Hero
No Arena without a hero, and we are happy to announce a top-notch Terran player for this episode:
MorroW.
As you will recall, MorroW was the #2 ranked player in the PokerStrategy.com TSL ladder, finishing below only IdrA. Being the number one Swedish Terran, and one of the best players Europe has to offer, MorroW will take on 7 newbies in this event.
Participation
Of course no Arena is complete without a healthy dose of fodder, as well as some custom handicaps and maps.
Fodder
Are you pretty bad at StarCraft? Do you want to take on Morrow? Click here to fill out the form. You must be C+ or lower, having, as of today, played -preferably- 50 or more games on your ICC account. Fodder will be selected randomly and announced in the live topic. Player will be required to play with AH on - If you lag, we kick you out.
Handicaps
We did our best to select a couple of good handicaps to wear our hero down, and give the fodder more of a chance to take him down. Click the spoiler below to check them out. Additionally, of course, we'll take your suggestions! Post in this topic your ideas and we'll poll them before the show
Only Rax+Fact / Fact + Port / Rax + Port units allowed.
Fail Placement
1 Vulture up (speed or mines)
1 Ebay/Armory
No Lift Off
No Dropships
Refinery Cap (2)
Wish I had MBS - Player has to build production facilities far apart.
Kill initial worker
3x TL submission
Maps
Maps will be picked by MorroW from the iCCup mappack. However, he'll be required to play one TL-submitted map. Suggest a map (any map you'd like to see!) here and we'll poll them before the show!
What is x3 "TL submission?" and how do you determine how far apart production buildings are? and does 50 games on ICCUP mean in previous seasons too? does he have to kill one worker before he splits?
Must self-manner depot at every base. (E.g., first depot built in mineral line; all subsequent bases must have a depot in the minline before mining can begin.)
The page for each episode has a link to the location of the VODs(if they exist) on it at the bottom.
On June 22 2010 05:48 Zhek wrote: As handicap, how about Allied, w/ or without vision. That way the pro has to a-click every target he wants dead :V
We discussed that, far too difficult past the 8 minute mark or so.
On June 22 2010 05:50 LunarDestiny wrote: I want offrace handicap.
It would disable/interfere with other handicaps =/
On June 22 2010 06:00 derpaderp wrote: What is x3 "TL submission?"
TLers come up with ideas for handicaps that are currently not in place. We gather the viable ideas before it starts and put up a poll to determine which 3 of the entries we use for additional handicaps.
On June 22 2010 06:00 derpaderp wrote: how do you determine how far apart production buildings are?
We still need to determine that, but it will probably be a certain number of matrixs apart. Maybe 5 or something.
edit: We've chosen 3 matrixs. There has to be 3 matrixs between all production buildings. Both 3 horizontally + 3 vertically
On June 22 2010 06:00 derpaderp wrote: does 50 games on ICCUP mean in previous seasons too?
90% sure it has to be 50 games by the end of today on an account for just this season. Need to double check with Pholon.
edit: Yes, 50 for just THIS season. If you're short games you better hop on iccup kiddies! This is not a set in stone requirement though, apply anyway. However, we will be favouring people who have more iCCup games. We have the final say.
On June 22 2010 06:00 derpaderp wrote: does he have to kill one worker before he splits?
Yes. If he gets Kill initial worker 3 of his first 4 SCVs have to kill the other before splitting.
holy crap, we're supposed to have played 50 games already? didn't the season just start a week or two ago? I'd have liked to participate but I've played all of 2 games so far O.o
well I'll still be watching and cheering! go morrow!
Damn, if my internet was going to be installed before Sunday I would totally sign up to play MorroW. Oh well. I have some handicap suggestions, although the ones put in place seem so harsh already.
Handicap suggestions: -Some kind of supply cap, not really sure what it should be. 150? -No wall off (although that might just promote ling rush= GG) -No Siege Mode (maybe a bit too harsh) -No hard push (i.e. no turrets outside base)
The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go.
Of course even the default handicaps don't all follow these guidelines exactly because it's so hard to come up with them while keeping that in mind, but it's a good place to start.
It probably won't work as well as you thought, cannot be monitored by the refs, has no show element or is just plain retarded. Okay then, what makes a good handicap?
There are a couple of things that make a bad handicap.
The offline handicap - "Has to play with ovenmittenslol
There's no way of us to check this (other than trust the Hero) and it either won't show in the games or be so detrimental that he'll just roll over and die right off the bat.
The area-bound handicap - "No maybard/scouting"
Although "base" and "expansion" seem pretty straightforward they really aren't. Also "yeah I was gonna build a building there but I changed my mind" is a pretty good excuse for the examples.
The do handicap - "Yeah he's gotta plague his army lol"
Handcaps are mostly about what he can't do. If you tell he has to do something it raises when?/how?/where? questions - which makes the whole thing rather complicated - and if his opponent ggs before he can do whatever it is he has to do does he lose?
The undoable handicap - "Can only morph from the left-most larvae"
The sole concept of playing with handicaps is hard. You have to remember what they are and drop some thing you are really really used to. Some things are therefore pretty undoable for a player. On top of that we don't want to go kESPA on his ass when he forgets, but just give him a reminder nudge. Therefore handicaps need to be checkable (i.e. nothing involving supply numbers).
I thought of a really good handicap. Morrow could pick between either playing with his left hand on the mouse, or he has to go into control panel and switch the primary buttons. It is really hard to get used to, and Morrow would be forced to think every time he clicks.
Asking for daebak: Morrow must plant 3 mines in each new mineral line before mining can begin. If he gets the base before he has mines researched (e.g. his main/nat), he must plant 3 mines in each mineral line before he can plant any other mines.
On June 22 2010 07:22 ffz wrote: mouse only handicap!
This is quite easy to implement: check replay, if he's pressed any keys then unhappyz.
Here are some cruel handicaps (basically what my nightmares would be as Terran player):
- Lift-off CC and land it in another base before making the first SCV or mining at the start of the game (natural, island ; P ) . -As soon as he gets turret-tech he needs to put 1 (or 2) manner-turrets in his mineral-line. Damm I'm evil -Can only have half-full dropships and bunkers. -Needs an addon on every single building he makes ASAP (e.g. comsat/nuke, workshop, tower, covert ops/reactor). 2 Minutes and he doesn't (apart from initial CC) = warning --> Eliminate. -All CC's must be lifted off and landed 1 hex away from mineral fields, this applies at the start of the game, and to any expansions.
Everytime you wanna start mining gas you have to choose either stop mining minerals to get gas (if you want again minerals --> you have to stop gathering gas) OR build another CC next to gas. So if you wanna support 2 gas with minerals you need 4 CC to do it.
Added penalties (optional):
You cant produce any SCVs (no addons) with gas CC you are using nor lift it up (basically expensive gas refinery).
I make a numbered list of people as they come in. When it's complete I have my TI-83 pick 8 random numbers and those players get in. It's fair this way.
I'm pretty sure TI-83 randomizers aren't random =X
one time in 6th grade, i was using a TI-83, and a classmate was using a 83+, and we got the same set of numbers from a generator that was like 1-100 like one number after another, we kept getting the same ones several other classmates, too
I make a numbered list of people as they come in. When it's complete I have my TI-83 pick 8 random numbers and those players get in. It's fair this way.
I'm pretty sure TI-83 randomizers aren't random =X
one time in 6th grade, i was using a TI-83, and a classmate was using a 83+, and we got the same set of numbers from a generator that was like 1-100 like one number after another, we kept getting the same ones several other classmates, too
You don't know much about calculators huh? You have to pick a seed number, all the calculators start off at the seed number 0, sot ahts why you will randomly generate the same number, you need to go to randseed and input any number between 0 and 9999 usually, and from there it'll pseudo-random generate from that point on the list.
I make a numbered list of people as they come in. When it's complete I have my TI-83 pick 8 random numbers and those players get in. It's fair this way.
I'm pretty sure TI-83 randomizers aren't random =X
one time in 6th grade, i was using a TI-83, and a classmate was using a 83+, and we got the same set of numbers from a generator that was like 1-100 like one number after another, we kept getting the same ones several other classmates, too
The most primitive function of a random number generator is to give a uniform distribution of numbers, determinism is also an attribute desired for some applications. You have to ask for non-determinism.
Sticky Every building must be build adjecting to another building and cannot be lifted afterwards. Additional command centers excluded.
Twins When constructing a building, you must construct an additonal building of the same type simultaneously next to it. Additional command centers and addons excluded.
I think the handicap suggestions are getting progressively more sadistic. Personally, one of my favorites is the "no rally points". As for maps... He'll hate life against a zerg on DMZ http://wiki.teamliquid.net/starcraft/DMZ
On June 22 2010 09:05 MutaDoom wrote: I think the handicap suggestions are getting progressively more sadistic. Personally, one of my favorites is the "no rally points". As for maps... He'll hate life against a zerg on DMZ http://wiki.teamliquid.net/starcraft/DMZ
Though it says that "SCV-rushing the other team's Zerg player was nearly impossible to counter"?
On June 22 2010 09:05 MutaDoom wrote: I think the handicap suggestions are getting progressively more sadistic. Personally, one of my favorites is the "no rally points". As for maps... He'll hate life against a zerg on DMZ http://wiki.teamliquid.net/starcraft/DMZ
Though it says that "SCV-rushing the other team's Zerg player was nearly impossible to counter"?
That's 2v2. Somehow I don't see it working with even the slightest bit of micro. There are 6 spawns, and I don't think he'll want to rely that heavily on getting lucky to find the other player quick. Edit: And even so, it could be hilarious to see it be tried.
Handicap Suggestion: black sheep wall OR can I haz maphackz?
Hero must share vision with his opponent at the begging of the game, and maintain vision for the rest of the game. I don't feel, as MorroW being a T user, this will impact mines TOO badly.. if a Zerg had this restriction in ZvT it would be nasty [lurkers]. Certainly no more cruel than some of the other already existing
Oh for a map selection. I always laughed at this map even though it doesn't have many games. Would be funny to see it used because of the doodads. Demon&
Question: does the nuke count as a "unit"? It costs supply so I was wondering...
Handicap: Can't proxy barracks within the first five minutes
Handicap: one enemy player can watch stream while playing. (questioning this one myself so IDC if you throw it away)
Handicap: Must state where he is expanding to every time an expansion finishes.
Handicap: Must deal with nine TLers PMing him throughout the game(so he can't just ignore them super fast and so it isn't so much the game crashes, also the number may be changed and put as a poll option in the poll if it is chosen for being in the poll)
Handicap: must destroy a CC unless it is connected an add-on whenever the base it is located at is mined out.
thats all I got for now.
edit: MORE! ^^
handicap: can't wall-in(sorry if it was said earlier, if it was then I support the handicap)
handicap: must make four marines right after the first barracks is built. (cause those marines aren't cheap that early and can mess up the BO if it isn't MandM)
handicap: must use a BO from This Thread in at least two games and tell the observers the BO he is going to be using in a PM either just before the game or in the first minute of the game so they can check.
handicap: must always have one SCV idle starting right after his natural is taken.
thats probably everything I can come up with for now.
Finally, TL Arena is back! My suggestion would be no siege or no stim. At first glance they might sound really strict vs Protoss/Zerg respectively but imo they are quite reasonable. Terran would be forced to rush vs Protoss and mech vs Zerg. Although both would probably be too much. Maybe we'll see mass Battlecruisers?
As for map, I'd really like to see Chupung-Ryeong again.
Sticky Every building must be build adjecting to another building and cannot be lifted afterwards. Additional command centers excluded.
Twins When constructing a building, you must construct an additonal building of the same type simultaneously next to it. Additional command centers and addons excluded.
Did you even look at the handicaps and/or handicaps guidelines? They both at least cancel out the "Sticky" handicap and probably cancel out Twins too, especially since it means building 1 fact= building continuous facts whenever you have the money.
edit:
handicap suggestion : expansions must be liftoffs from main :D
Once again, did you even look at the handicaps already in place and/or the handicaps guidelines? One handicap is "No Lift Off" and is clearly violated in your suggestion.
On June 22 2010 06:45 Pholon wrote: The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go.
It's definitely steep - even you don't have 50 games.
On June 22 2010 06:45 Pholon wrote: The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go.
It's definitely steep - even you don't have 50 games.
At least its close, but I have to admit that it does make Pholon seem like a hypocrite, then again he does have work at TL.net to worry about so I would say that for him 43 is close enough. Besides, it would take him, 2-3 hours tops to get to 50?
Handicap at start of game move CC 1 hex up (if minerals are south) so you have inefficient mining for the rest of the game? Apply this to nat too I guess, will force a lot of extra SCVs and delay all the timings.
On June 22 2010 10:16 deL wrote: Handicap at start of game move CC 1 hex up (if minerals are south) so you have inefficient mining for the rest of the game? Apply this to nat too I guess, will force a lot of extra SCVs and delay all the timings.
Doesn't this interfere with the no lift-off handicap?!?
How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks
On June 22 2010 10:23 Newguy wrote: How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks
number one can't be tracked and was it was said that it won't be picked in the guidelines for posting the handicaps(either pg. 1 or 2 by grobyc)
Turtle Mode - must have two defensive structures next to all existing CCs before building a new one Fixed Emplacements - tanks, once seiged, may not unseige except to free up supply Close Range Combat - may not upgrade any range upgrades Unorthodox Expansion - may not take natural before third Initially Orderless - may not use rally points
On June 22 2010 10:23 Newguy wrote: How about these handicaps: 1.Hero cannot build more than 120 supply of units 2.Hero may not wall at the top of his ramp 3. Hero may not use siege tanks
LOL you do realize that is almost exactly what I suggested?
On June 22 2010 06:30 BrogMaN wrote: Handicap suggestions: -Some kind of supply cap, not really sure what it should be. 150? -No wall off (although that might just promote ling rush= GG) -No Siege Mode (maybe a bit too harsh) -No hard push (i.e. no turrets outside base)
This might be too hard to check (offline), but if MorroW was playing an laptop and couldn't use his mouse, but had to use the touchpad. (a variant of no hotkeys, which was already suggested.)
Must build a Command Center every 2.5 minutes or every 25 supply (can adjust numbers)
Can only produce SCVs from initial Command Center (unless it dies then the natural CC, etc)
Must pull 12 SCVs to fight with every attack including drops.
Must use 2 SCVs for each tank and 1 medic for every 2 marines when attacking
Must get all basic upgrades and units for each tier before advancing i.e. Before you can build a factory unit you need range, stim and at least one each of firebat medic marine. Must get siege tech, speed, mines, and charon boosters and produce at least one of each vulture tank and goliath before getting a starport unit.
Must build two command centers (and leave them there) at each base before taking another.
Must bring one floating building for each control group of troops every time he attacks. Cannot outrun the building, it must be in front of your troops. This is based on number of groups used in the attack not total troops i.e. you have 20 troops spread between four groups you need four buildings.
Map suggestions: Zero Clutter. You gotta do it once guys. Original Lost Temple. lol. Dire Straights or Valhalla. Island maps are pro. Rivalry. Most underrated map of all time. I think it is pretty T favored so it could work with some of the tougher handicaps.
Question: We're not using all handicaps at once right? You will pick 2-3 at a time?
Hero must answer a basic random question every 1/3/5/7 minutes within 15 seconds. Could go from simple math, to what colour shirt is he wearing, to names of authors. Taxing of attention hurts.
On June 22 2010 10:01 Lejving wrote: I don't have 50 games on iccup, otherwise i'd sign
Will have fun watching though =)
On June 22 2010 06:45 Pholon wrote: The 50 games quota is apparently a little steep for some people. If you don't have the amount yet just enlist anyway and we'll be the judge of whether you're good to go.
On June 22 2010 13:36 Darthturtle wrote: Hero is only allowed to build one additional Command Center for each completed town hall he destroys.
Handicap Suggestion: For Mengsk! (similar to For Auir): SCV's have to go to the enemy base once they've finished a building.
This is also a way to scout the enemy! instead...
Rock around the clock: every scv has to run 3 full circles around the cc before it can be used again. (including the following actions: repair/build/atack/block ramp)
On June 22 2010 14:18 GreenFantastic wrote: Hero must answer a basic random question every 1/3/5/7 minutes within 15 seconds. Could go from simple math, to what colour shirt is he wearing, to names of authors. Taxing of attention hurts.
this is probably the most fun and fair one so far, this one should be included :D there r so many handicaps here that alone would make me worse than c+, for example not use keyboard lol :d
On June 22 2010 19:35 CanT.ThinK.oF wrote: Simple mining:can not use scvs to attack, block or repair
i like this one too, very simple but also brilliant. i like simple handicaps else its so hard to remember once u get into 3+ handicaps xD
Handicap Suggestion: For Mengsk! (similar to For Auir): SCV's have to go to the enemy base once they've finished a building.
This is also a way to scout the enemy! instead...
Rock around the clock: every scv has to run 3 full circles around the cc before it can be used again. (including the following actions: repair/build/atack/block ramp)
I guess mining would be way too hard ^^
No "do" handicaps. It has to be "don't", or limiting.
Must bring one floating building for each control group of troops every time he attacks. Cannot outrun the building, it must be in front of your troops. This is based on number of groups used in the attack not total troops i.e. you have 20 troops spread between four groups you need four buildings.
Hahaha I like this one.
Here are more suggestions. Hero would be handicapped by one theme and the fodder has to guess which theme it is based on the hero's play.
Firebathero Hero must perform a drop with 2 dropships completely filled with medic and firebats only. If hero wins the match, he must then re-create one firebathero ceremony.
D-matrix on firebats encouraged.
Bear Semen Challenge 1. If the hero sees a pandabearguy, he must kill the pandabearguy before he can attack the fodder.
2. The fodder can attack the hero freely.
3. The hero cannot attack the pandabearguy if the fodder's units are not in visual range of the hero's units. (i.e. you gotta leave the pandabearguy alone unless you're about to fight the fodder)
4. All pandabearguys need to be buffed to like 600 hp. Map would have to be edited to have like 20 pandabearguys at strategic points.
Break My Heart The hero must draw a heart with missile turrets before he can attack the fodder. The fodder can win either by making the hero gg, or by destroying all missile turrets in the heart.
Optional: Heart cannot be in the hero's main?
Macarena At all times, must have 10 SCVs (or other units) dancing in a pattern using patrol move. If any SCVs are killed, must replace them ASAP. Cannot win if 10 SCVs are not dancing.
(Maybe substitute 10 SCVs for 5 goliaths?)
Butter My Biscuit Before the hero can win, he must get vultures with mines and write out BMB (butter my biscuit) with mines in the center of the map.
(Props to the original poster who wrote "butter my biscuit" on screen in the SC2 Beta section for the idea!)
All mines laid thereafter must be in a pattern. Pattern can be letters, numbers, or pictures e.g. phallus shaped objects or boobies.
On June 22 2010 14:18 GreenFantastic wrote: Hero must answer a basic random question every 1/3/5/7 minutes within 15 seconds. Could go from simple math, to what colour shirt is he wearing, to names of authors. Taxing of attention hurts.
I really like this one too. It's like TL's own version of b.net attack where the progamer has to talk with the commentators as well as play.
Some questions can be in the "would you rather" style like:
Would you rather lick a toilet or have three testicles?
Must bring one floating building for each control group of troops every time he attacks. Cannot outrun the building, it must be in front of your troops. This is based on number of groups used in the attack not total troops i.e. you have 20 troops spread between four groups you need four buildings.
Hahaha I like this one.
Here are more suggestions. Hero would be handicapped by one theme and the fodder has to guess which theme it is based on the hero's play.
Firebathero Hero must perform a drop with 2 dropships completely filled with medic and firebats only. If hero wins the match, he must then re-create one firebathero ceremony.
D-matrix on firebats encouraged.
Bear Semen Challenge 1. If the hero sees a pandabearguy, he must kill the pandabearguy before he can attack the fodder.
2. The fodder can attack the hero freely.
3. The hero cannot attack the pandabearguy if the fodder's units are not in visual range of the hero's units. (i.e. you gotta leave the pandabearguy alone unless you're about to fight the fodder)
4. All pandabearguys need to be buffed to like 600 hp. Map would have to be edited to have like 20 pandabearguys at strategic points.
Break My Heart The hero must draw a heart with missile turrets before he can attack the fodder. The fodder can win either by making the hero gg, or by destroying all missile turrets in the heart.
Optional: Heart cannot be in the hero's main?
Macarena At all times, must have 10 SCVs (or other units) dancing in a pattern using patrol move. If any SCVs are killed, must replace them ASAP. Cannot win if 10 SCVs are not dancing.
(Maybe substitute 10 SCVs for 5 goliaths?)
Butter My Biscuit Before the hero can win, he must get vultures with mines and write out BMB (butter my biscuit) with mines in the center of the map.
(Props to the original poster who wrote "butter my biscuit" on screen in the SC2 Beta section for the idea!)
All mines laid thereafter must be in a pattern. Pattern can be letters, numbers, or pictures e.g. phallus shaped objects or boobies.
These are all crappy handicaps... "do" handicaps are always hard to keep track of and very annoying for the hero to follow.
TvZ no academy ups should prove to be a challenge.
TvAnything, no stationary defences (bunkers and turrets).
Will be troublesome in the early game against 2 hatch mutas and dt rushes, and pretty tough late game keeping recalls out of your base. But if you're 6 ranks higher? We'll see! =)
EDIT: Tanks in siege mode don't count as stationary defences. I think that would be too much.
whats about the hero has to play without the "a" buttom? he can pull it out of the keyboard :D or he is only allowed to build a supply depote/pylon/ ol when he reaches the max. foodcap
Teamwork - Every unit production building (CC, rax, fact, starport) must be completed by 2 SCVs in succession (i.e. finish the building partially with one, pull it off, finish with another).
I feel like posting something random... raxSky every rax is only good for a limited number of units (say 7 or something) after that you must lift it of and never land. I am aware of the no lift off rule, just scrap that, dozens of rax in the sky bionic TvZ sounds fun. Can extend to all production buildings too.
Oh man I hope my awesome noobness will be used for this...
On June 23 2010 04:55 SpiritoftheTunA wrote: Teamwork - Every unit production building (CC, rax, fact, starport) must be completed by 2 SCVs in succession (i.e. finish the building partially with one, pull it off, finish with another).
Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
Limit: 1 Academy Must research all three Medic Upgrades before getting either Marine Upgrade.
----
Handicap:
"Where's your buddy?"
Wraith to Valk ratio should not exceed 2:1 Marine to FBat ratio should not exceed 2:1 Tank to Goliath ratio should not exceed 2:1
----
Handicap:
"I have a mans in your map."
X Times per match, the opponent can ask for vision to see any expos/tech/forces the Hero has built up. The Hero must give vision, then turn it off after X amount of time.
(side note, poster above me... there's already no dropships period. poster above him, no vessels period would be ridiculous lol )
(side note, poster above me... there's already no dropships period. poster above him, no vessels period would be ridiculous lol )
Thought it said no drops. not no dropships. >.< so if the enemy is zerg and island expands he has to go bio port and use wraiths to kill off the island? no dropships and liftoff is rough.
On June 23 2010 10:50 3FFA wrote: Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
On June 22 2010 05:44 Pholon wrote: ...MorroW will take on 7 newbies in this event.
Only 1 upgrade can be researching at any given time. or to make it even more difficult... All upgrades have a shared 5 minute cooldown! (only 1 upgrade researching at any time then gotta wait 5 mins until you can start another)
On June 23 2010 10:50 3FFA wrote: Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
We really wanted to do this at some point but it's impossible to get observers in and we can't rig maps.
On June 23 2010 10:50 3FFA wrote: Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
On June 23 2010 10:50 3FFA wrote: Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
On June 22 2010 05:44 Pholon wrote: ...MorroW will take on 7 newbies in this event.
IdrA Syndrome mOrrow must cancel any new CC he makes, before rebuilding it. (maybe not harsh enough?)
This isn't SC2! every building mOrrow makes, the SCV that made it must remain idle for the rest of the game after constructing the building. (maybe too harsh?)
Redhead Play with gamma/brightness set to minimum (honour system, not sure how much impact this would have though?)
On June 23 2010 17:39 deL wrote: This isn't SC2! every building mOrrow makes, the SCV that made it must remain idle for the rest of the game after constructing the building. (maybe too harsh?)
lol yeah, there would be over 40 idle SCVs, 25 for max supply and even more for production buildings.
On June 23 2010 17:39 deL wrote: This isn't SC2! every building mOrrow makes, the SCV that made it must remain idle for the rest of the game after constructing the building. (maybe too harsh?)
lol yeah, there would be over 40 idle SCVs, 25 for max supply and even more for production buildings.
On June 23 2010 10:50 3FFA wrote: Got a new handicap idea! It is so simple that it is genius! Or at least I hope so....
Allied Ai handicap:the opponent gets an Allied (Random) cpu (ie. 1 v 1 + cpu) to fight with! This will make it so that he has to scout 2 players instead of one and has to prepare for two different strategies and two different attacks.
We really wanted to do this at some point but it's impossible to get observers in and we can't rig maps.
Awww man... that would've been awesome to watch! Well I knew that for me to have a good idea would be way too good to be true.... I can still hope though, right?
edit: IDEA! have the "observers" just pick T and float their CCs to 1 designated CC and have the players give them each vision. I've done it myself before so it shouldn't be too hard for TL.net to do. Husky did it in one SC video(had to delete them all though for google support) and was able to commentate it. If I remember correctly that was a 1v1 on outsider. Why can't TL do that? Or would you have to have like 4+ player maps only for that?
On June 23 2010 17:39 deL wrote: This isn't SC2! every building mOrrow makes, the SCV that made it must remain idle for the rest of the game after constructing the building. (maybe too harsh?)
lol yeah, there would be over 40 idle SCVs, 25 for max supply and even more for production buildings.
That totals 2000 min.
Maybe disclude sup depots from this rule?
Would still probably be way too hard to check though.
On June 25 2010 16:08 LuDwig- wrote: HANDICAP SUGGESTION: Being manner. You have to write all the game to your opponent. (at least 1 sentence per minute)
This will be great! Here're some ideas for handicaps, feel free to modify / combine with others: + Show Spoiler +
[*] Maximum 2 CCs At A Time /only finished constructions count, so he can have unlimited 99% constructions, but if for example he got No Lift Off, he must kill one CC, before a third one gets finished, in order to expand/ [*] No Repair Allowed After 10 Minutes /can be verified from replay stats/ [*] Maximum 1 Unit Load Per 1 Bunker [*] Maximum 1 Unit Load Per 1 Dropship [*] No Cloaking Upgrades [*] No Siege Tech Upgrade /hardcore stuff/ [*] Maximum +1 Armor Upgrades [*] No Stim Pack Tech [*] No Medics [*] No Rally Points /would be fun to see this one in action/
Also, handicaps could be divided into two groups: hardcore and stacking. Hardcore are incredibly nasty, but only stack for one game, while stacking go on through the end. It would allow some really darn awful handicaps to take place for just one game.
On June 28 2010 04:47 Kerotan wrote: Is this on or not?
Whats the official line, I can't find pho pho anywhere.
There was some technical difficulties. Massive lag, they had to postpone it
Postponed to when?
I'm afraid I'm not sure. On the steam I thought I heard thirty minutes but that's obviously not it. They were talking about how MorroW could only have 2 people in the game otherwise he lags. I didn't hear anything definite about when/if the stream would come back.