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[MOD] Day9's Team Monobattles Mod - Page 15

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 13 14 15 16 17 Next All
Klishu
Profile Joined May 2010
Malta83 Posts
February 22 2012 08:06 GMT
#281
On February 22 2012 16:10 KiNGxXx wrote:
Show nested quote +
On January 28 2012 08:41 Klishu wrote:
On January 27 2012 23:54 Shackadeemus wrote:
FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people.
At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity.
Can you please fix this, if possible?


I tried everything I know to try and fix this problem, including some very clever loading procedures. Sorry, but I've given up: I've reviewed the code and I can't find anything else to improve; it's probably Battle.net: it cannot synch players during the start or something.

Taken from the newest patch:
"Fixed an issue that could cause some players to be dropped from custom games after spending an extended time in the lobby."

Hope this will fix the problem

That's great!
JackDT
Profile Joined January 2012
724 Posts
Last Edited: 2012-02-27 07:54:26
February 27 2012 05:55 GMT
#282
I like forced Random most of the time and I like the wackiness... but I wish really one sided matchups were a bit less common. People often debate restarting when one team doesn't have a chance.

How about giving every player a single 'reroll' after they get their first unit, and after they can see what the the opponent's setup is. Alternatively give the whole team a chance to reroll all at once with a vote.

It's essentially like debating over a restart but with the risk mechanics incorporated into a strategic game decision instead. The amount of wacky matchups will be about the same, but truly one sides ones will be less common.
Artik
Profile Joined October 2010
United States71 Posts
February 27 2012 07:03 GMT
#283
I like to do random but so many people pick zergling/marine, etc and then cannon rush on top of it the game quickly becomes pointless :/
Liberate me ex inferis
Klishu
Profile Joined May 2010
Malta83 Posts
February 27 2012 14:56 GMT
#284
Day9 has done some subscriber Monobattles on this mod. Check them out:

battyone
Profile Blog Joined June 2011
United States180 Posts
February 28 2012 00:15 GMT
#285
On February 27 2012 23:56 Klishu wrote:
Day9 has done some subscriber Monobattles on this mod. Check them out:

http://www.youtube.com/watch?v=EiPxkkfk8Vc&feature=g-all-u&context=G26a18afFAAAAAAAAAAA



Fun map setup, way better than the more popular monobattles mod, tho hearing the trumpets at start made me think i left stream up.

Let's Go Mets!
urashimakt
Profile Joined October 2009
United States1591 Posts
February 28 2012 00:22 GMT
#286
On February 28 2012 09:15 battyone wrote:
Show nested quote +
On February 27 2012 23:56 Klishu wrote:
Day9 has done some subscriber Monobattles on this mod. Check them out:

http://www.youtube.com/watch?v=EiPxkkfk8Vc&feature=g-all-u&context=G26a18afFAAAAAAAAAAA



Fun map setup, way better than the more popular monobattles mod, tho hearing the trumpets at start made me think i left stream up.


The "more popular" Monobattle mod is the same one, it's Klishu's. I think he's actually uploaded the new versions with his own new US SC2 account but it can't compete with the popularity system and his outdated version uploaded for him by arkeia long ago.
Who dat ninja?
Klishu
Profile Joined May 2010
Malta83 Posts
March 03 2012 13:13 GMT
#287
Hey all! TotalBiscuit is organising a Monobattle's tournament for Pro players. Albeit not using this mod, you should still check it out and spread the awesomeness that is Team Monobattles!

http://www.teamliquid.net/forum/viewmessage.php?topic_id=317230
JackDT
Profile Joined January 2012
724 Posts
March 04 2012 04:21 GMT
#288
He said he's going try out the single 'reroll' feature -- interested to see how it plays if they try that in the tournament.

In my mind it should smooth out the distribution nicely, and even allow him to use the units like Corruptors and Motherships that he's currently banning.
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 11 2012 22:55 GMT
#289
I've only tried the monobattles mod for the first time yesterday, and I love it! Today I have been playing it nonstop, and am enjoying every minute of it. One has to choose random for it to be fun though :D
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
Schelim
Profile Blog Joined January 2011
Austria11528 Posts
March 13 2012 09:11 GMT
#290
this is so much fun. i always go random and it's really interesting to get terrible units and see what you can do. yesterday i won a game with warpprism while my allies had muta, dt and hellion while our opponents had real units (including roaches and carriers). i also had a like 3 hour game with me and an ally having hellions and the other two both had queens, while the other team's composition included archons and stalkers, and they made over 9000 cannons and PFs fucking everywhere. we somehow won.
TY <3 Cure <3 Inno <3 Special <3
Klishu
Profile Joined May 2010
Malta83 Posts
March 16 2012 19:01 GMT
#291
ZaiStarcraft plays Monobattles too!



This is a good time to say that the next, completely new (as in, non-Monobattles related) mod which I'm working on is related (and named after) PsyStarcraft and his brother ZaiStarcraft, so watch out for that soon!
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
April 16 2012 00:42 GMT
#292
How about some kind of captains mode like in Dota. Before tha match starts each team can alternately ban some units and select some until every player has a unit. Would bring in some fun strategie aside from just random mode (which is totally awesome, don't get me wrong).
urashimakt
Profile Joined October 2009
United States1591 Posts
April 17 2012 21:09 GMT
#293
Custom games just had their popularity reset and the outdated mod uploaded by Arkeia has like 600 hours and Klishu's updated mod with all the features only has 1 (on US). Drives me crazy.

Gotta stop being satisfied with the status quo and bump the current version. You never should've trusted Arkeia, Klishu. DAMN YOU!
Who dat ninja?
KookyMonster
Profile Joined January 2012
United States311 Posts
April 17 2012 21:35 GMT
#294
This is actually awesome, and tons of fun to play in between ladder sessions.
Paper is Imba. Scissors is fine. -Rock
Klishu
Profile Joined May 2010
Malta83 Posts
May 27 2012 11:14 GMT
#295
Hi all,

I haven't been playing Starcraft II all that much recently due to "academic" commitments. That being said, sometime after the new patch releases (Starcraft II Arcade), I'll be updating the mod with some pretty cool, new features.

If you have suggestions for what should go in, go ahead and post them here.

See ya,
Klishu
TSBspartacus
Profile Joined October 2011
England1046 Posts
May 27 2012 15:48 GMT
#296
captain mode sounds cool if possible.

Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.
Klishu
Profile Joined May 2010
Malta83 Posts
May 28 2012 11:22 GMT
#297
On May 28 2012 00:48 TSBspartacus wrote:
captain mode sounds cool if possible.

Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.


If you believe your opponent is about to rush you while you can only build high-tech units, the general trick to use is to overbuild on static defenses. If you're terran, for example, go overboard with Planetary Fortresses around your base until you can get your tech units out and smash their faces.
AveSharia
Profile Joined April 2011
United States62 Posts
May 29 2012 15:58 GMT
#298
On May 27 2012 20:14 Klishu wrote:
If you have suggestions for what should go in, go ahead and post them here.


Stuff like this has been suggested before, but I propose:

If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.

or alternatively:

If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.

or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.
Klishu
Profile Joined May 2010
Malta83 Posts
May 29 2012 18:55 GMT
#299
On May 30 2012 00:58 AveSharia wrote:
Show nested quote +
On May 27 2012 20:14 Klishu wrote:
If you have suggestions for what should go in, go ahead and post them here.


Stuff like this has been suggested before, but I propose:

If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.

or alternatively:

If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.

or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.


The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).
Tamzar
Profile Joined June 2012
1 Post
Last Edited: 2012-06-06 21:51:11
June 06 2012 21:50 GMT
#300
The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).


Sorry but on the EU version (Extinction i think - the one on page one) This doesnt work effectively:

Had a game where a guy floated his Last OC into the corner and he didnt take damage unless he went to the sides of the corner. He just patrolled in the middle of the top right side and we couldn't do anything. I would reccomend a simple approach such as "Lifted Buildings are no longer counted as buildings until they land" This wouldnt affect any nutters lifting their starting CC because their team would keep them alive (you cant get knocked out individually in team games).

I did find that when we floated about 380 barracks next to his CC he had some problems with his computer though ^^ he crashed after we started patrolling them

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