• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:22
CEST 10:22
KST 17:22
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun12[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
RSL Revival: Season 5 - Qualifiers and Main Event4Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Pros React To: Leta vs Tulbo (ASL S21, Ro.8) [BSL22] RO16 Group A - Sunday 21:00 CEST [BSL22] RO16 Group B - Saturday 21:00 CEST
Tourneys
[BSL22] RO16 Group Stage - 02 - 10 May Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Daigo vs Menard Best of 10 Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1671 users

[A] Starbow - Page 105

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 103 104 105 106 107 537 Next
Phoobie
Profile Joined December 2010
Canada120 Posts
October 08 2012 05:32 GMT
#2081
On October 08 2012 13:43 Beef Noodles wrote:
Show nested quote +
On October 08 2012 12:39 Phoobie wrote:

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


But don't forget that the queen has other spells, while inject will fall off later in the game her other spells become more relevant. When you get to the point where you have 10 hatcheries you should have more then enough larva to support unit production your queens can still contribute big time.

-a few queens + spine and a spore at a key expo can make it drop proof.
-can still spread creep and support map awarness/control
-can still transfuse

so while inject fades late game let's not jump the gun on making queens 0 supply or no mineral cost...yet. it could be interesting to see a unit's role change over the course of a game and allows the better players to understand when and how to make that transition from early game eco boost to late game map control/army support/drop defense.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Fencar
Profile Blog Joined August 2011
United States2694 Posts
October 08 2012 07:40 GMT
#2082
Why doesn't this have a 1v1 obs map? It would be way better for popularity since you can cycle maps and people can watch to see different play styles and strategies.

Just a suggestion.
This is my signature. There are many like it, but this one is mine.
iKill
Profile Blog Joined May 2011
Denmark861 Posts
October 08 2012 09:39 GMT
#2083
On October 08 2012 05:19 purakushi wrote:
I have been waiting for Stalkers to outrange bunkers. Great change!


The problem with this is that you need stim or conc shell marauders to deal with stalkers, they'll just pick off your bunker unless it's on the high ground, and stalkers will kite naked marines forever...
thepuppyassassin: "My god... the deathball's grown wings!"
Danko__
Profile Joined January 2012
Poland429 Posts
October 08 2012 11:00 GMT
#2084
I dont think buff is necessary for larvae inject. Once we will get closer to balance and level of games will rise then best players will start looking at skills like inject to get edge over opponents. Right now there are more important things to learn.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 08 2012 12:50 GMT
#2085
--- Nuked ---
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-08 14:04:56
October 08 2012 14:01 GMT
#2086
On October 08 2012 18:39 iKill wrote:
Show nested quote +
On October 08 2012 05:19 purakushi wrote:
I have been waiting for Stalkers to outrange bunkers. Great change!


The problem with this is that you need stim or conc shell marauders to deal with stalkers, they'll just pick off your bunker unless it's on the high ground, and stalkers will kite naked marines forever...


Terran has to tech anyway. In BW, Dragoons (with upgrade) outranged unupgraded marines in bunkers. The Terran just repairs until they can deal with it. Part of the (very good) game Also, stim research time has been reduced, and stalker range upgrade costs 200/200 -- not something you can get early game.

T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-08 15:18:21
October 08 2012 14:22 GMT
#2087
I will not change anything about Inject now. I will give players more time to experiment with it. (Although I like your idea Phoobe about make Inject spawn larvas over time instead of just a larva explosion)

Don't miss the latest cast!




Here are two good replays of high aggression games that I bump: (Played a few days ago)

http://drop.sc/261434

http://drop.sc/261435
Creator of Starbow
purakushi
Profile Joined August 2012
United States3301 Posts
October 08 2012 15:16 GMT
#2088
I like the idea of inject increasing the spawn larvae rate, too. It scales perfectly from early, mid, to late game. Possibly rewarding or possibly penalizing, as it should be.
T P Z sagi
Kabel
Profile Joined September 2009
Sweden1746 Posts
October 08 2012 15:26 GMT
#2089
We are playing on EU now if anyone wanna join us! Join the Starbow chat channel!
Creator of Starbow
ArkussSC2
Profile Joined May 2011
Canada95 Posts
Last Edited: 2012-10-08 17:36:12
October 08 2012 17:31 GMT
#2090
ZvZ is back to muta wars I feel. Anyone share this feeling?

This isn't from any adjustments in patches, I just think muta gives too sick map control for a ground Z to be competitive with an air Z. Same as broodwar. O/well it's only 1 matchup.
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Kabel
Profile Joined September 2009
Sweden1746 Posts
October 08 2012 17:49 GMT
#2091
Isnt the Hydra dmg vs mutas of 8 enough to make Hydras a unit worth to get? Besides, Zerg has queen in bases to defend vs mutas too?
Creator of Starbow
Phoobie
Profile Joined December 2010
Canada120 Posts
October 08 2012 19:09 GMT
#2092
On October 09 2012 02:31 ArkussSC2 wrote:
ZvZ is back to muta wars I feel. Anyone share this feeling?

This isn't from any adjustments in patches, I just think muta gives too sick map control for a ground Z to be competitive with an air Z. Same as broodwar. O/well it's only 1 matchup.


I noticed in that hydras currently do 6 +4 armored, not 8.

I played this match with arkuss, he had gone 2 base hydra and I went 2 base spire, after holding some ling bane aggression i transitioned to spire and the mutas locked the map, I denied the third and harassed the natural while taking 3 free expansions with a transition into hydra lurker which took out the third and seiged the natural forcing a GG.

the problem isin't so much the hydra damage it's how locked down the defending player is. with hydra queen spore you can prolly secure 2-3 bases and keep them safe, but the muta player can freely expand and tech into something that can break the defending player's defense.

this is from 1 game at platinum level of play so take it with a grain of salt. perhaps infester hydra is key to slow/kill mutas?
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
ArkussSC2
Profile Joined May 2011
Canada95 Posts
Last Edited: 2012-10-08 20:59:44
October 08 2012 20:44 GMT
#2093
I was going to grab festors but fungal doesnt deal damage, only slows. With muta dominantion and the inability to expand I couldn't afford the transition so went for scourges and tried relying on their splash damage to help deal with muta's.

We both agree though it's not that Hydra's are bad it's just muta map control is pretty boss and it's hard to punish. Brood War ZvZ was speedling into muta so meh guess it's the same on Starbow.
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-08 22:28:45
October 08 2012 22:18 GMT
#2094
I noticed in that hydras currently do 6 +4 armored, not 8.

Hydras deal 8 dmg vs non-armored air units, but it is not shown in the tooltip of the attack. Instead there is an icon with a passive ability called "Acidic spikes" (I have no imagination) in the Hydra toolbar that gives them extra damage vs non-armored air units.


went for scourges and tried relying on their splash damage to help deal with muta's.


Scourges do not deal splash damage. They are just like in BW. They deal high damage vs one target but can overkill, hence if not careful several can blow up the same air unit.

Brood War ZvZ was speedling into muta so meh guess it's the same on Starbow.


Starbow has the possibilty to be an improvement in areas BW lacked. ZvZ is such an area. It was extremely boring. I do not want to mimic the match-ups metagame. I would prefer to make Hydras a viable tech choice in ZvZ too. Zerglings, Banelings, Mutas, Scourges, Hydras, Lurkers and Infestors shall preferably be truly useful units, to give the matchup some dynamic. Mutas shall not be so dominant that every ZvZ always becomes an air festival. But I will give players more time to explore ZvZ before I change anything with the stats etc.

...

Here is a rather action-packed PvZ played just a couple of minutes ago: http://drop.sc/262630
Creator of Starbow
purakushi
Profile Joined August 2012
United States3301 Posts
Last Edited: 2012-10-09 01:17:38
October 08 2012 22:32 GMT
#2095
I'm loving Starbow. I have basically only been playing Starbow when I am on SC2 ><. As Starbow is a cross between BW and SC2 plus some extra goodies, I had a bit of nostalgia and adapted the BW map Fighting Spirit to Starbow.

Fighting Spirit is known to be the most balanced (statistically) map in BW. Across the board, winrates are very close to 50%. I thought it could be a good map to test on, even if SC2 and BW are completely different games. I changed a fair amount of details to the map, but it is still largely Fighting Spirit. I imagine it will still need some tweaking, because so much is different between BW, SC2, and Starbow. Modwise and mapwise, balance is going to be difficult, but I am willing to work with everyone for this map. Right now, it has forced cross positions and no Xel`Naga towers. I wanted to leave it at 4 spawns, but it may be easier to figure things out with only 2.

I can update the map as feedback comes in, but, for the most part, I think I have it stable/playable. I definitely left you credits in several places, as it is well deserved . I do not have an EU account (thinking of getting one), but I believe you have connections to transfer maps/mods between servers.

Please let me know what you (all) think!
T P Z sagi
scen
Profile Joined November 2011
Wales61 Posts
October 08 2012 23:12 GMT
#2096
carriers are very very buggy, sometimes the attack themselves sometimes they wont move and shoot sometimes the interceptors come back and sometimes they don't. It's a little bit frustrating.
Canhanrah
Profile Joined July 2011
35 Posts
October 09 2012 01:19 GMT
#2097
what does everyone think about ling speed 4.5 off creep 5.85 on. Also archon range is only 2 shouldn't it be 3? if not why 2?
makmeatt
Profile Blog Joined June 2011
2024 Posts
October 09 2012 08:49 GMT
#2098
I think this map has been suggested yesterday during one of the games: (2) Astro Haze, it looks and feels really good.

Also, as a [D/Q] part of the thread, I need ideas on how to make bio or bio/tank work against pure mech in TvT; so far I thought of presiege aggression and some neat usage of dropships/nerve jammers (so good!). Have you got any other ideas, drop them at me.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
hipo
Profile Joined November 2010
France482 Posts
October 09 2012 14:12 GMT
#2099
On October 09 2012 07:18 Kabel wrote:
Here is a rather action-packed PvZ played just a couple of minutes ago: http://drop.sc/262630

After this game on Match Point, I started talking with you about the design of the map and how some ramp are, in my opinion too small. Since it was late, I wasn’t able to explain my point as well as I could have so, I would like to give you a more detailed analysis of how the map shall work.

Before I explain how the map works in Starbow, please take a look at the BW version of Match Point below:
http://wiki.teamliquid.net/starcraft/Match_Point

Concerning this map, I will talk about 2 keys area:
The first one (1) is the small ramp next to the natural.
The second one (2) is the high ground between the 3rd expansion and the 4th.

First, take a look at the area (1). This ramp is very important because it is the shortest path between the naturals of both players. It means that as long as the aggressive player can use this ramp, he is able to quickly attack/reinforce to try to break down the natural. This ramp is very easy to protect (since it’s so small), allowing a defensive player to quickly secure this area. As soon as he controls this ramp, the offensive player can’t use the shortest attack path anymore but can still attack using another path (it takes longer but it isn’t harder to attack).

Now take a look at the area (2). Controlling this area is harder than controlling the small ramp at the natural because the ramps are bigger and because an offensive player can attack from multiple angles. However, defending this area give you higher reward since it allow you to defend your third base and to secure the path to your 4th.

Conclusion: The area (1) is easy to secure (small ramp) but only give a small advantage to the defensive players since it only make the attack path longer for his opponent. The area (2) is harder to secure (big ramp and multiple attack paths) but give you higher reward (protecting 2 bases). From this point, I draw a simple conclusion: The bigger the reward of controlling an area is, the harder it is to defend this area. In my opinion, it makes a lot of sense.

Now take a look to the same areas in the Starbow’s version. The first ramp is like in the BW’s version and work in the same way. However, the high ground next to the 3rd is way easier to defend because the ramps are way smaller. In top of that, this area gives an additional advantage to the players that control it: the watchtower. In my opinion, this is bad map design because it mean that if one of the player can take the control of this area, he can easily defend it without a lot of commitment (a few lurker/tank/Templars will do the trick) and still have an huge reward for doing so.

The same can be said about the center. Controlling it give you high reward because it allow you to secure the low ground expansion, to shut down your opponent low ground expansion and to control the main between the 2 sides of the map. As it is, this area is way too hard to attack (there are only small ramps leading to this high ground)… For example, I played a TvT on this map yesterday and as soon as I took control over the center with Tanks/Turrets/Goliath, the game heavily switched in my favor because despite a supply lead, my opponent was never able to take back the control over this area.

Conclusion:
Make the ramp leading at the high ground with the watchtower and the ramps leading to the center larger (as they were in the original version of the map: http://www.teamliquid.net/forum/viewmessage.php?topic_id=367954) but keep the ramp next to the natural and the ramp between the 4th base and the low ground as they are.

ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 09 2012 16:02 GMT
#2100
On October 09 2012 17:49 JohnMadden wrote:
I think this map has been suggested yesterday during one of the games: (2) Astro Haze, it looks and feels really good.

Also, as a [D/Q] part of the thread, I need ideas on how to make bio or bio/tank work against pure mech in TvT; so far I thought of presiege aggression and some neat usage of dropships/nerve jammers (so good!). Have you got any other ideas, drop them at me.


There's a couple ways you can go about crushing mech terran with bio but its very difficult without the marauder. First off you're going to have to abuse mech mobility. Mech armies are very immobile and rely on the siege line with vulture aggression . You're going to have to keep up the aggression on drop plays to force the mech army to love around the map to respond to your drops. Dual prong attacks would be ideal killing key tech (tech labs, armory) and economy. Secondly you will need some sort of mech of your own. Science vessels nerve jammed is a must to not get shredded by tank lines. Your own tanks will be of great use as well. Third, ghost has lockdown, use it pre engagement. Vs a mech terran your army is going to be a lot cheaper than your opponent so abuse that. Lockdown his tanks and combination or lockdown some and nerve some then stim in for the kill. Regardless what you decide to do you must exploit the mech immobility. Good luck
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
Prev 1 103 104 105 106 107 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Horang2 1797
firebathero 530
Shine 280
Zeus 241
PianO 138
Killer 101
Aegong 87
EffOrt 86
ToSsGirL 79
Backho 64
[ Show more ]
Dewaltoss 64
Leta 48
Hm[arnc] 43
910 41
JulyZerg 22
scan(afreeca) 12
NotJumperer 9
Sharp 5
Dota 2
monkeys_forever280
NeuroSwarm160
League of Legends
JimRising 565
Counter-Strike
Stewie2K1553
edward137
Other Games
gofns7042
summit1g6743
C9.Mang0326
Happy293
Sick228
crisheroes152
Organizations
Other Games
gamesdonequick760
Dota 2
PGL Dota 2 - Main Stream85
StarCraft: Brood War
UltimateBattle 33
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1490
• Jankos887
• Stunt517
Upcoming Events
Replay Cast
38m
RSL Revival
1h 38m
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
2h 38m
Percival vs Shameless
ByuN vs YoungYakov
SC Evo League
5h 38m
IPSL
7h 38m
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
10h 38m
Replay Cast
15h 38m
RSL Revival
1d 1h
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
1d 5h
BSL
1d 10h
[ Show More ]
IPSL
1d 10h
eOnzErG vs TBD
G5 vs Nesh
Patches Events
1d 15h
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Jaedong vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Snow vs Flash
WardiTV Invitational
3 days
GSL
4 days
Classic vs Cure
Maru vs Rogue
GSL
5 days
SHIN vs Zoun
ByuN vs herO
OSC
5 days
Replay Cast
5 days
Escore
6 days
The PondCast
6 days
WardiTV Invitational
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
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.