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[A] Starbow - Page 121

Forum Index > SC2 Maps & Custom Games
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purakushi
Profile Joined August 2012
United States3301 Posts
October 20 2012 02:51 GMT
#2401
I am loving the larger zerglings. In relation to the size of the marine, zerglings actually seem like they fit now!
T P Z sagi
SmileZerg
Profile Joined March 2012
United States543 Posts
October 20 2012 04:31 GMT
#2402
@Freeze
Well the reason for splash on the Viking is the fact that Wraiths are now the primary AtA unit for Terran, but do bonus to Armored whereas Vikings deal bonus to Light. In other words, Vikings are now BW Valkyries with a ground mode transformation because why not.

I've pretty much not seen them used at all so I can't really comment further on the unit, this discussion is a sidetrack anyway, we were really talking about the Baneling Which Kabel summed up my thoughts on pretty well. So moving on to...

AUTO-TURRET
I've been brainstorming ideas for how to replace this thing all day. Seriously like, all day. Everything I came up with had the problem of either overlapping with Medic Shield (because it's supposed to be the slot D-Matrix previously filled), overlapping with a Protoss spell, or overlapping with Nerve Jammer because that damn thing is so well-designed and versatile it doesn't leave room for more cool shit on the Science Vessel. Bang up job Kabel, I love the NJ more every time I see it used.

So I've come to the conclusion that we should just remove Auto-Turret and leave the SciVessel with only two spells, then move Nerve Jammer to the first slot and remove the research requirement. I think AT honestly just detracts from the gameplay, it doesn't add anything interesting and it doesn't fill a role that Terran really needs. If in the future someone comes up with an idea for a spell that would diversify the Vessel's role, we will have the open design space for it.

OTHER SUBJECTS
I came up with a ton of ideas for the Infestor and the Viper today but I'm just too goddamned tired after an 11 hour shift to go over them right now. It can wait.

I really hope you can get those macro mechanics working right, Kabel. The ideas don't seem like they should be that difficult to program... if we can find someone who's more familiar with the editor maybe? Good luck on that front, it would be a real shame to have to design spells less optimally because of coding restrictions.
"Show me your teeth."
makmeatt
Profile Blog Joined June 2011
2024 Posts
October 20 2012 14:06 GMT
#2403
Working on Pamir Plateau right now: http://www.teamliquid.net/forum/viewmessage.php?topic_id=365459
It's gonna be imbalanced as hell in the beginning (not only from the racial point of view, but probably also asymmetrical), so I'll post it as early as the first playable version will be done so that I could start polishing it based on your feedback.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-20 14:31:11
October 20 2012 14:30 GMT
#2404
Glad to hear your working on maps specially for Starbow!

You posted some suggestions yesterday:

+ Show Spoiler +
On October 20 2012 00:04 JohnMadden wrote:
Oh, I almost forgot: I've walked around SC2 map forums to look for some interesting designs a week ago and picked a few you might like. I'd love if you posted something about them in case you liked any of them/something about any of them, that'd aid me on my mapping endeavor. The key aspects I was looking for are the locations of thirds/fourths, expanding options, the difficulty of gaining map control, expanding patterns, height variety, siege tanks positions, drop possibilities and probably a few other tidbits I noticed.

(2) Dominion Warship by Fatam

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=376460

Why exactly that?: Are you seeing those flanks!? Sure, the map splits in two very easily, but after the fourth base all the other bases are easily droppable/flankable. IF the WT stay along, the game would revolve around controlling the areas they give vision over. Overall, seems pretty cool.


(2) Neo Polaris by Mereel

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=293239

Why exactly that?: Far away third and fourth, easy to secure natural, height variety, lots of void air space.


(2) Neo Destination by Mereel

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=293234

Why exactly that?: Destination! I know it's not a valid argument, but Destination!


(2) ESV Equinox by Monitor

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303073

Why exactly that?: Third is close and on high ground, but is open and siegeable until you take your natural fourth, which in return is easily flankable.
Cons?: It's prone to circular and limited expanding: once you get your five bases, you're done.


(4) Titanis by lefix

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232599

Why exactly that?: Big, close third/fourth, center-based.
Cons?: Metalopolis?


(4)ESV Borealis by neobowman

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=310826

Why exactly that?: It's humongous; big main base, easy natural, third and fourth are open and far away, there are multiple expanding options, promotes map control.


(4) Haven Ridge by Jacky

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=373908 under Old Maps

Why exactly that?: Now this layout is funky. FEs are out of option, due to the lack of any wall-in possibilities, I wonder if that could ever work.


(8) Big Game Hu-- *cough* Bel'shir Battlefield by Jacky

+ Show Spoiler +
[image loading]

Link: http://www.teamliquid.net/forum/viewmessage.php?topic_id=373908 under Old Maps

Why exactly that?: You kidding?




I think the most appealing ones are Dominion Warship, Destination, Equinox and maybe Borealis. I will get online later today, maybe 3 hours from now. I will upload 1 or 2 new maps to try



Creator of Starbow
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-10-20 20:27:56
October 20 2012 20:14 GMT
#2405
Draft overview looks like this:
(2) Neo Anarchy

+ Show Spoiler +
[image loading]


As mentioned before, its design is strongly influenced by Pamir Plateau. I might've made it too big (160x160), so scrapping it and remaking from nothing is a viable option at the moment. Fancy testing/sharing feedback?
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
Freeze967
Profile Joined August 2011
United States230 Posts
October 20 2012 21:28 GMT
#2406
On October 21 2012 05:14 JohnMadden wrote:
Draft overview looks like this:
(2) Neo Anarchy

+ Show Spoiler +
[image loading]


As mentioned before, its design is strongly influenced by Pamir Plateau. I might've made it too big (160x160), so scrapping it and remaking from nothing is a viable option at the moment. Fancy testing/sharing feedback?


I have no sense of how big 160x160 is, so if you could give me a relation to current maps that would be appreciated (Such as Tal'darim is this by that.)

For how the map looks, there is no easy 3rd/4th. This is especially bad for Starbow. The third has to be *very* easy to take, and the fourth relatively easy. Think about making it so a line of tanks should be able to defend the natural and 3rd at the same time, or will little movement.

The mains are WAY to big at the moment, I don't know the name of the tool but there is a analyzer to figure out facts about maps. Such as distance main to main, nat to nat, distance by air, distance by cliff-jumping, etc. It also tells you the size of each main by number of Command Centers able to fit in it. I believe the ideal main should be a bit smaller then Sacred Sands.

Also remember, each time you make a deadspace, you make it better for flying units (Generally Zerg with Mutalisks and Gaurdians. Siege tank play also gets very good, as they can generally shoot over the gap into whatever army is on the other side. Sometimes this can be done without retaliation.

That's all for now, because I don't want to get into minor details while big things remain prevalent.
ArkussSC2
Profile Joined May 2011
Canada95 Posts
October 20 2012 23:54 GMT
#2407
160x160 is small. Probably Shattered Temple SC2 map size
ZvZ 15 hatch ZvT 15 hatch ZvP 15 hatch
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-10-21 01:29:39
October 21 2012 01:09 GMT
#2408
Shattered Temple's 140x140. 160x160 is really big - for comparison, TDA is 176x176 and Antiga Shipyard is 136x136.
Anyway, I scratched that thing. I'll start with something much smaller. What do you think of this design?
+ Show Spoiler +
[image loading]

The third is a bit closer, added an isolated fourth. I'm still thinking of a funky way to utilize the water areas so they won't force people to go mutas/other air to clear up other mutas hiding there.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
SmileZerg
Profile Joined March 2012
United States543 Posts
October 21 2012 05:24 GMT
#2409
"Too big" should not be a compatible phrase with Starbow maps. They should be a good chunk larger than most of what we're playing with now, with more spread out bases, as I've been saying for quite some time.
"Show me your teeth."
Danko__
Profile Joined January 2012
Poland429 Posts
October 21 2012 09:34 GMT
#2410
Terran have scv cooldown which is not too demanding and techlab/reactor swaping. Toss have chronoboost and wapins which are not too dificult either. Zerg has larvae inject and creep spread which are as good as other races "special" mechanics". Only differences are: reinforing and different style of play.

I dont think there is anything wrong with "macro" mechanics.

While style of play should be unique for each race i think reinforcing is too easy and dont require as much atention for zerg as other races.

I think i have solution for that. Eggs wont turn into units. Eggs will die at end of morphing and new unit will be spawned on its place. This way you wont be able to add eggs to control groups, and zerg will have to use hatcheries rally points as other races (and as in bw).

What do you think about this solution? It will require same ammount of atention and multitask to do that as effecivly as other races, opposed to just adding eggs o control group and autocontroling newly spawned units with existing groups.
SmileZerg
Profile Joined March 2012
United States543 Posts
October 21 2012 10:37 GMT
#2411
Anything that makes the interface more annoying is not the correct solution. You are only artificially raising the skill ceiling by forcing the player to fight with the controls to translate his decisions into actions rather than giving him decisions that are more difficult to make.

The problem with Inject and Zerg macro in general is that there is pretty much no decision-making process involved. It boils down to - am I going to want more units at some point in the future? (Obviously the answer to that question is always yes forever, or what the hell are you doing playing StarCraft...) If so, do my Queens all have at least 25 energy? If so, are there currently Injects ticking down on my Hatcheries? If not, press this button sequence for more production in 40 seconds: (Control-group#, V, hold shift, backspace, click, backspace, click, backspace, click etc. )

There needs to be depth to the abilities, like Chrono Boost, that forces players to think when using them. Imagine if CB just worked like this: Select Nexus, Press C, spend 25 energy - all Protoss buildings shave X seconds off of their next unit or research, whenever it takes place. That's basically how dumbed down Inject is in comparison to the other races macro mechanics.

Something like fucking around with rally points won't accomplish anything but frustrate players. It's not like it's really easier for the Zerg player anyways, Terran can just as easily control click 8 reactored Barracks and rally 16 Marines at a time to the same place over and over.
"Show me your teeth."
purakushi
Profile Joined August 2012
United States3301 Posts
October 21 2012 10:58 GMT
#2412
I agree with everything SmileZerg has to say in his latest post. Messing with how rally points work is definitely not the solution we should be striving for.
T P Z sagi
Danko__
Profile Joined January 2012
Poland429 Posts
October 21 2012 12:19 GMT
#2413
Something like fucking around with rally points won't accomplish anything but frustrate players. It's not like it's really easier for the Zerg player anyways, Terran can just as easily control click 8 reactored Barracks and rally 16 Marines at a time to the same place over and over.


You can do that as well as zerg with rallying your hatcheries already. Effect will be exactly same as rallying baracks/factories/gateways/robos/w/e.I have nothing against that. You still have to watch these units and manually add them to control groups or they will often just run into enemy on move command.

Im talking about adding eggs to existing control groups. Your fresh marines are carelessly wandering toward your opponent. Zerg units are aditionally faster, stronger in smaller groups and most often more durable. No need for them to be automatically controled by you.

The problem with Inject and Zerg macro in general is that there is pretty much no decision-making process involved. It boils down to - am I going to want more units at some point in the future? (Obviously the answer to that question is always yes forever, or what the hell are you doing playing StarCraft...) If so, do my Queens all have at least 25 energy? If so, are there currently Injects ticking down on my Hatcheries? If not, press this button sequence for more production in 40 seconds: (Control-group#, V, hold shift, backspace, click, backspace, click, backspace, click etc. )


There is way to involve decision making in it. Make creep tumors not replicate themselves. Each of them will cost energy, and with limited number of queens you wont be able to constantly spread creep and inject, you will have to choose, either creep or more larvae. Right now im not even getting queens most of the times as i prefer to expand quicker, and 1 is enough for limitless creep spread.

There needs to be depth to the abilities, like Chrono Boost, that forces players to think when using them. Imagine if CB just worked like this: Select Nexus, Press C, spend 25 energy - all Protoss buildings shave X seconds off of their next unit or research, whenever it takes place. That's basically how dumbed down Inject is in comparison to the other races macro mechanics.


I never said there is any depth in larvae inject. I was saying from very beginning its worst what happened to zerg race. Shallow mechanic, forcing player to do one brainless task every 40sec. Aditionally powering zergs ability to produce workers so hard that all other playstyles are becoming completely redundant and macro is only good way to play this race.

Chronoboost is cool. I agree. But nobody have yet suggested comparably versatile and well thought mechanic for zerg.

Anything that makes the interface more annoying is not the correct solution. You are only artificially raising the skill ceiling by forcing the player to fight with the controls to translate his decisions into actions rather than giving him decisions that are more difficult to make.


Thats bullshit. Games like these will always be fight with imperfect controls unless someone will introduce mindreading device controller or something like that. Starcraft is only partially strategy. Its also arcade game. Deep strategic thinking is not main reason why progamers are so admired. Most impressive moves are in 90% based on progammers speed and precision far outside of normal people limits.

And im not suggesting something extreme here. Just something what will make one aspect equally hard for all races.
makmeatt
Profile Blog Joined June 2011
2024 Posts
Last Edited: 2012-10-21 12:27:23
October 21 2012 12:25 GMT
#2414
^ Also what this guy said. ^

On October 21 2012 19:37 SmileZerg wrote:
Something like fucking around with rally points won't accomplish anything but frustrate players. It's not like it's really easier for the Zerg player anyways, Terran can just as easily control click 8 reactored Barracks and rally 16 Marines at a time to the same place over and over.

This is what I don't get exactly. Protoss can do the same thing with gateways (in fact, I don't use warp gates anymore in SB, so I can just put my gates on control group with main units or rally gates to a unit), so how is that different from rallying eggs to a fight? Anyway, I'd love to see some games where Zerg just stomps other races in the mid- or lategame to gain some understanding of the issue, as I haven't seen any glaring examples of Z having an overall easier time than it should.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
Anya
Profile Joined October 2012
Russian Federation17 Posts
October 21 2012 12:37 GMT
#2415
Have registered in order to offer my ideas :aws: Sorry for my english btw

About mutalisks attack speed nerf
+ Show Spoiler +
I understand a reason of nerfing mutalisks but i think was wrong way to fix them.

First of all, in Starbow playing mass mutalisks - is allin. Very powerfull but allin. And i explain why: in Starbow Zerg gather gas very fast and it allows to build a huge amount of them. But mutalisks are very weak for their prise in straight battle (one cheap stalker chase with blink one mutalisk easily and kill him lossing only shields, marics - dueling with them -> autoloose to zerg and so on). In addition, fast gathering mean fast depletion of gas, and if you play mass mutalisks you toss your chanses to build something cooler than tier1 units later.

Well, i get some experience in playing mass mutalisks and i have already understood that if zerg doesnt kill opponent in 1st 5 minuts of harassment he will likely loose.

And it is wrong, in my opinion . We should nerf mutalisks, but in the same time should give options to use them later, in tier3, otherwise we are nerfing allin strategy but it stays allin anyway

There some solutions; I hope my ideas are not so crazy:
1.Upgrade, aviable in Spire after compliting Hive that recover DPS like it was before nerf. This may give mutalisks a second life: they will capable to destroy weak turret/cannon defence in late game.

OR


2.Change broodlords and corruptors cost - increase mineral cost and decrease gas cost. I have said, after building mutalisks zerg just simply has no gase to build main army. And if, for example, we change Broodlord morph cost from 50/100 to 125/50 we'll get good use for big population of weak mutalisks

OR


3.Give corruptors ability that increase mutalisks effectiveness in tier3. More in next spoiler


Ideas about corruptors
+ Show Spoiler +
I think there is no doubt that corruptor nowadays is just simply odd unit. Fortunately we have Scourges (Thanks, Kabel) but anyway corruptor should be useful too anyway. So, how i'd like to change them if i was Kabel:

1. Give Ability that decrease armor by X of units in target area for Y seconds. (X make equal 3, i suppose will be good) If you all remember, mutalisks deals gamage 3 times - 9+3+1dmg and thus +3 damge on each hit gives +9 damage total.

2.Make corruptor a harrasment unit. We can give them Overseer's ability that stops production on 30 seconds in target building. In that way, if we want corruptor as harrasment unit, it should be not so big and strong but in same time not expensive. 50/0 or 75/25 morph cost would be nice and stay WoL characteristics of attack and defence
Anya
Profile Joined October 2012
Russian Federation17 Posts
Last Edited: 2012-10-21 12:43:18
October 21 2012 12:41 GMT
#2416
On October 21 2012 18:34 Danko__ wrote:

I think i have solution for that. Eggs wont turn into units. Eggs will die at end of morphing and new unit will be spawned on its place. This way you wont be able to add eggs to control groups, and zerg will have to use hatcheries rally points as other races (and as in bw).



It is... strange solution -_-

If you remove rallypoints from hatcheries it will be fair to make the same with gates and terran buildings



SmileZerg
, +1
makmeatt
Profile Blog Joined June 2011
2024 Posts
October 21 2012 12:45 GMT
#2417
On October 21 2012 21:41 Anya wrote:
Show nested quote +
On October 21 2012 18:34 Danko__ wrote:

I think i have solution for that. Eggs wont turn into units. Eggs will die at end of morphing and new unit will be spawned on its place. This way you wont be able to add eggs to control groups, and zerg will have to use hatcheries rally points as other races (and as in bw).



It is... strange solution -_-

If you remove rallypoints from hatcheries it will be fair to make the same with gates and terran buildings



SmileZerg
, +1

He didn't mean removing rallypoints from stuff, but removing the ability to put eggs into control groups. Notice the difference, a static rally point will send all new units to a single spot and you will have to pick them up and issue commands separately/again, but with eggs, your new units will automatically become a part of your main army, thus removing the requirement to check your reinforcements.
"Silver Edge can't break my hope" - Kryptt 2016 || "Chrono is not a debuff, you just get rekt" - Guru 2016
Anya
Profile Joined October 2012
Russian Federation17 Posts
October 21 2012 12:57 GMT
#2418
On October 21 2012 21:45 JohnMadden wrote:

He didn't mean removing rallypoints from stuff, but removing the ability to put eggs into control groups. Notice the difference, a static rally point will send all new units to a single spot and you will have to pick them up and issue commands separately/again, but with eggs, your new units will automatically become a part of your main army, thus removing the requirement to check your reinforcements.


Okay, but other races will have advantage anyway. Imagine lategame: terran has 4 bases and zerg, for example, - 5.
Terran can make all production buildings on main base and make one rallypoint where his army will store up. And if he need his army he in one moment move camera to his rallypoint and in 1 click adds them to bind. But zerg cant have 1 rallypoint because he cant place all his hatcheries on main base. His hatcheries placed everywhere

Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-10-21 15:26:43
October 21 2012 13:00 GMT
#2419
Zerg macro mechanics

A while ago SmileZerg gave me two good ideas. I have modified them a bit (I will explain why below) and I am currently working on two new abilities for the Zerg Queen. Remember, the point with this is NOT balance right now. Its about giving Zerg some more challening, fun and interesting tools to use when he macros.

+ Show Spoiler +


- A Queen ability that makes a building morph and be built faster for X seconds.


Why? No other race speeds up buildings. It feels very Zerg and it fits the Queen. The ability is easy to create in the editor. very easy to understand and execute. The strength lies in the decision making. It can be used to make any Zerg building being built faster AND you can use it on a building that morphs. (Lair, Hive, Lurker den, Spire)


But what is the point of this spell?!

When I play as Zerg, I don´t feel like I have that much stuff to do, especially not with the weaker inject. I spread creep and I select all hatcheries and build units. I am rarely doing anything in my base. This small spell would give more decisions for the Queen and more reasons for a Zerg player to focus on his base. A skilled Zerg player can pay attention to the building phase of his structures. If he chooses, he can use his energy from the Queen and his focus to make certain buildings being built faster. It would Zerg a little bit more unpredictable and can be a fun addition in ZvZ.

Maybe it can be combined with Transfuse. So you can either heal or use it on a building under construction to speed it up.



+ Show Spoiler +
- A modified version of Inject. I will try to explain it clearly.

It makes larvas spawn X% faster from a hatchery.

On top of that, you can not upgrade, morph into lair/hive or train Queens from the hatchery while it is being injected.

You can not use inject on a hatchery that is already busy morphing, training or researching.

You CAN still produce units from larvas. As normal.


Why? The reason it shuts down the other functions of the hatchery is mainly due to the editor. The new Inject gives the hatchery a buff that manipulates the Time Scale. All time related things is faster on the hatchery, including spawning larvas. Hence, researches and morphs would be built faster too, just as if it were chrono boosted.

One way to overcome this problem is to simply make it unusable on a hatchery that is busy with other stuff. It also adds a small decision making to Inject. The best thing is NOT to always use it as soon as you can.

Why is it a good thing that larvas are spawned faster? I think this will have a positive effect on the gameplay. In SC2 I do not like the fact that Zerg can save huge amount of larvas, store up resources and within 30 seconds build 50-75 units when needed. Just like that. I prefer if Zerg builds units in smaller ways more often. It would force a stream of flooding Zerg units roaming across the map to the rally point, rather than big blobs. Don't get me wrong. Zergs ability to spawn many units at the same time is important and unique. It will still be possible. Just not to the absurd extent we see in SC2.

It also forces Inject to be used at appropriate times. If you have 3 larvas in a hatchery and no resources to use them, there is no reason to Inject. This will add another small type of decision making to the spell. It would also mean that Zerg would probably be the race that macros the most, since larvas can pop quite fast and often. Right now in Starbow, I don´t feel I have to macro that much due to the ability to create large waves of units when needed. I can look at the enemy army attacking and just "Ok he has that shit. Now I make X units of this type and I kill his army." If the macro is divided into smaller steps, each step requires its own decision.

+ Show Spoiler +
The production waves in SC2/Starbow:

- 8 drones
- 22 Hydras
- 6 Infestors
- 40 Zerglings
- 16 drones

With new inject:

- 4 drones
- 2 drones
- 2 hydras
- 6 hydras
- 4 Hydras
- 16 Zerglings
- 4 Zerglings
- 4 Zerglings
- 2 Infestors
- 12 Drones


On top of all this, I will maybe make it usable on Zerg units that morph. So you can target a morphing lurker, baneling, overseer, broodlord or corruptor and it will morph faster. This would add a bit more versatility to the spell. (even though it feels a bit like Chrono boost)

But it all comes down to how I manage to create this in the editor. I am working on it now and there are some restrictions I need to overcome. But the result will probably be something like this.


---
+ Show Spoiler +

What is wrong with SmileZergs cloud idea?

Nothing is wrong with it. Its a solid idea: Queen cast a cloud on the ground that speeds up the production of eggs, morphing units and build time for buildings. (And maybe adds some kind of protective effect)

- I have contacted some more experienced mapmakers. Its very hard to get the spell to do all this. I have been suggested to "chop" up the spell in smaller spells.

- I need a model for the "cloud" and the editor seems to have nothing that fits.

- I don´t think it changes that much with Zerg macro. The main effect is to cast it on the morphing eggs at the hatchery to speed up unit production. It feels kinda like Chrono boost and is more of a Protoss thing: speed up individual units.
A more Zergy thing would be: speed up the rate at which units can be produced.


If I create the new "Inject" that makes a hatchery spawn larvas faster it will lead to some positive aspects on gameplay - smaller waves of Zerg units more often rather than big blobs of Zerg units more seldom. And Zerg gets more to do with his macro.

The other Queen spell speeds up a building being built. This is a part of the cloud idea and this would give Zerg some more stuff to do in the base. Its just an individual target instead of an area of effect spell.

Maybe I can make Inject speed up a lurker, banelings, oversseer etc being morphed too, which would still be a part of the cloud idea, but now with an individual target.

So I just don´t think its necessay to speed up the build time of the eggs from hatcheries, if the larva spawn rate instead is increased-


Hope I explained this clearly enough. Sorry if it is messy to understand. Thoughts?
Creator of Starbow
Anya
Profile Joined October 2012
Russian Federation17 Posts
October 21 2012 13:00 GMT
#2420
Actually, i think zerg was nerfed enough to balance. Injections was nerfed, larvae spawn too - we really should make zerg life more harder?
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