• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 19:03
CET 01:03
KST 09:03
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)8Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns6[BSL21] Non-Korean Championship - Starts Jan 103SC2 All-Star Invitational: Jan 17-1822Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises3
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns SC2 All-Star Invitational: Jan 17-18 Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) WardiTV Winter Cup WardiTV Mondays SC2 AI Tournament 2026 OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 507 Well Trained Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution
Brood War
General
Potential ASL qualifier breakthroughs? BGH Auto Balance -> http://bghmmr.eu/ I would like to say something about StarCraft BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL21] Grand Finals - Sunday 21:00 CET [BSL21] Non-Korean Championship - Starts Jan 10 SLON Grand Finals – Season 2
Strategy
Game Theory for Starcraft Simple Questions, Simple Answers Current Meta [G] How to get started on ladder as a new Z player
Other Games
General Games
Mechabellum Beyond All Reason Stormgate/Frost Giant Megathread Awesome Games Done Quick 2026! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced
Blogs
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Psychological Factors That D…
TrAiDoS
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1877 users

[A] Starbow - Page 104

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 102 103 104 105 106 537 Next
Kabel
Profile Joined September 2009
Sweden1746 Posts
October 07 2012 19:23 GMT
#2061
@Fungal Growth

If it proves to be too strong with 75% I will adjust it. First thing is to see if it at all is a useful spell in this form



@ Upload own maps

Later on I won´t mind or can´t control if people upload their own maps. In fact, it might be a good thing. But in this stage in the development, when things changes radpidly and patches are uploaded once or twice a week, I would prefer to keep a rather small and controlled map pool.



@ Zain3 IT here means Infested terran.


Decemberscalm, did you get the patch up at NA?
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 07 2012 19:24 GMT
#2062
Some people are able to connect to battle.net, others are not. Blizz is aware of this and getting an update out.

Me and Horus are unable to connect, Freeze is connecting just fine.
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-07 20:56:53
October 07 2012 20:19 GMT
#2063
I have been waiting for Stalkers to outrange bunkers. Great change!
I agree with the turret change. I like the pushing slowly with turrets, too.

Like someone else said earlier, I think that the 75% slow to movement and attack speed is a bit too much. It may be okay for versus air units since they can just fly over cliffs for cover (makes positioning matter a bit more for air); however, 75% is probably too much for ground units to micro away. Maybe change to 75% for air units and something lower for ground units (basically,have it slow air more than it slows ground)?

Also, something you may want to look into is Zerg's macro. For now, it feels like queens are not really worth it in terms of spending 150 minerals and APM/attention to inject, especially lategame. With MBS, it is quite easy to just make more hatcheries (despite costing 150 minerals more) and not worry about injecting. I realise injecting will usually always set the consistent people over the lazy people, though. Need a balance between the necessity of more hatcheries and injecting.
Maybe have Zergs inject more often? That way it punishes those who do not stay on top of their injects but rewards those who are consistent. I am not really sure on the methodology, but basically my idea is the in previous sentence, as I think Zerg should be a macro-oriented race. Additionally, it still rewards having more hatcheries (even without injecting queens) during the lategame. Along with spreading creep, this change makes queens/injecting more valuable.

Anyway, I know it is still being balanced, and I look forward to its progress. Love the map, Kabel!

Blizzard should just use this mod as the real thing... >_<

I am waiting for battle.net to be fixed so I can go play some Starbow!
T P Z sagi
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 07 2012 20:33 GMT
#2064
NA patch is live
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
Last Edited: 2012-10-07 21:08:34
October 07 2012 21:07 GMT
#2065
On October 06 2012 09:33 Kabel wrote:
[image loading]

For over a month ago I started to notice that it was not working properly. All units are not effected and it does not work in all scenarios in the game. Sometimes units gain the bonus, sometimes they don´t. I don´t know why this happen. I have tried to fix it, but I haven´t been able to solve it. So I have actually had it removed from the game for ca 4 weeks now. And I have barely told anybody about it to see if anyone would notice. I even consider to not bring it back. Let me explain why:
[/b]

Hi Kabel,

I realise this is a long shot, but have you considered somehow getting in to contact directly with blizzard about this? Maybe someone knows a dev here on TL, or somehow else you can get in touch? Obviously this is not their priority, so approaching somehow `officially' will be off the cards, but they may have tried something similar internally and possibly be able to supply a mod or advice, or even let you know that it's actually a bug and not your programming?

It's a reaaaally long shot I know, but worth a try?
I am you, and you are me.
lefix
Profile Joined February 2011
Germany1082 Posts
October 07 2012 21:25 GMT
#2066
just noticed a minor bug on sacred sands, there seems to be a mineral misplacement
http://i.imgur.com/suWnF.jpg
Map of the Month | The Planetary Workshop | SC2Melee.net
scen
Profile Joined November 2011
Wales61 Posts
October 07 2012 22:04 GMT
#2067
On October 08 2012 06:25 lefix wrote:
just noticed a minor bug on sacred sands, there seems to be a mineral misplacement
http://i.imgur.com/suWnF.jpg


that problem is on quite a few of the maps :/
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-07 22:10:17
October 07 2012 22:09 GMT
#2068
@purakushi

I agree with the Queens and Inject. I like that Inject is not crucial for Zerg to survive anymore. Just as Chrono boost or Calldown SCV is not crucial to macro for Protoss and Terran. It gives players a benefit, if they choose to spend APM doing it. But I have a feeling that Inject might not be worth it.

What do you all Zerg players say? Do you feel Inject is worth doing?

@kuroshiro

Well.. I would not mind getting some professional Blizzard people involved in this ^^

But honestly, I am just not good with the editor. I have managed to create all this via tutorials, help from mapmaking forums and by copy + paste from other maps and mods. I have a decent understanding of the editor, but I am far from an expert with it.

I think the high ground bonus system can be created properly, I just do not have the skills for it. There are some other issues I would like to fix with Starbow that I am unable to do. I have put it aside so far since I have focused on getting all races playable. And Zerg still need lots of love to become as fun and playable as the other races.

@lefix Thanks for the bug report. I will adjust that.

@scen If you find any spots that are weird, tell me and I will fix it!


A player sent me this picture. It looks like this for anyone else ingame? O_o

[image loading]

Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 07 2012 23:03 GMT
#2069
What on earth? All the macro mechanics are extremely important. You're behind if you don't use them.
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-10-07 23:35:38
October 07 2012 23:35 GMT
#2070
On October 08 2012 08:03 decemberscalm wrote:
What on earth? All the macro mechanics are extremely important. You're behind if you don't use them.

That shouldn't be taken for granted in Starbow. For example, you cannot compare SCV calldown and MULE calldown in terms of usefulness/effectiveness really; the former saves you 17 seconds (~26 minerals), the latter basically triples your harvest rate off one mineral patch for ~65 seconds (160-180 minerals per minute compared to ~92 of an SCV on a fully saturated patch in vanilla). If you compare a player, who doesn't use MULEs, to a player, that does, suddenly the latter is in a quite dangerous lead, whereas comparing the SCV calling player to a noncalling player makes no sense (on a sidenote, you might want to ask yourself whether rushing to orbitals has any point now). Probably what hasn't significantly changed is the Chrono Boost mechanic, but in terms of worker production, the SCV calldown suddenly appears to serve exactly the same purpose. CB was always useful for stuff, but it didn't give the Protoss that big of an advantage (at least that's my impression). Injects, giving two larvae, are surely useful (improving your hatcheries' production rate by circa 66%), but you'll get much better returns in the long term if you will invest in additional hatches, and falling behind on injects, compared with the rest of Zerg mechanics, won't be your most common reason for failing in games anymore.

Hope I got all this right. Great mod Kabel, keep up the good work - looking forward to playing it more!
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 07 2012 23:41 GMT
#2071
On October 08 2012 08:35 JohnMadden wrote:
Show nested quote +
On October 08 2012 08:03 decemberscalm wrote:
What on earth? All the macro mechanics are extremely important. You're behind if you don't use them.

That shouldn't be taken for granted in Starbow. For example, you cannot compare SCV calldown and MULE calldown in terms of usefulness/effectiveness really; the former saves you 17 seconds (~26 minerals), the latter basically triples your harvest rate off one mineral patch for ~65 seconds (160-180 minerals per minute compared to ~92 of an SCV on a fully saturated patch in vanilla). If you compare a player, who doesn't use MULEs, to a player, that does, suddenly the latter is in a quite dangerous lead, whereas comparing the SCV calling player to a noncalling player makes no sense (on a sidenote, you might want to ask yourself whether rushing to orbitals has any point now). Probably what hasn't significantly changed is the Chrono Boost mechanic, but in terms of worker production, the SCV calldown suddenly appears to serve exactly the same purpose. CB was always useful for stuff, but it didn't give the Protoss that big of an advantage (at least that's my impression). Injects, giving two larvae, are surely useful (improving your hatcheries' production rate by circa 66%), but you'll get much better returns in the long term if you will invest in additional hatches, and falling behind on injects, compared with the rest of Zerg mechanics, won't be your most common reason for failing in games anymore.

Hope I got all this right. Great mod Kabel, keep up the good work - looking forward to playing it more!

Every advantage matters.

With Terran you are absolutely correct. Its not so cut and dry. Early game especially. If you go FE trying to macro hard, its a must though.

For Toss there is zero reason not to use it, sans saving up a little for cannon chrono in case or preparing unit production.

Zerg missing larva is exponentially bad for Z. You simply cannot drone up as fast. Once you are drones you never usually cap so there is always room for extra units. Who will have the most eco? The zerg who macro hatched, or the zerg who macro hatched and also used injects? Which one is saving money and squeezing out extra units? Usually the zerg larva blocked the entire game, so its always beneficial.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
October 07 2012 23:52 GMT
#2072


Just pretty fun PvT from two of our relatively new players, co casted with Freeze this time. Sorry for cutting you off 3 million times Freeze!
Enjoy guys, I'll probably have more really soon as well.
Trotim
Profile Joined May 2011
Germany95 Posts
October 08 2012 00:05 GMT
#2073
Fungal Growth slowing unit turn rate sounds neat. I wonder how that would work
Roblin
Profile Joined April 2010
Sweden948 Posts
October 08 2012 00:44 GMT
#2074
Inject and why it feels weaker later

I will talk in two different perspectives, and they are loosely interchangeable with "earlygame" and "lategame", the important thing to note is that one perspective gives a certain conclusion while the other perspective gives the opposite.

the main difference between the two is that in one you do not count "attention" as a resource, in the other you do.


optimization perspective (early game)
through the optimization perspective we argue that if something is stronger than something else when executed perfectly, then it is strictly better than the alternative.

this applies in situations where one can plan in detail exactly what they are going to do, when, how, where and why. in other words, in situations where the enemy has not yet affected you in any major way.

this happens mainly in the early game where a player can create (and more importantly repeatedly practice and refine) a detailed build order.

when we look at it from the optimization perspective we say the following:
a hatchery costs 300 minerals
a queen for inject costs 150 minerals
a hatchery produces (3) larvae per minute (currently 20 seconds/larvae, which is 1/20 larvae per second, which is 60/20 larvae per minute, which is 3)
a queen produces (2) larvae per minute
thus 2 queens (which cost as much as a hatchery) produces 2 * 2 = 4 larvae per minute
compare 4/3 = 1.333...
what this means is that queens dedicated to using larvae inject are 33.333...% more efficient than hatcheries at producing larvae.

thus in this perspective where we assume perfect play and infinite attention span building queens for your extra hatcheries is strictly better than building additional hatcheries period.



improvisation perspective (mid-late game)
in the improvisation perspective we argue that something is stronger than something else if it is easier to get more out of it than the alternative

this applies in situations where your skill and attention is limited, such as when there are major battles going on, or when it is necessary to plan advanced tactical or strategical movements based upon the situation that has arised as a result of the two players interacting with each other or when you simply dont feel like you can be bothered babysitting something.

this commonly happens in line with the first engagement and generally continues from there for the rest of the game.

in this perspective building extra hatcheries are clearly much much better, afterall, for queens to be just as good as hatcheries you literally need to go back and spend attention on injecting larvae at least once every 80 seconds per produced queen.
(a hatchery produces 4 larvae in 80 seconds, if you go back and have 2 queens inject every 80 seconds then the production is the same)
in contrast the hatchery requires no attention at all. once it is produced it will continue producing larvae at a constant rate.



what does all of the above mean?
it means that you as a designer has to make a choice.
in what perspective do you look?
through perfect play? then surely the queen needs no buff. it is already too powerful.
through improvised play? the queen is worthless. it seriously needs a buff to be anywhere close to viable.

probably neither. its a combination, and so you need to find the balance between having the spell be powerful enough to warrant its use even when many other things are in desperate need of attention while being weak enough to not feel like it is mandatory for playing the game.

//Roblin
I'm better today than I was yesterday!
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 08 2012 01:13 GMT
#2075
On October 08 2012 07:09 Kabel wrote:
@purakushi

I agree with the Queens and Inject. I like that Inject is not crucial for Zerg to survive anymore. Just as Chrono boost or Calldown SCV is not crucial to macro for Protoss and Terran. It gives players a benefit, if they choose to spend APM doing it. But I have a feeling that Inject might not be worth it.

What do you all Zerg players say? Do you feel Inject is worth doing?


I think there are 2 good ways to fix this.

1) make queens free. They are already limited by how many hatcheries you have. They really don't need a mineral cost.

2) make queens 0 supply and leave them at 150 minerals. Again, they are already limited by the number of hatcheries you have, so you can't really mass them. Why not make them 0 supply so that late game they don't become irrelevant. I personally think 0 supply 150 mineral queens are the better option, because very late game (even if queens are free), spawn larva won't be worth the supply queens take up compared to just adding more hatcheries. 0 supply queens also doesn't mess with the early game changes that making queens free would cause.
Taekwon
Profile Joined May 2010
United States8155 Posts
October 08 2012 01:42 GMT
#2076
This is what I like to see.
▲ ▲ ▲
Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 08 2012 02:37 GMT
#2077
Wow! This mod looks awesome! Are there any tournaments played on this mod?
This is not Warcraft in space!
Phoobie
Profile Joined December 2010
Canada120 Posts
October 08 2012 03:39 GMT
#2078

What do you all Zerg players say? Do you feel Inject is worth doing?



ATM Inject larva feels only SLIGHTLY underpowered, like by just a hair. I posted this a few pages back and thought it might be worth mentioning again;

instead of spawning 2 larva after 40 seconds we make it a more periodic effect. You could either get 1 Larva every 20 seconds of inject (you inject > 20 seconds > larva > 20 seconds > larva >need to inject again) or, what I posted, is have Inject act like chrono boost on the hatchery, increasing larva production rate of the hatchery by 75% for 40 seconds (1 larva every 8.5714 seconds instead of 15 seconds).

The idea is to keep the same net larva gained from injecting but having the benefits start rolling in sooner rather than a sudden boost after 40 seconds, I think this is the little bump inject needs to be competitive.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 08 2012 04:43 GMT
#2079
On October 08 2012 12:39 Phoobie wrote:
Show nested quote +

What do you all Zerg players say? Do you feel Inject is worth doing?



ATM Inject larva feels only SLIGHTLY underpowered, like by just a hair. I posted this a few pages back and thought it might be worth mentioning again;

instead of spawning 2 larva after 40 seconds we make it a more periodic effect. You could either get 1 Larva every 20 seconds of inject (you inject > 20 seconds > larva > 20 seconds > larva >need to inject again) or, what I posted, is have Inject act like chrono boost on the hatchery, increasing larva production rate of the hatchery by 75% for 40 seconds (1 larva every 8.5714 seconds instead of 15 seconds).

The idea is to keep the same net larva gained from injecting but having the benefits start rolling in sooner rather than a sudden boost after 40 seconds, I think this is the little bump inject needs to be competitive.

I think it's more of a supply issue. To have enough queens to make inject worth it late game, you are using too much supply. I do like the rolling over idea, but it just sounds crappy to need 20 supply to inject on the 10 hatchies you have late game.

Maybe it's not that big of a deal because SCV call down will lose strength late game too, but if tosses ever get good enough, crono will always be useful, whereas spawn larva falls off late game hard imo
SmileZerg
Profile Joined March 2012
United States543 Posts
October 08 2012 05:20 GMT
#2080
@ Queens
Removing the supply cost entirely is a bad idea, in my opinion. Whether people want to admit it or not, they ARE a mobile unit that can be used in combat anywhere on the map given the right circumstances. They aren't actually chained to the Hatcheries.

I think a reworking of the Inject spell may be in order, so that there can be more depth and decision making involved in it. Chrono Boost can be used on any Protoss research or production, SCV Calldown is only a faster method of building SCVs and still costs the same minerals/supply (and Orbitals also share their energy pool with Scan and Supply Drop, which I think is underused now that the trade-off is with SCVs instead of MULEs), but Inject has no alternative usage and no cost except for energy and APM, it's just something that you need to consistently keep up with the maximize Zerg economy. There should be an opportunity cost other than Creep Tumors.
"Show me your teeth."
Prev 1 102 103 104 105 106 537 Next
Please log in or register to reply.
Live Events Refresh
BSL
20:00
S21 Non-Korean Championship
ZZZero.O269
LiquipediaDiscussion
AI Arena Tournament
20:00
Swiss - Round 1
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft517
elazer 508
Nathanias 135
StarCraft: Brood War
Shuttle 692
ZZZero.O 272
NaDa 21
Counter-Strike
summit1g7692
fl0m6432
minikerr21
Super Smash Bros
hungrybox864
Mew2King46
Other Games
FrodaN4812
tarik_tv4685
Liquid`Hasu274
ToD219
B2W.Neo206
KnowMe192
Organizations
Other Games
gamesdonequick61367
BasetradeTV25
angryscii14
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta39
• HeavenSC 22
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 24
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota23385
League of Legends
• Doublelift6791
Other Games
• imaqtpie2051
• tFFMrPink 12
Upcoming Events
WardiTV Invitational
12h 57m
ByuN vs Percival
Percival vs Rogue
Percival vs Classic
ByuN vs Classic
ByuN vs Rogue
Classic vs Rogue
IPSL
19h 57m
DragOn vs Sziky
Replay Cast
1d 8h
Wardi Open
1d 11h
Monday Night Weeklies
1d 16h
WardiTV Invitational
2 days
WardiTV Invitational
3 days
The PondCast
4 days
All Star Teams
6 days
INnoVation vs soO
sOs vs Scarlett
CranKy Ducklings
6 days
[ Show More ]
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

Escore Tournament S1: W3
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL 21 Non-Korean Championship
Proleague 2026-01-10
OSC Championship Season 13
Underdog Cup #3
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W4
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Thunderfire SC2 All-star 2025
Nations Cup 2026
NA Kuram Kup
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.