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No Deathballs - Xel Naga - Page 6

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 4 5 6 7 Next All
Cryosin
Profile Blog Joined July 2010
United States182 Posts
March 12 2011 08:38 GMT
#101
Thank you for all the responses guys. EU Should have the new patch momentarily.
I am becoming very busy lately so updates will be somewhat less frequent, but i will be doing a very big update next including spectators and possibly other features. Stay tuned.

I am currently looking to make a youtube video featuring the mod.

Everyone please send me your replays so i can find some awesome clips. At this time i only have ONE replay of a player vs player game.

I understand that its hard to find players to play because of blizzards UMS design, but my best suggestion is to go to either "SC Pro" or "No Deathballs" Chat channels. There aren't always people in them but if someone wanders in give them a holler =D.

Please keep sending feedback and replays. I understand that some balance problems are bound to come to light, therefore i need all of your help in spotting them. I am also very busy right now so i wont have much time to play, but if you see me in the channel(s) give me a shout out and i will gladly do some games.




jimmyjingle
Profile Blog Joined November 2010
United States472 Posts
Last Edited: 2011-03-12 18:01:02
March 12 2011 17:52 GMT
#102
On March 12 2011 17:36 maybenexttime wrote:
Are you implying BW doesn't have that?


no. I'm saying that people's skill and finesse makes interesting micro battles, not an old engine or warcraft 3 sized units.
I get brain like a skull
InfestedHydralisk
Profile Joined October 2010
Netherlands110 Posts
March 12 2011 18:59 GMT
#103
How does this go with Zergling Surrounds?
Champion seed spitting.
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
March 13 2011 11:03 GMT
#104
On March 12 2011 11:39 pzea469 wrote:
Show nested quote +
On March 11 2011 10:21 0mgVitaminE wrote:
Battles look way way more impressive

If you're saying this based on the visuals, then ya I guess that makes sense but doesn't reflect gameplay at all.

I have no interest in the graphics when watching high level games. Lurker/ling/defiler's (and many other unit comp's) beauty in bw came from the difficulty in controlling the army, not how it looked or how smooth the units moved. A well executed flank or a great swarm is what I like to see, not how shiny the new units are.


But it DOES affect gameplay. Flanking and getting a good spread are way more important with this. With deathball, the spread doesnt matter, you can right click, 1a click, right click, a click, your ranged units forward and since they're so close they would all get shots in. Here a spread is necessary and melee units naturally benefit from it as well, which i think is a good thing.

I was only talking about the visuals themselves. Obviously the no-deathball aspect is going to affect gameplay greatly. I was merely responding to the "better looking battles" post, which I greatly disagree with.
Hi there. I'm in a cave, how bout you?
pzea469
Profile Blog Joined September 2008
United States1520 Posts
March 13 2011 12:53 GMT
#105
On March 13 2011 20:03 0mgVitaminE wrote:
Show nested quote +
On March 12 2011 11:39 pzea469 wrote:
On March 11 2011 10:21 0mgVitaminE wrote:
Battles look way way more impressive

If you're saying this based on the visuals, then ya I guess that makes sense but doesn't reflect gameplay at all.

I have no interest in the graphics when watching high level games. Lurker/ling/defiler's (and many other unit comp's) beauty in bw came from the difficulty in controlling the army, not how it looked or how smooth the units moved. A well executed flank or a great swarm is what I like to see, not how shiny the new units are.


But it DOES affect gameplay. Flanking and getting a good spread are way more important with this. With deathball, the spread doesnt matter, you can right click, 1a click, right click, a click, your ranged units forward and since they're so close they would all get shots in. Here a spread is necessary and melee units naturally benefit from it as well, which i think is a good thing.

I was only talking about the visuals themselves. Obviously the no-deathball aspect is going to affect gameplay greatly. I was merely responding to the "better looking battles" post, which I greatly disagree with.


Oh, sorry, I understand.

As far as looking better, besides it being prettier, in an eye candy sense which is more an opinion thing, its also easier to see individual units which I think is good for both players and spectators.
Kill the Deathball
poundcakes
Profile Joined March 2011
Norway239 Posts
March 13 2011 14:35 GMT
#106
I'm not sure how I feel about this affecting balance but what seems problematic is, how will we have space for armies once players hit 3 or more bases? It would seem that on maps with chokes or little space for movement once you're pushing 170+ supply your army would become more of a liability to control on the battlefield.

I see how this could be of great value to armies skirmishing from 2 or even 1 base, but if both players play passively or either side holds a push whilst playing economically we're put in a situation where, with the some of the maps currently in use both on the ladder and in some tournaments, it becomes extremely hard for a player with slower units to engage against a faster army without getting parts of his army cut off or being attacked whilst maneuvering through a narrow space.

This very well might be a problem with maps though, I'm very interested to see how it feels and plays out in-game.
The cur foretells the knell of parting day; The loafing herd winds slowly o'er the lea; The wise man homeward plods; I only stay to fiddle-faddle in a minor key.
Fateless
Profile Joined January 2011
United States99 Posts
March 13 2011 17:36 GMT
#107
Here's an idea, why not make the unit spread based on user input? Add a couple of buttons that allow you to increase or decrease the gap the units use. This way instead of just making a flat change that requires you to tweak all of the units you can leave everything in tact, and it will be up to the player to choose the spacing they want to use based on the current situation. So if I'm terran facing toss, I can space out my marines to help negate colossus splash damage but would make myself more vulnerable to zealots. I don't know if the editor would allow you to do something like this, but I feel like it would add a lot of dimension to your mod.
Piscean
Profile Joined February 2011
United States40 Posts
March 13 2011 17:58 GMT
#108
This may be quite possibly the dumbest idea ever, but you should make it so that the player can only select one control card of units at a time; ie make the selecting limit 24. The would increase that SCBW feeling while keeping the pathing system similar to SC2 (something that I absolutely hating in SCBW). You should also use the gsl maps, which are way bigger and would lead to the more trench line conflicts that were prevalent in SCBW.
life of lively to live to life of full life thx to shield battery
Cryosin
Profile Blog Joined July 2010
United States182 Posts
March 13 2011 20:30 GMT
#109
On March 14 2011 02:58 Piscean wrote:
This may be quite possibly the dumbest idea ever, but you should make it so that the player can only select one control card of units at a time; ie make the selecting limit 24. The would increase that SCBW feeling while keeping the pathing system similar to SC2 (something that I absolutely hating in SCBW). You should also use the gsl maps, which are way bigger and would lead to the more trench line conflicts that were prevalent in SCBW.


This will be happening in the next update. Is there a specific map you guys would like to be used?
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
March 13 2011 20:36 GMT
#110
On March 14 2011 05:30 Cryosin wrote:
Show nested quote +
On March 14 2011 02:58 Piscean wrote:
This may be quite possibly the dumbest idea ever, but you should make it so that the player can only select one control card of units at a time; ie make the selecting limit 24. The would increase that SCBW feeling while keeping the pathing system similar to SC2 (something that I absolutely hating in SCBW). You should also use the gsl maps, which are way bigger and would lead to the more trench line conflicts that were prevalent in SCBW.


This will be happening in the next update. Is there a specific map you guys would like to be used?


Use tal'darim altar, That map is pretty large and would be perfect for this. I like the idea I haven't tried it out yet, hope for the best. I don't really like the whole "deathball" thing either. I think zealots with charge would be much better with spacing.
I am Godzilla You are Japan
Cryosin
Profile Blog Joined July 2010
United States182 Posts
March 15 2011 03:17 GMT
#111
Does anyone want to take over the mod? I have been really busy lately and i dont think i will have the time to commit to something like this. I would really love for some talented individuals to take this mod even further, and i dont think i will have the time to carry this mod where it needs to go.

Send me a PM if you're interested.
ArcticVanguard
Profile Blog Joined August 2010
United States450 Posts
March 16 2011 12:33 GMT
#112
Was anyone else able to stack mutalisks in this mod? I'm not sure if that's supposed to be the case or what, but I got mutalisks to stack once or twice.

I'd take over the mod if I had the patience and the dedication, but sadly, I'm a very lazy person.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." ~C.S. Lewis
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
March 16 2011 12:49 GMT
#113
I played through this mod as Terran, and I was slightly irritated that my Bioballs weren't as scary as before. Some of the ramps need to be widened, and I need to be more careful about building placement since the larger collision radius does weird things to the pathing, as expected.

Also, I almost never play against the AI, so it was amusing to see the Very Hard Protoss spam Warp Prisms and Immortals against my 4 Siege Tanks.
ㅇㅅㅌㅅ
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
May 17 2011 14:25 GMT
#114
Is this mod still being worked on or is it dead?
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
Falcon-sw
Profile Joined September 2010
United States324 Posts
May 17 2011 16:20 GMT
#115

I played through this mod as Terran, and I was slightly irritated that my Bioballs weren't as scary as before.


That's sort of the point. Protoss and Terran can't just deathball 1A into the enemy.
https://www.youtube.com/FalconPaladin https://twitch.tv/falconpaladin
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 17 2011 16:36 GMT
#116
I tried this custom map out and it felt really good. It made it easier to visualize and control. Gotta keep lings and other units on seperate hotkeys though otherwise lings just move as slow as roaches (which is a good thing!). I can really see this as a way to improve not only gameplay itself but to improve visualizing the game play. I think the mod's radius is just slightly too big, but otherwise it's really good.
Developer for http://mtgfiddle.com
Jetaap
Profile Blog Joined November 2010
France4814 Posts
May 17 2011 16:41 GMT
#117
Is this mod still being worked on or is it dead?


I think it's dead, the maker had no time to work on the mod , he asked for someone to take it over but looks like nobody did :s. Too bad , I had a couple fun games on this map.

Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
May 17 2011 17:04 GMT
#118
--- Nuked ---
chainheart
Profile Joined April 2011
United States24 Posts
May 18 2011 00:28 GMT
#119
One thing I noticed was that units should still be able to clump together on command, but when they are moving together as a group, then they separate from each other. How it is now there is a set radius space between units.
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
May 18 2011 05:35 GMT
#120
I'm curious as how you did this in the editor. I'm also curious if units clumped would stay clumped if you moved them short distances. In BW they would clump if it were short distances but would line if it were long distances.
No one ever remembers second place, eh? eh? GIVE ME COMMAND
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