Smashcraft is the new competitive MOBA style game taking over the US custom maps list, featuring fast-paced, reactive/predictive team combat and a diverse set of character playstyles and depth.
The current version now boasts 10 heroes, 3 arenas, and more to come.
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Smashcraft is a unique 3v3 deathmatch arena game based loosely on World of Warcraft's 3v3 arena format, but spare yourself the long gear grinds, horribly balanced RNG-favored combat, and class favoritism. In Smashcraft, there is no farming, no gear grinding, no thousands of items to confuse yourself with, you pick your character, and smash the other team.
Four character archetypes:
Guardians specialize in protecting their teammates, while dealing decent damage, their key focus is on controlling and subduing the enemies. They can take quite the beating without falling, but Psions tend to be particularly effective against them. Guardians are strong vs. Assaults and weak vs. Psions.
Assaults specialize in dealing fast, hard damage but tend to be a bit squishy. Assaults specialize in taking the squishies on the other team down and applying heavy pressure to their support. They often have abilities which can silence, slow, and deal lots of damage very quickly if left unchecked. While Assaults may be extremely effective against Psions, they struggle with Guardians.
Psions the literal powerhouses of Smashcraft, the psions can unload huge bursts of damage often times to many targets at once. Specializing in heavy AOE damage, psions are at the bottom of the food chain in survivability. They tend to crumble easily but the payload they can dish out is more than worth it. Most psion abilities will require casting times but have unparalleled range and damage capability. Psions are quite strong at dealing with Guardians, but Assaults tend to rip them to shreds.
Supports are the gears behind the machine, Support characters are not strong or weak to any other archetype, but they tend to have little to no damaging capabilities instead focusing on aiding their team and subduing enemies. Everything from buffs, to healing, to cursing enemies, supports are an integral part of any good team composition.
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Skill-Based Combat (Reactionary Abilities)
In addition to aiming your skills well to get the most out of them, every character has the same reactionary skills to use in combat. These abilities are on short cooldowns and require timing to be used to their most effectiveness.
Instant Block: Blocking will reduce incoming damage significantly for a very short period of time. If timed right, you can survive a heavy focused burst attack or just use it to build increased "fury".
Instant Dodge: Dodging will get you out of harm's way, using the dodge skill is like a miniature teleport in any direction. You can use this to juke enemy fire or even to catch up to someone who is running away.
Escape Mechanisms: Every hero has an escape mechanism that will free them from stuns, roots, snares, the whole deal and most abilities will grant them other bonuses, such as HOTs, or damage absorption, even immunity to CC effects for a short period of time. Use these wisely, however, as they are on limited cooldowns.
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Fury Abilities
As you deal and take damage, your hero will gain Fury. Once maxed, they can unleash an incredibly powerful attack that can quickly turn the tide of a battle. Finishing your opponents with a Fury skill will also end the round in a stylish way!
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Gameplay
Each team starts on either ends of an arena, the objective is to KO the other team completely. Good teamwork, and knowledge of your heroes abilities is only half of the skill behind the game. The team that wins 3 rounds takes the victory in a best out of 5 round matchup. Each time a team is KO'd, the next round begins until one team hits 3 points.
Each team can have one instance of one hero, you cannot have multiple copies of the same hero on one team, however, so choose your composition wisely. Rolling out with 2 Supports and a Guardian may be incredibly hard to kill, but you also won't be killing the other team very quickly with a setup like that. Balance and good hero control are what make a skilled Smashcraft team.
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More To Come
As this is a beta, feel free to leave suggestions, comments, and complaints in this thread. In addition, look forward to more features coming soon!
-20+ heroes planned for the future
-4 fully detailed arenas w/ their own unique cinematic intros.
-Player Stat tracking!
-EX abilities: use some fury to enhance your normal abilities on the fly
-Self healing: All characters will have the ability to apply a weak, channeled heal to themselves at any time, this puts some strategy into playing a team composition that doesn't include a healer, but still is inferior to having a dedicated support.
This map is currently on page 1 of the Customs list, and growing in popularity every day. It reached page 1 in only 32 hours of its initial beta release. A dedicated forum for the map will be coming soon!
Once it goes 1.0 yes. Which won't be long from now. I want to have at least 12 heroes for the official release and the stat tracking, PSR ranking system in place before. I still need someone to volunteer to host/boost it on other servers.
This game is outstanding, I played a good number of rounds today. I see this game going pretty far. Best custom game I have played by leaps and bounds, finally someone is able to mix up the MOBA format and make it work for SC2.
The game's been out barely 5 days, it took DOTA years to balance well, and even then its still a balance nightmare.
In any case, I am looking into some things with Rush. From observation Sarina and Dex are fine, they are working as intended and to me, do not feel overpowered. For one, I want to make his pull escapable like any other stun, I think that is the biggest problem with Rush right now balance-wise, is that his pull is unbreakable in any way if he hits you with it, even with escape abilities.
On January 07 2011 15:13 Moa wrote: This game is outstanding, I played a good number of rounds today. I see this game going pretty far. Best custom game I have played by leaps and bounds, finally someone is able to mix up the MOBA format and make it work for SC2.
To be fair the the genre this style of gameplay was done already as a seperate game. BloodLine Champions, which is fun in its own right, outside the stupid payment plans
Now as to this map. I personally feel the DarkTemplar Assault Class is somewhat weakish on the tight maps, Mainly the Fire map. It's just to easy to get knocked out of stealth as there are no open areas to abuse.
Rush's obvious strenghts are already discussed. And i feel that The first support hero is on the meh side compared to the medic. He's like a jack of trades hero who at the same time isnt a jack but more of a 8...
The main issue with Rush is that he's got an extremely reliable stun (or set of stuns), while outputting thoroughly more reliable damage than his peers (especially Pyro). Compound this with Ezz who does absolutely ridiculous damage while not being as squishy as he probably should be while also having a stun as well. An Ezz took out half of Rush' HP at the start of combat through Serina's heal... you also routinely see Ezz OHKO casters through Serina's heal. His damage output is ridiculous compared to other heroes. The issue I have with Serina is that I was basically out-healing some DPS heroes with just her beam. At the very best she should honestly only be blunting the damage output... but I'll basically see someone unload on a teammate and my beam would keep their HP stable. The survival balance between Serina and Dex isn't even close IMO, especially given that Dex' survival support is stationary, making him less effective against ranged stuff like Psions.
Rush does do quite a bit of DPS, not in his auto attack but his cleave does about 70'ish per swing (80 to assault characters). He is, however, melee only, where Revolver is quite good range, and Pyro's damage is also compounded over time.
The Guardian archetype is built upon doing mediocre damage output, but having more control over the flow of a battle. Revolver, for instance, can save allies from stuns, trap players with a fissure (sort of like Earthshaker), but his damage output is only mediocre at best. Guardians have the HP to stand in the middle of a fight and spam their abilities.
Now Rush, being melee, needs to make up for having no range. Of course his pull is very reliable since it cannot be broken. I aim to fix this first, by making it possible to break and make the drag effect not hit things that are stun immune as well. That may do a lot to fix Rush's balance issues. I already shortened the duration of his AOE stun. His ult does stun, but you can break out of the stun effect and run away from the damage with most heroes. I will probably look into extending the stun immunity effect of most escapes that aren't already there. I might lower the damage of his cleave attack. Right now it doesn't seem that big of a deal, and a damage nerf would be miniscule.
Pyro, I think leans more heavily towards being a defensive hero. Using Forgebond generously is part of playing him, as he extends his team's life quite a bit, and a ranged interrupt that does splash damage as well is his main source of damage. His ability to counter-stun is also more reason he should be head-rushing the other team and trying to be the focus of attack. I should probably also point out that even if Forgebond isn't protecting anything, it does reduce damage he takes by 50% regardless of where he is, so it should be spammed if nothing else.
Ezzerat is an Assault character, so he should be able to dish out lots of damage. Again though, he is melee, and outside of his rogue-like play he is controllable. If you don't control him, he can very easily shred your squishy teammates. Ace can do this from a range, but he isn't quite as bursty as Ezzerat.
Sarina's channeled heal recovers 38HP/sec, and Burst of Life instantly recovers 225 HP. All DPS based heroes CAN damage through her channeled heal, but also keep in mind that if she's channeling, she's vulnerable. She's immobile. She's an easy target since mobility in this game is equal to survival. She can't break roots or snares like most escape abilities, only stuns. Hawk can have a field day with her if she's spamming Refresh. She also can't refresh herself. Part of the game is decision making, not just having good aim. Picking the right target to focus is just as important as being able to aim your attacks.
Any psion or assault character easily can out-dps her heals. 2 psion/assaults will murder her heal output if they play their cards right. The point of support is to add survivability to the team, at the cost of DPS. And this is also why healing is a bit easier than doing damage, but healing overall is more about decision making skill than aim alone.
Comparing Dex to Sarina. Dex's decision making relies on choosing to drop a Nanomed vs. another drone. He is built to be tankier than Sarina and can dish out more damage with the way his shotgun works. But his healing power is weaker, obviously, since he has to use drone cooldown to drop a med, and also his heals are immobile. They both extend the survivability of their teams quite a bit, but in different ways. The point of support isn't JUST to heal or JUST to do X or Y kind of support ability, otherwise all support characters would be the same.
The next upcoming Support character is actually an offensive support, sort of like a shadow priest in that they heal by doing damage only. Every support character is basically classified as "a character with abilities that directly help the team in one way or another" it doesn't just mean "healer".
Honestly, in this game so far I've found ranged heroes significantly more difficult to output damage with than with melee heroes, especially when the melee heroes have a stun. I find Pyro dead weight more often than not because he has no reliable way of actually outputting his damage - he does most of his damage when something like the ice dude lands his snares, otherwise he just runs around like an idiot doing piddling damage. Related to this melee damage being ridiculous is that Ezz has much more reliable damage output than any other assault hero (primarily off his stun), again because melee hits tend to be easier to land once you're in range (and his blink-stun lets him get in range, even if they G out of the stun), Not to mention the G CD is high enough such that if the other team has Rush + Ezz you've got one guy that's pretty fucked, because you can G out of one but the other will get you, + Rush has two stuns IIRC. Ezz does enough damage that you can severely cripple or remove one player from the game immediately.
This is why Rush and Ezz are extremely strong from my experience; they do "extra damage" to make up for their being melee, but because they have reliable ways to keep people in place (especially Rush, who IIRC has a speed boost) they actually land way more hits than a ranged hero.
This is especially the case for someone like Hawk, who has a ridiculous firing time; I found it no problem whatsoever hitting S *dodge* S *dodge* S *dodge* because the load-up time on Serina's channeled beam (and lack of after-cast) means she doesn't REALLY need to stay in place, she just needs to stay in place for like 0.5 seconds. Now, if her beam worked more like, I dunno, a Void Ray and punished short bursts while rewarding longer and longer bursts, that could be the case. Hawk struggles to land anything against attentive players without a setup stun or something.
As for Serina, you're going to have to make a decision at some point about how important you want support heroes to be. Right now I've mostly been seeing teams of X + X + Serina vs X + X + Serina because it's largely suicide to go into a game without her, that's how effective her healing is, and how hard it is to punish her (especially because she's not really that squishy herself, considering that focusing her leads to D + F for a lot of effective HP. Combine that with the chain stuns of heroes like Rush and Ezz and you get hilarity :p) I've had a team go all-out to triple team me and they'd eventually get me down after about 30 seconds but by that point they're pretty dicked themselves.
I usually don't run premades with any support TBQH, just feels like a team like [Ez/Ace] + [Alseir/Hawk] + [Rush/Revolver] can beast any team with 1 support on it.
Hawk is actually really really good, but I've only seen a couple other players that are good at Hawk. She's kind of a tricky character to be effective with, but she is good and working exactly like I want her to.
I also disagree with you on Pyro being shitty. He is probably the most annoying Guardian in the game right now for the other team to have to deal with. If you want to play some team games I'll play any hero =p
I'm not sure that Pyro's "shitty" per se, but he feels worthless when your teammates are being nuked down by Rush/Ezz But you're dealing with Rush so we'll see if that adjusts the balance spectrum there.
I guess I'll check out a non-Seri team and see if I run into someone with. We (and almost everyone else) are probably not good enough with landing some of the bigger ranged skillshots yet to see the damage overload.
On January 08 2011 01:42 Southlight wrote: I'm not sure that Pyro's "shitty" per se, but he feels worthless when your teammates are being nuked down by Rush/Ezz But you're dealing with Rush so we'll see if that adjusts the balance spectrum there.
Besides the fact he redirects all the damage to him AND cuts it in half? Add in block spam and he takes like no damage.
I dig the Blazeblue audio, that's what made me initially try it. Love Blazeblue. (edit: Might be nice to credit Blazeblue in the game somehow, during the cinematic intros in the corner or something.)
I think what this game suffers from most is poor hotkeys? When I play Rush (for example) and I'm trying to blink, I instinctively hit B due to the Stalker blink ability. Being as that Rush does have an auto attack (unlike some heroes) I also do a lot of A-Clicks, only to discover that there's an actual ability bound to that key.
I think this is kind of an underlying cause to a few other problems, such as (for me, anyway) the lack of players willing to stay in a game for the full bo5. While the game is simple in concept, it confuses the hands, and frustrates people to death.
I personally think it has a lot of potential, but just needs to be dumbed down a little. I know, that sounds ridiculous. The average hardcore teamliquider might be able to figure it out with relative ease, but to be a very popular and successful map, you have to cater a little to the more casual players. I think the complexity should come from teamwork, not from having to figure out what your hero does and how to do it easily.
Also, it might be neat to have a custom interface for this, even if its just simple buttons or whatever. Considering that its only really reasonable to play this game with hotkeys, the command card is semi-redundant (which isnt to say you don't need buttons for abilities, but just less intrusive ones)
before anyone says that certain characters are imbalanced, too weak, useless, etc
Please play against GOOD Players and not pub stomping because I've 1v3d an entire team with sarina before, does this make her imbalanced? no. The only way to gauge the balance of this game is when it is played at very competitive levels which currently doesn't exist. Explore all options before coming to a conclusion.
I really like this game. It's not totally balanced, but the controls/interface are decent and everything is well designed. High action too! Awesome game to play with friends.
-Revolver can no longer Sunder enemies into the lake on Valkyrie Summit.
-Increased the terrain area of the central part of Valkyrie Summit.
-Some intro cameras have been moved around for every map.
-The range of Pyro's Ignition has been increased to 10 (up from 8).
-The damage done by Pyro's main and DOT damage have been very slightly lowered.
-The game should now properly end in the event of the other team leaving completely at any point of the match.
-The endgame leaderboard has been moved so that the game chat does not overlap it.
- Endgame leaderboard now shows Rating adjustments per player.
Content Addition: New Pre-game Screen
After character selection, you are now given an additional 30 seconds to view your team compositions, who is playing which character, each player's PSR ranking, and also vote on the map you would prefer to play on! This screen will fade to the first round after everyone is marked as "Ready". To flag yourself as ready, choose a map option, or choose Random Map.
PSR Ranking System & Stat Tracking
Introducing the competitive meter for Smashcraft, PSR rankings! PSR stands for "Personal Skill Rating" and is determined by your performance against other players. This rating stays with you between games and also keeps track of your Win-Loss ratio.
How PSR Works:
You start at a rating of 1500. Every game you play, your team's composite PSR is averaged and the amount of points you win or lose depends on the average PSR of your opponents, and also your PSR in comparison to your team's average PSR.
The base value of a match is +/-16 points. If everyone was the same PSR, this would be the amount of points you gain for a win (+16) or lose (-16). However its not that simple when factoring in the rest of the players.
You can determine amount of points gained or lost in a match based on the following algorithm:
For a win: 16 + ((Your team's average PSR - Enemy team's average PSR) / 25) + ((Your team's Average PSR - Your PSR) / 25)
For a loss: 16 - ((Your team's average PSR - Enemy team's average PSR) / 25) + ((Your team's Average PSR - Your PSR) / 25)
Leaver Penalty
PSR is only adjusted during the Victory/Defeat screen. If you leave anytime once the first round starts (during the intro) or before the victory/defeat sequence, you automatically lose the amount of PSR you would have lost if you had lost the match. If teammates disconnect or drop during character selection, you can avoid PSR loss by disconnecting BEFORE the game starts.
With the coming update from blizzard, new features will enhance the PSR rankings integrity so hang tight, for now it is in a testing phase and is subject to being reset at any time.
This topic will be open for discussion until the next update.
I'm looking for a reliable person/people to host Smashcraft on EU, KR and SEA within the timeframe of this week.
By reliable, I mean, you must be able to update the map regularly, because I update very often. Also must be able to boost the map to at least page 2-3 (it will take off on its own from there), and reboost everytime popularity resets.
After 1.2 patch I'll add in some last minute changes and then it is ready for an official 1.0 release, with 12 heroes to start out. PM or leave me a message if you can handle this! =]
This game is addictive. Very addictive. Was going to make a thread for it soon if you didn't Mephs. Great work on it! Hoping to see this on front page one day, it deserves it!
-Sarina's Burst of Life casting time reduced to 1 second.
-Increased the healing of Burst of Life to 260 (up from 225).
-Reduced the channeling range of Refresh to 6 (down from 10).
Gameplay
-You can now change hero facing for characters such as Ace, Revolver, and Pyro by simply moving the mouse while in firing mode. You can still use the shift+right click method, but this should make it easier to turn and fire for auto-firing weapons.
-PSR has been reset to accomodate changes in the latest update from Blizzard.
-All hero models have been increased in size slightly. Collision is not changed for hit-scan abilities, this should make it easier to use clickable abilities on teammates.
General
Join our community channel on Battle.NET. Join chat channel "Smashcraft".
Content
NEW HERO! Lamia, the Vile Witch (Support) ======================================
Lamia uses the Queen model and an is a spellcaster, offensive support. She specializes in debuffing the enemy and draining enemy life to heal the team when they are cursed.
A: Shadow Tether - Fires a tendril of dark energy in the target direction. If it hits an enemy, it will latch onto them for 6 seconds, doing damage every second, and additionally slowing their movement speed by 50%. 0.5s casting time, hit-scan based ability.
S: Dark Curse - Afflicts all enemies in the target area with a curse, causing them to take 20% additional damage from all attacks for 10 seconds. Shadow Tether will heal nearby allies if used on a cursed target.
D: Void Barrier - Shields Lamia for 200 damage, when the shield is broken, it will dispel all beneficial (non-fury) effects on all nearby enemies. This includes things such as Dex's Nullifier Field, Stoneskin or other beneficial buffs enemies might have.
F: Eternal Torment - Levitates all enemies in the target area for up to 5 seconds. While levitated, Lamia will drain HP from all victims until the spell ends. Targets afflicted by the spell cannot move or act, but cannot be damaged by anyone but Lamia while in the air. The spell can be interrupted by players not affected by it.
G: Dispersion - Breaks stuns and removes all negative effects from Lamia.
R: Manafusion
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v0.102b Changes
Balance
-Dex can no longer have more than one of any kind of drone in play at a time.
-Increased the attack range and damage of Dex's auto-turret slightly.
-Turrets should now acquire the closest target to them
-Increased the healing effect of Dex's Nanomed drone to 26 (Up from 22).
Bug Fixes
-Hawk should no longer become frozen when cancelling her fury ability.
-Melee characters should now show improved "smart" target acquisition instead of randomly picking different targets to attack.
-Ace should no longer display a muzzle flash after being stunned
-Character icons on the health UI now change to the "leaver" icon when a player leaves the game
-Values on the leaderboard should no longer display decimal values.
-Increased the pulse range of Dex's Magdrone to 8 (up from 5)
Bugs
-Ace's attack range is now set to its intended range (15)
Content
-All abilities should now show a range indicator when possible.
-Added a "Random Hero" option.
-You can now view a player's Win/Loss/Leaver information by hovering your mouse over their PSR tab during the matchup screen. This UI will be improved later on when achievements are added.
This is an excellent map. Very good presentation with a lot of polish, and the gameplay is incredibly fun as well.
My only complaint is that I'm not too big on the hotkeys all being A-G. There have been a handful of times when I accidentally use my ultimate when I was trying to use my CC breaker instead. I think at the very least the CC breaker should be hotkeyed at C, or maybe at E so it's aligned with the other defensive abilities. Easier for the fingers to reach, and is more intuitive.
Here's to hoping that this map gets more popular. I definitely see big potential in this.
currently my favorite map on bnet. Im not sure if all heroes are balanced tough. I feel like supports are quite close to useless against 3 aggressive heroes.
So far the "high level" play on US has developed into a pretty balanced use of all heroes. I see just about every hero being used about evenly. Of course some tend to have a more noob-friendly set of abilities, but every hero seems to have a limitless skill ceiling which I'm really happy to see.
-Ezzerat should no longer disappear sometimes when his ultimate is used near walls or cliffs.
-Fixed a bug that let Ezzerat use Cheap Shot & Garrote out of stealth
-Fixed an error that caused Valkyrie Summit to get ghost votes in a game where there were less than 6 players.
-Fixed a bug that was causing damage transfer effects to not register, causing Pyro's Forgebond to not redirect damage to him, and Dex's Reversal Field to not reflect damage.
-Increased the damage and slowing effect done by Alseir's Frost Lance
-Increased the damage done by Glacial Strike slightly.
-Absolute Zero now channels for 5 seconds instead of 10, dealing double as much damage per pulse. The total amount of damage done by the ability is unchanged.
-Absolute Zero will now break frostbite effects.
-Increased the initial damage of Onyx's Lava Surge
-Lamia's healing effect of using Shadow Tether on a cursed target will now affect all allies near the tether's target instead of around Lamia herself. The healing radius has also been increased.
-Reduced the amount shielded by Dex's nullifier field to 200.
-Vanish will no longer break on damage.
-Increased the movement speed while stealthed for Ezzerat and Hawk.
-Using evasion while stealthed will no longer reveal your position.
-Increased the radius of Pyro's Backdraft.
-The time required to be out of combat to re-enter stealth is now 5 seconds (down from 8).
Bugfixes
-Hawk's hallucination should now cause attackers to deacquire their target. Melee characters should stop chasing her.
-Vanish and Hallucination should now properly stop Shadow Tether's channeling effect.
-Smashcraft is looking for an SEA and KOR host! PM me if you are willing and able to be reliable, attempt to promote the game in those regions, and put up semi-frequent updates!
Balance
-Increased the range of Onyx's Polymorph ability
-Onyx's Molten Barrier now applies a miniature stun whenever damage is done to him while the shield is up. Attacking Onyx's shield will apply "Molten Backlash" an 0.5s stun.
NEW PSION HERO: Misery, the Fetid Decay
-[A] Acid Geyser: Targetted persistent AOE damage. Creates a blast 4 times in the target area that does moderate damage each burst. Also afflicts enemies with a DOT effect.
-[S] Swarmspawn: Spawns 5 eggs that hatch 2 zerglings each in the specified formation. You can spawn them in a circle formation, or parallel/perpendicular line formation to block hitscan attacks or even block pathing through a choke. The zerglings will attack enemies at their own free will.
-[D] Spore Colony: Long cast targetted AOE that roots and deals periodic damage to all victims.
-[F] Baneling Bust: Spams up to 20 banelings that explode for heavy damage each.
-[G] Tunnel: Burrows to the target location and breaks CC effects.
Wanted to say that after discovering this game a few days ago, me and my coworkers have been playing tons of it and absolutely LOVE it! Keep up the good work.
Regarding the latest hero, Misery: having both the root from Spore Colony and the zerglings from Swarmspawn makes Misery REALLY REALLY strong at keeping enemies from running away....too strong perhaps. Keep an eye on this because we've found it to be really difficult to deal with in many of our games. The root is easy enough to escape from because of the escape ability ever hero has, but the zerglings make escape near impossible an a lot of situations.
Keep it up! Looking forward to more heroes in the future, especially more support heroes! :D
Most chars have the capability to get away from lings if they get surrounded. I'm probably going to add some kind of way for the two who dont to get out easier, Lamia/Sarina are the most difficult to deal with a ling surround. All chars have some sort of AOE or way to break the surround with damage alone. (They can be killed, they only have 50 hp)
On January 21 2011 11:49 Mephs wrote: Most chars have the capability to get away from lings if they get surrounded. I'm probably going to add some kind of way for the two who dont to get out easier, Lamia/Sarina are the most difficult to deal with a ling surround. All chars have some sort of AOE or way to break the surround with damage alone. (They can be killed, they only have 50 hp)
Maybe this is my problem, as those are the two heroes I play the most.
I played a bunch more of this yesterday and I must say, keep up the good work. Any chances of a 5v5 version of this game in the future?
Possibly, I'd have to gut some of the internal stuff to make it work right but it could be a possibility if they ever release better support for variants.
Last week's tournament champion EMCL will be co-casting games for most of the day with Pocketsocks LIVE. Tune in for some epic high level matches being streamed live right now, or if you're curious about Smashcraft, now's your time to check out high level, high skill play!
-Hawk's sniping abilities no longer pierce through multiple targets.
-Hawk's Shadowbind should no longer pierce multiple targets.
-Reduced the casting time of Lethal Shot by 0.5s
-Reduced the damage of Lethal Shot by ~20%.
-Sniping abilities as well as Executioner will now ignore non-player targets.
Lamia
-Lamia's Void Barrier will now apply Dark Curse when the shield is broken to all enemies within a small radius of her. This ability will no longer "dispel" enemies in her radius.
-Dark Curse now deals damage when it is applied.
-Increased the radius of the heal effect on cursed targets when Lamia hits a player with Shadow Tether. She should now always gain the benefit of the heal from maximum casting range.
Misery
-Reduced the health of Misery's zerglings to 10 (down from 50)
-Reduced the amount of time zerglings will remain in play to 6 seconds (down from 8).
Sarina
-Sarina's Burst of Life ability will now deal damage to non-player targets (i.e. zerglings, banelings)
-Increased the range of Sarina's refresh to 8 distance (up from 6).
-Removed the cooldown from Sarina's spore pistol. Increased the range 15.
-Sarina's spore pistol will now deal damage initially, but the duration of the poison effect has been reduced by 1 second. This means each time she hits with the pistol shot, it will apply the poison, but do the initial tick of damage right away.
Bug fixes
-Fixed an error causing Misery's Tunnel to not work properly sometimes.
-Fixed an error causing Rush's Blink ability to not work properly sometimes.
-You can no longer target invalid terrain points as a blink target.
Super fun game mephs, and good updates. This is the game that's made me work on my lefty mouse skills while my hand is broken, otherwise I would probably just be playing battlecraft all month.
-Added new feature: Rematch! button at the end of a game. The rematch function will allow you to instantly restart the game as if you joined a new lobby, but with the same players. You can repick your characters and the map from scratch as well. The rematch function will not work if anyone leaves during the game, at any time.
-Reduced the intensity of "quaking" effects such as Pyro's abilities which would shake the camera. This should improve the overall visibility of the game.
-Players will now have a pointer above their head which should be visible through most effects, improving the visibility of players during a match where lots of abilities are being used at once.
-A: Mini-spread fire attack (single fire). Does more damage in proximity (spread hit-scan) based on a 4 line shot.
-S: Calls an air strike that travels across the map.
-D: Dashes through opponents, stumbling them.
-F: Calls the confederate capital ship to rain hell upon all enemies in front of him.
-G: Boosts his jetpack, escaping any stuns, roots, and snares, additionally stumbling all nearby enemies.
-R: Reload
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Content
-New status effect: Stumble. Stumble puts you into a variation of stun state that makes you spin and prevents you from taking any action. While stumbled, the next hit you take will do 50% more damage, and remove the stumble effect. Any damage taken will break the effect. Stumble can be escaped by any ability that escapes stun effects.
-New models: Sarina and Misery are now using models from the Left 2 Die mod.
Bug Fixes
-Zephyr will no longer collide with teammates when charging.
-Heroes should now properly gain fury when other sources (such as zerglings) do damage on behalf of your character.
-Omni's Air Strike now starts with a 10 second cooldown at the beginning of a match.
-Omni's Air Strike no longer gains a bonus against Psion characters (not all abilities get class bonus damage).
-Reduced the blast radius of Omni's Air Strike to 2.5 (down from 3).
-Reduced the movement lock after using Omni's Airstrike to 0.5s (down from 1s)
-Reduced the movement lock after using Omni's Zweisturmer (A ability)
-Reverted the cooldown of Omni's Airstrike back to 10 seconds (down from 15).
-Hawk's mana regen while stealthed has been increased to match the regeneration rate of Manafusion.
-Manafusion now recovers energy at a constant rate.
Bugs
-Hawk should no longer have a delay on her mana regen in between attacks.
-Sarina should now properly be able to hit targets from 15 range, as was intended in the previous patch (it was erroneously left out).
-Sarina's Spore Pistol should now properly deal its initial damage when the DOT is reapplied.
-When players leave at the end of a game, the Rematch button should now update properly to reflect this.
-You can no longer deslect your unit(s). If you control multiple units, you can select any unit you control, however selecting another player's unit will reset the selection to your main unit.
UI Changes
This version brings about enormous upgrades to the game UI.
-You can now see all player's Fury underneath their health bar. The blue bar indicates how close to maximum fury they are, and at full fury, the bar will flash blue indicating that they can use their fury ability.
-Added a new personal fury gauge showing your character's current fury level. The bar will flash blue when it is maxed. The sectioned design of the bar is going to be followed up soon by EX moves, the halfway point determining where you can use an EX move or not.
-New command button layout. Now reflects a standard WoW-esque UI with the buttons all in a row, with their hotkeys more visibly labelled. You can still hover over the icons to view the description.
-Removed all submenu-based abilities. All abilities that were formerly bound to the key combos have been changed:
S->S abilities are now bound to S S->D abilities are now bound to Z S->F abilities are now bound to X
This allows you to now see the cooldowns of your sub-abilities and also access them with one keystroke instead of 2.
-Unit info and buff/debuffs are now located to the right of the command bar. This will also display numerical values of your HP, energy, and shields.
-Spectator UI updated to reflect the new player UI.
S->S abilities are now bound to S S->D abilities are now bound to Z S->F abilities are now bound to X
nooooo, have you no merci for non-qwerty keyboard users? ^^
in all seriouslness. find the idea great, but as a european player with a qwertz keyboard, I really HATE the Z key when everything else is gridlike...would there perhaps be a way to make it another hotkey (gave it maybe 2 instead of just one, that way, it works for both kinds of keyboards)?
as the z key is really the most annoying one to hit, when everything else is neatly packed on the left side of your keys, maybe make it z and c, so pple can choose?
rly?, well its simple, basically the same thing except we have the z-key were you have the y-key and vice versa, so you see where the annoyance of the z-shortcut may lie for us
also, have you thought about including a handicap in games, where its not really balanced?
maybe that's not a problem on the US server, but on the EU I find myself in either really unbalanced teams OR one guy leaving right at the start, thus making it a 2v3 like half the time.
Not saying I'm always on the losing side, but it doesnt make for really fun games either way.
also (although that doesnt bother me that much) its kinda annoying to lose rating cause of stuff like that, making for a less precise indication of skill (but again, not really that important imo)
so maybe in a 2v3 give one team more/less hp or something like that to even out the odds again?
as in a game where there's more good players vs more bad players, there isnt really much one could do I guess, especially as the rating sometime really doesnt indicate that precisely how good/bad pple are, thanks to unbalanced games half of the time..
(I know it's not your fault, that games are often unbalanced, but still an practical annoyance with random bnet games unfortunately, or how is your experience on that?)
btw, thanks a lot for making this map/mod, really one of the most fun ones out there, when there's 2 even teams to play each other. awesome work, man
For you EU guys with wierd keyboards this is how you set it up to play Smashcraft:
Customizing Smashcraft Hotkeys (Also how to normalize keys for non QWERTY layouts)
1. First open the hotkey panel in your main menu (Press ESC to bring it up). Open the default GRID template.
2. The above is the default setting for how each hero's keys are set in the game. This applies to all heroes. The top row correspond to A S D F G abilities, while the second row covers R Q W E Z and X alone on the 3rd row.
3. Setting the grid hotkeys as shown above will set the game to be played on a standard QWERTY keyboard.
4. The above is how you set for QWERTZ keyboard (note the Z is replaced with Y so now it'll correspond to how the QWERTY layout would work for the same effect).
5. Click Accept and create a new Profile. Now you can use this profile to set your keybinds everytime you play Smashcraft easily!
-Ezzerat's Swift Strike cooldown should now be back to its proper value.
-Charge abilities can no longer be auto-targetted (this was a mistake).
New Hero, Stallion the Frenzied Stampede (Guardian)
-[A] Cattlebruiser Rifle: Fires in a direct line of fire constantly
-[S] Bullclip: Fires a single shot in the target direction which deals damage and reduces damage output of the target by 50% for 5 seconds.
-[D] Get Outta The Way!: Charges in the target direction, grappling the first target in range. After grappling, Stallion can use D again to throw the grappled target to any point within 15 cells, causing damage on landing impact. You have 1s to throw the target after grappling.
-[F] Frenzied Rage: Stallion stampedes, becoming immune to all CC effects. He cannot use any abilities but he can run at an increased movement speed, dealing periodic damage to all enemies around him while stomping.
-[G] Demoralizing Shout: Breaks all stuns and snares, reducing all nearby enemies damage output by 50% for 5 seconds.
-Increased the range at which stealth can be detected slightly.
-Increased the time required to re-enter stealth out of combat to 6 seconds (up from 5).
-Increased the damage done by Stallion's Bullclip ability.
-Demoralize effects (50% less attack damage) now additionally slow movement speed by 20%.
-Stallion's Frenzied Rage will now briefly stun all enemies around him each time it hits.
-At the 1:00 mark, all players will enter Sudden Death mode. Stealth will be automatically revealed (but the effects of stealth can still be used, players will however be able to see where you are). Additionally all players take 200% damage while sudden death is active.
Bugfixes
-Stallion should now properly have his charge disabled when rooted.
-Lamia's Shadow Tether will now cancel when silenced.
-Fixed Stallion's mini-map size.
-Fixed a number of map areas where Stallion could throw and trap another player intentionally.
Oh, and for your upcoming heroes, I think that you should stick to StarCraft 2 models, or at least models that are themed that way, it just seems rather out of place to see Orcs with Terrans and stuff.
For Zen, why don't you make him the zealot if he is a fast attacker who combos? After all, the zealot attacks pretty fast (not as fast as the zergling but that's already used for Misery's spells) and he does a 1,2 slash which fits with the combo thing.
And for Sazuza, if it's a rage character, maybe make him a Hydra? He's got the talons as his blade and hydras are angry sadistic creatures in the lore.
-Stallion's Frenzied Rage now temporarily slows enemies it hits instead of stunning.
New Hero: Aegis, the Stoic Observer (Support)
A: Fires a laser in the target direction. With higher charges, the laser will branch out into a small arc and hit multiple targets, or do more damage to a single target if most of the beams hit. Expends 1 charge per shot.
S: Summons a distortion field after 1 second in the targetted area, slowing and doing damage based on the charge level Aegis is at. Expends 5 charges.
D: Creates a barrier which blocks enemy attacks (non-AOE attacks) and additionally slows enemies who are inside of it. Each time the slow effect is applied it adds 1 level of charge to Aegis.
F: Freezes time completely for 5 seconds, both allies and enemies will be frozen. Enemies take drastically reduced damage for the duration of the effect. Chronolapse will interrupt many gatling-type fury attacks.
G: Escapes roots, snares, and stuns, splitting Aegis into 6 clones. 1 Hit will kill a clone and whenever a clone dies, Aegis gains 1 charge level.
-Stallion's fury now reduces incoming damage by 50% for the duration of the stampede.
-Stallion's fury should no longer persist while being levitated, but should continue as normal after the levitate effect ends.
-Alseir's Absolute Zero now does its first pulse of damage immediately upon channeling.
-Sarina will now blink while her escape buff is up, showing that she is immune to stuns for the duration.
-Sarina's Solace effect now ticks over the course of 10 seconds and also deals damage/healing when the buff is initially applied. The amount healed/damaged is unchanged from before (used to be 15 seconds).
-Sarina's Refresh ability now works differently. Instead of healing for 36 every second she channels on an ally, Refresh will now create a stacking buff on the target which persists for 5 seconds. This buff stacks to a maximum of 5, healing 12 hp/sec on the target per stack. Each second the ability is channeled will add 1 stack. At 5 stacks, the target will replenish 60 hp/sec for up to 5 seconds.
-Sarina's Toxic Spore effect now deals 14 damage per tick (up from 12).
-Ezzerat's Garrote bleed effect now lasts 12 seconds (down from 16) but still deals the same total damage.
-Aegis' Negative field will now perform its slow effect when the shield is initially placed, and additionally refresh all slow effects to enemies within its radius every second.
-Ace's Nerve Grenade energy drained increased to 150 (up from 60).
Bugfixes
-Aegis' Negative field should no longer gain charges from zerglings and other external units.
-Aegis' Chronolapse should now properly freeze Misery's zerglings and banelings.
-Ace's Operation Alpha will no longer target zerglings or banelings.
-Fixed an issue where Dex's Reversal Field would not reflect damage if it would have otherwise killed him.
-The overhead pointers above heroes should no longer cast shadows.
-The camera should no longer "lock" on players who die while activating their fury ability.
-Aegis should now properly turn into a sheep when polymorphed.
General
-You can now left click a position to throw grabbed units as Stallion once they are grappled by his GOTW ability, with no need to reactivate the ability now. Attempting to throw out of the boundaries of the ability will drop the target where it was grabbed instead.
-Updated all tooltips on ability buttons, additionally improving the details of the tooltips to show information about the amount of damage done or healed by the abilities.
-Aegis' abilities should now properly show range indicators.
Mephs: I don't know if you have this in the game already, but I highly recommend you put in some kind of status marker that people can build over time (ie, something that is persistent from one game to the next). For example, win/loss ratio, or kill/death ratio, or "levels" or something like that. It needn't have any effect in the game, but it will motivate people to come back and play more. I think that this is one of the reasons why DotA is so popular.
Really, the design of this custom game is second to none. The production values of this game overtake anything produced so far and this really shows off how powerful the SC2 map editor is and what it can produce.
Very nice game,but I would strongly suggest you put a sandbox mode(Able to play with no opponents or dummy AI opponent), so that people can experiment and learn each character at their own pace.
At the moment, at least on the EU version,as soon as you start a game with no human players it will end the game.It's bad having to ruin others game when people just want to figure out what is going on.
The thing I have against zerg heroes is their lack of quotes and funny stuff to say. So yeah they look awesome but then you win and get the taunt: "RORARORRRHGH" its ...eh...kinda...
Anyway, Slith and Predator are potential candidates for zerg heroes (Assault and Guardian respectively...Hydra/Roach in that order).
Holy. CRAP. This... ... mmm uhh muhhh, I'm speechless. The amount of attention to the detail and everything is like jaw dropping. The addictiveness of the gameplay and the voice acting and everything makes it seem like a game of its own.
This looks totally awesome, but I'm on the LA server, so... any plans for uploading it over here? If it's of any use, I offer myself to upload it, if you explain me how to do it and properly give you credit XD
LA definitely has a separate server, check sc2ranks.com if you don't believe. Still, it may be true that if you upload it to NA, it's also automatically uploaded to LA. Nevertheless, if the popularity has a different counter, I'll probably have a hard time seeing it,. since there almost no people playing UMS here in LA. If it's difficult to find people even for Starjeweled which is Billzard-endorsed, go figure...
I'll check for it when I get home, I'm really looking forward to playing it.
Also saw this on TB, I can see this game climbing up the custom popularity so far. It's actually a fantastically well done game - like Street Fighter, WoW Arena (a tad), Smash Bros all mixed up.
Can someone explain to me why the rounds are called "Rebels"? Everytime the the round starts, the announcer shouts out "Rebel" and it just plain confuses me. >.<
On February 23 2011 09:49 loving it wrote: Can someone explain to me why the rounds are called "Rebels"? Everytime the the round starts, the announcer shouts out "Rebel" and it just plain confuses me. >.<
It's a reference to the game the music comes from, as well as a lot of the visual inspiration, a fighting game called Blazblue which for some ridiculous reason calls Rounds Rebels. Arc System Works has a habit of doing stuff like that.
Mephs, which 3 heroes do you think work best together and suit your and your friends play-style at this point of time? I'm just curious what is your favorite trio and why?
Can't say there's any 3 "best", but there's a lot of good synergy comps. If I'm pubbing I wait for the other 2 players to pick and then I pick the best match to go with them.
Just picking a good comp won't carry you though, good players will still beat you even with a poorly composed team, so ti comes down to playing characters that not only synergize well, but also chars that you're good at.
There are soft counters, but no team can hard counter any other.
Just tried the map and it's so good. It feels really polished and professionally made.
Once it hits the 1st page it would get alot of more players, currently the wait time is sometimes quite long. (It's near the top of page 2 now!).
Only complaint is that its not really noob friendly. Played with a group of friends and lost like 8 matches in a row (maybe won 2 rounds in total). Losing sucks lol.
Yeah losing does suck, but once you start to figure things out you start winning more. There's no way to implement a matchmaking system, your best bet is to jump into the chat channel and form in-house noob games and stuff, all level of players are there usually.
The funny thing that is is that this guy actually balanced the things pretty good,because i was playing some 2v2,3v3 in WoW before i can surely say that This game totally owns WoW's balance Keep the good work!!!!Played abit with some people and it totally kickass!
Hawk can get a very fast initial shot off pretty easily at the start if you aim for the center, but the bridges she'll struggle on except for getting easy line shots off. IDK I play Hawk as a semi-main and I have more trouble with Metro than Arid.
I've been playing since TB made a video about it. This game is so good that it could be a standalone game.
I met 2 guys randomly while playing and we decided to made a team. We then registered in the tournament and did really well for a team that been playing for less than a week. It was really awesome and we're going to play next week for sure :D
This game has really a lot of potential and could possibly become as popular as dota.
BTW, if you're interested, the final are coming up soon on EMCL's stream .
-On Arid Enigma, there are now ramps leading to the areas behind the bridges opening up more territory on the map.
-The bridges on Arid Enigma have been reworked, there should be slightly more relaxed space for line of sight firing on hit-scan effects on the corner platforms looking onto the bridges.
-The brightness on Vandal District has been slightly increased for better visibility on low graphics settings.
-Some abilities now have a team indicator showing the range and team the effect belongs to:
Pyro's Forgebond now assumes the color of the caster's team.
Misery's Acid Geyser will now show the range of effect as well as the caster's team color beneath the geyser.
Dex's Magdrone and Nanodrone will now show the range of effect of their pulses as well as the caster's team color.
Aegis' Negative Field will now be slightly tinted in the color of his team
Aegis' Distortion Field will now show the range of effect as well as the caster's team color beneath the beacon.
-A new event roll has been implemented which is displayed in the lower right region of the UI, above the unit frame. This message roll will display kill notices, with "obituaries" that change based on the ability used to kill someone.
-You can now score "Dual Kill" and "All Kill"s by killing multiple enemies consecutively within 5 seconds of your previous kill. In the followup patch, these will be more noticeable by center screen notices (such as Sudden Death, Finish!, etc.)
-The first player to deal damage in each round is awarded a "First Strike" bonus to their MVP Score.
-MVP Score is not fully implemented yet, but will appear in a small followup patch soon. First Strike, Dual, All Kill, and streaks will contribute bonuses to your MVP score at the end of a round.
Bugfixes
-Aegis' Chronolapse should no longer change the lighting on Vandal District after its effect is over.
-Increased the playable area bounds on Vandal District. This was causing some minor camera issues when zooming in on a player among other things.
-Prisoners should no longer disappear after a rematch
-Characters should no longer "sink" into the bridges on Arid Enigma
-Omni's aerial combat units should no longer kill themselves on Dex's Reversal Field
-Characters should no longer be able to walk outside the playable bounds of a map by abusing Revolver's Sunder.
Balance
-Aegis' Negative Field's properties have changed significantly. The barrier now blocks pathing for both enemies and allies, however allies can attack through the barrier freely while enemy hitscan and wave attacks will be blocked.
-Aegis' current charge value can now be viewed graphically as a teal "charge" bar. This bar will show the approximate charge level that Aegis is at, the bar being full meaning 10 charges, while an empty bar means 0. It is recommended to play with status bars set to "always on" so it is easier to see your charge level more visibly.
-Aegis now gains 1 charge passively every 5 seconds.
-Aegis' Absorption ability will gain 1 charge every 0.75s while charging (down from 1s)
-Aegis' Phase Prism and Distortion Field damage ratios per charge reduced very slightly (~5%)
Everyone needs to play this game, it is the most fun I've had playing Starcraft 2 in a while. Also, there is going to be a tourny on friday that will have Catspajamas casting the semi-finals/finals. You can sign up at playsmashcraft.com
its not a game you can easily jump into, got totally decimated first time I tried it out, I'll try again later today and see if I can re-spark some interest =)
On March 02 2011 23:18 Bloodash wrote: its not a game you can easily jump into, got totally decimated first time I tried it out, I'll try again later today and see if I can re-spark some interest =)
Bloodbash you can add me if you want. I'm not great, but I can at least help you with basics or answer questions. Whitehorse 316 (I'm the Stone Cold Steve Austin of SC). I'll be on later tonight.
On March 02 2011 23:18 Bloodash wrote: its not a game you can easily jump into, got totally decimated first time I tried it out, I'll try again later today and see if I can re-spark some interest =)
Bloodbash you can add me if you want. I'm not great, but I can at least help you with basics or answer questions. Whitehorse 316 (I'm the Stone Cold Steve Austin of SC). I'll be on later tonight.
thanks for the offer, but you're US aren't you? :D
This is single-handedly the best custom map out there to date. SO Much fun! The only problem is that the community on the EU server is so small, makes it hard to get competetive. But nonetheless it's a fantastic custom map which could very well be it's own game (Smashcraft > Bloodline Champions).
I gotta say, it is arguably the best custom map out there for SC2. I had a lot of fun! I even played a match with Mephs. Looking forward to trying out all the heroes.
Pity its popularity hasn't hit first page yet. There is a learning curve involved and its combat system is different from DOTA. Hence, I imagine the casual and DOTA players are deterred.
The developer should get into contact with Husky. He does custom map specials too. TotalBiscuit's audience is heavily composed of WoW players, while Husky's audience is pure SC2 players.
Btw, it would nice if you can start a game with just you. Just to mess around with the heroes a bit and help with the learning curve.
-Alseir's Frost Tomb now lasts a maximum of 6 seconds (up from 5).
-Alseir's cooldowns will continue to refresh while in his Frost Tomb.
-Alseir can now cancel Frost Tomb by using any ability.
-Alseir's Frost Lance damage reduced by 10%
-Alseir's Frost Lance wave radius increased to 1.5 cells (up from 1)
-Wave effects will now deal their full damage payload no matter where in the wave the target is standing. Previously, wave effects damage would vary based on proximity to the center of the wave.
-Reverted Stallion's GOTW! throw range to 15 cells
-Increased the HP of Alseir to 1100
-Increased the HP of Onyx to 1100
-Silence will no longer disable escape abilities
Bugfixes
-Rush's Psionic Grip should now properly respect Revolver's fissures and Aegis' shield mechanics.
-All charge based effects should now properly respect collision with fissures and Aegis' barrier.
-You can now select units when your main hero is dead
Streaks & Multi-kills
-A new set of sounds for double and triple kills, as well as an overlay appear now when double and triple kills are scored.
-You can now get "killing streaks" for getting kills without dying in a single game.
4 kill streak (NICE!)
5 kill streak (GREAT!)
6 kill streak (EXCELLENT!)
7 kill streak (UNSTOPPABLE!)
8 kill streak (EPIC!)
9 kill streak (LEGENDARY!)
-A new stat has been added to your persistent stat tracking. "MVPs" represent how many ranked games you placed first in the game by the MVP scoring system. The scoring system works as follows
MVPs are only obtained in ranked mode (the icon still shows in unranked but does not increase your MVP count in your stats
Each point of damage done or healed = 1 MVP point.
Each kill is worth 500 MVP points.
Dual kills (2 kills within 5 seconds of each other) add a 50% bonus to the kill value
Triple kills (3 kills within 5 seconds of each other) add a 100% bonus to the kill value
Killing streaks increase the amount each subsequent kill is worth by 10% per kill in the streak. So for example 1 kill is worth 500 points, the next kill would be worth 550, then 600, then 650, and so on. These values are then multiplied if it is a dual or triple kill.
-MVPs will be displayed with your win/loss/leave and will unlock some achievements or possibly future "custom hero skins" when the achievement system is implemented.
On May 06 2011 23:56 Cuiu wrote: if blizz dont gives a shit they should feature this you can not play this on the eu server
Yeah, takes forever to find ppl for this. They need to fix the custom game system, only maps on first page gets played. Love this map! Wish i could play it more.
Well, I'd say we should get together TLers who are interested in playing, but unfortunately the few last people who responded are European . Any other Americans interested in playing this in the evening sometime?
I dont get why so few ppl play this, and why there arent 100pages in this topic. This map is amazing! This thread needs to be highlighted or something.
I don't think people have actually tried it a few times, it has a SMALL learning curve, but a curve to master it.
It's better than Dota and you can have a TON of fun playing it too =/ People just need to play it to get it up on the list. And not many play it on US server either.
I have a suggestion. The time it takes between pressing "start game" in the lobby and actually controlling your character is way too long. As you start to play this game more and more, it takes almost two minutes to do this. You should always give people time to choose their character and map, but the in-game cinematic showing both teams followed by the "wheel of fate is turning" takes what seems like an eternity after you play this game more and more.
A quick join and play type of gameplay for this map would be much more appealing.