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[A] Starbow - Page 3

Forum Index > SC2 Maps & Custom Games
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Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
January 22 2012 00:38 GMT
#41
--- Nuked ---
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 22 2012 01:34 GMT
#42
On January 22 2012 09:20 EternaLLegacy wrote:
Ok, everyone. I've just had a length meeting with Kabel about the actual direction this project can take.

The map currently listed is what I would call a "proof of concept" and it shouldn't be taken seriously as any sort of finished product by anyone.

Anyone who has expressed interest in the project in this thread shall receive a PM from me detailing a little about the project and what our goals are with it. If you PM'd Kabel, feel free to PM me as well so I can fill you in.

Anyone who still wants to help is GREATLY encouraged to send me/Kabel a PM. The more the merrier.


I'm interested as someone who can test for issues. However; I am only a platinum zerg, but maybe if all little things can help?

I love.
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
January 22 2012 01:52 GMT
#43
On January 22 2012 10:34 AdrianHealey wrote:
Show nested quote +
On January 22 2012 09:20 EternaLLegacy wrote:
Ok, everyone. I've just had a length meeting with Kabel about the actual direction this project can take.

The map currently listed is what I would call a "proof of concept" and it shouldn't be taken seriously as any sort of finished product by anyone.

Anyone who has expressed interest in the project in this thread shall receive a PM from me detailing a little about the project and what our goals are with it. If you PM'd Kabel, feel free to PM me as well so I can fill you in.

Anyone who still wants to help is GREATLY encouraged to send me/Kabel a PM. The more the merrier.


I'm interested as someone who can test for issues. However; I am only a platinum zerg, but maybe if all little things can help?



Looking primarily for people fluent in the editor to help code. Testers are nice too but I'd rather have people who mechanically capable, so probably masters/C- iccup or so. Can you work with the editor?
Statists gonna State.
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 22 2012 01:57 GMT
#44
On January 22 2012 10:52 EternaLLegacy wrote:
Show nested quote +
On January 22 2012 10:34 AdrianHealey wrote:
On January 22 2012 09:20 EternaLLegacy wrote:
Ok, everyone. I've just had a length meeting with Kabel about the actual direction this project can take.

The map currently listed is what I would call a "proof of concept" and it shouldn't be taken seriously as any sort of finished product by anyone.

Anyone who has expressed interest in the project in this thread shall receive a PM from me detailing a little about the project and what our goals are with it. If you PM'd Kabel, feel free to PM me as well so I can fill you in.

Anyone who still wants to help is GREATLY encouraged to send me/Kabel a PM. The more the merrier.


I'm interested as someone who can test for issues. However; I am only a platinum zerg, but maybe if all little things can help?



Looking primarily for people fluent in the editor to help code. Testers are nice too but I'd rather have people who mechanically capable, so probably masters/C- iccup or so. Can you work with the editor?


Not to an extend necessary for this.

So I guess I am out.
I love.
whoopsome
Profile Joined September 2010
Norway41 Posts
January 22 2012 02:22 GMT
#45
will surely play some games when i can find the map.

what did u do to unit movement?
deanyo
Profile Joined December 2010
United Kingdom206 Posts
January 22 2012 04:37 GMT
#46
played it, if you cant find it on eu, search for 'deanyo' and it should come up, i reuploaded it. as for the game itself, it feels like you get money way too fast, 12 scv's seems to fully saturate (the scv's are huge also for some reason). Mutas seem incredibly strong and cheap. The zerg flying caster seems cool but i didnt get to use it much. Dragoons replacing stalkers seems like a bad idea to me, the maps are too small for dragoons, they just cant fit anywhere, maybe make them smaller?
twitch.tv/deanyo
EternaLLegacy
Profile Blog Joined December 2011
United States410 Posts
January 22 2012 07:16 GMT
#47
On January 22 2012 09:38 Barrin wrote:
no firebat? no hellion? only good ground splash is tanks and spider mines, both of which can splash friendly?

I cannot test right now, but I have grave concern of zergling strength in ZvT.


Don't worry about testing it. The amount of changes that are to come are simply astronomical.
Statists gonna State.
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
January 22 2012 08:06 GMT
#48
I wonder if you already know of SC2BW made by Maverick?

Also for recommendations just looking at the races I'd recommend placing dark archon for Protoss this they really don't have a support unit
Master Chief
Garmer
Profile Joined October 2010
1286 Posts
January 22 2012 10:08 GMT
#49
oh man, This is just the mod I was looking for!

but can you change the thor to be more like a goliath?
Tppz!
Profile Joined October 2010
Germany1449 Posts
Last Edited: 2012-01-22 11:08:01
January 22 2012 10:29 GMT
#50
I dont like the Thor still being in there as it is.
Sure there is no Voidray so you arent too reliable on Antiair vs Protoss in the early/midgame but its still so bad. Maybe you can change Magicboxing by mutas so they dont counter thors that much?

Another thign: The EMP range fo the Science Vessel is the same as in BW, right?
Do you think Scourge are enough to deal with Vikings&Thors as antiair in a TvZ Lategame with Broodlords?
Anyways I really like your changes. Keep up the work. Im gonna watch the replays now.


cant find the map on EU. how can i find it?

making tanks 4 supply is something i really dont like. bw was 2 sc2 was 3. why make em 4?
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-01-22 10:41:58
January 22 2012 10:38 GMT
#51
i really hate the two gas thing, ratio minerals /gas is fucked up because of this, also too many scv at the start, keep as it was in BW(or SC2 if u want), i think it's the best solution, do not change stuff for the sake of changes.
FreeTossCZComentary
Profile Joined September 2011
Czech Republic143 Posts
Last Edited: 2012-01-23 16:51:35
January 22 2012 11:10 GMT
#52
So, I tested it... I found one bug + found some things I dislike. However, it looks kinda OK.

1. Bug.
In warpgate, warping in Dragon and warping in other units have different cooldown set. That means, you can warp 1 dragoon and then one DT/HT/Zealot imediatly!

Solution
open your editor, go abilities, Protoss, Warp Train, Warp Gate - Train (Warpgate), Warp in Dragoon, and change "Info - Cooldown - Link" from "Abil/WarpgateTrain" into "WarpGateTrain".

2. Swarm Guardian changes.
For its cost its:
- Too Mobile
- Too Durant
- Plague WTF?
- Dark Swarm Orly?

Solution
-decrease movement speed to 2.25~2.5 + Decrease HP from 200 to 180 + Replace plague with Ensnare (Queen SC-BW), + Make dark swarm reduce damage by 75% instead of nullifing it.

Also, I am not sure what to thing about dragoon range upgrade (6->8 :O) but I am protoss player, so I am OK with it ]:!P>.

Edit: Correction of what I wrote.

Post Scriptum: Hope it was helpful.

PSS: For the time being, as noone can find map on EU, I fixed bug, did Swarm Guardian editation (except for Plague -> Ensnare, too lazy for it) and posted it online as "SC2 Blood of War MOD" on EU. So try to find that . I am 100% sure I posted it public :D.
www.youtube.com/OnlyFreeToss, FreeCraft ForFun SC2 MOD Rulez: http://www.teamliquid.net/forum/viewmessage.php?topic_id=292319 Dont even dare waiting, join FreeCraft now!
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-01-22 11:48:22
January 22 2012 11:38 GMT
#53
to everyone out there specificly those thinking about names, follow the K.I.S.S. rule:
Keep It Simple Stupid!

name suggestion:
Starcraft 2 Hybrid (SC2H)
Starcraft 1.5 (SC1.5)
Starcraft 2 Brood Liberty (SC2BL)
Starcraft 2 Attempt 2 (SC2A2)
Starcraft 2 Nostalgia (SC2N)
Starcraft Melee Mod (SCMM, SMM)

as for balance, Im sure the game can be balanced without the mule, pwease pwease pwease *big puppy eyes*
I'm better today than I was yesterday!
Kabel
Profile Joined September 2009
Sweden1746 Posts
January 22 2012 12:06 GMT
#54
On January 22 2012 20:38 Roblin wrote:
to everyone out there specificly those thinking about names, follow the K.I.S.S. rule:
Keep It Simple Stupid!

name suggestion:
Starcraft 2 Hybrid (SC2H)
Starcraft 1.5 (SC1.5)
Starcraft 2 Brood Liberty (SC2BL)
Starcraft 2 Attempt 2 (SC2A2)
Starcraft 2 Nostalgia (SC2N)
Starcraft Melee Mod (SCMM, SMM)

as for balance, Im sure the game can be balanced without the mule, pwease pwease pwease *big puppy eyes*




Bu, there must be a name that is easy to find. Many of these words are in other maps already.

Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-01-24 19:58:02
January 24 2012 19:57 GMT
#55
I have uploaded the latest version of this map. I have read your feedback and done some changes.You can read more in the opening post!

Anyone want to play with me? Please PM me!

Please leave your thoughts and feedback!

Creator of Starbow
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-01-24 22:51:22
January 24 2012 22:49 GMT
#56
I got some interesting thoughts from Danko:


1. First, important thing. Remove collosi, and thor assap. I have suggestion for skill unit replacing collosi.
Quite simple, requiring skill to use, and giving opponent way to react. Slow robo unit shooting disks of energy as ability. Comparable move speed to reaver. Has 1 active skill, which is shoting disk of energy to targeted point, damaging everything on its path (not friendly units, same like reaver). Positioning, and control gonna be essential. Using ability will make this unit charge for some time (like 2-ingame secs or so) and then shot this to point which you choose (target ground), with range about 10-11 (projectile speed similar to speed of ling on creep ~6) and shitload of damage. Skill aoe unit, super deadly in good hands, and shitty in bad ones. Able decimate mineral lines, kill or damage lots of unit when well used, but still allowing opponent to react (splitting units on its path, with immediate reaction).

2. Remove larvae inject (and move queen somewhere, dunno what tier,role yet). I have idea of how to replace it if you want to keep important macro mechanics, but still not limiting value of hatch and larvae (which in my opinion now is really low).

Give hatchery abilities:

A) zerg need drones right? 25 energy ability on hatch allowing you to split 1 worker into 2 (each with half hps after split 20/40 and 20/40). Usable only on healthy drones. Frees up larvae to units, but not decrease their value that much. You still require hatcheries to be your producing facilities (so you can expo more like zerg should), and allows you to faster tech (becose zerg really cant tech now, and is MACRO oriented race, which is really limiting his options). CD of 40sec, and limited range (about 10 so macro hatches can also duplicate drones). We dont like mistakes in macro to be so forgiving (hey mule!)

B) spawn creep tumor- creep spread is awesome. Everyone will agree, and witchout early acces to queens zergs need alternative way. Just spawn creep tumor on creep (creep has to be connected to this hatchery so you cant spawn creep tumors under overlords in enemy natural/3rd etc).

C) transfusion like skill- heals 150 hp of unit/building in 10 secs (15hp/s, multiple casts does not stack). Castable on buildings which are just morphing up (so you can speed up building pool, spire, hydra den by sacrificing energy which you could use on droning.

This changes will freeup zergs some of suply (2 per each queen on 5 bases is 10 and with 90-100 drones it leaves ~90 to army, and thats pathetic), will allow zerg low tier units to be suply and cost efficent (but not larvae efficent). Creep spread will be bit easier, so tosses and terrans will have to control it. Choice to speed up teching will also give zerg options to be more tricky unit, not realaying only on pure meat, but also on tech units (like lurkers, or earlier mutas), but wont limit they ability to still play very greedy macro oriented game.


I want to bring it to discussion. What do you people think about it?
Creator of Starbow
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
January 24 2012 23:07 GMT
#57
Blink Dragoons... sounds hilarious.
kiss kiss fall in love
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
January 25 2012 01:42 GMT
#58
On January 25 2012 08:07 IntoTheheart wrote:
Blink Dragoons... sounds hilarious.


*Blink*
"Where did my dragoon go?"
*Looks at enemy deathball*
"Oh Dragoon, you so crazy!"
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
Last Edited: 2012-01-25 05:58:49
January 25 2012 05:58 GMT
#59
On January 25 2012 10:42 Yonnua wrote:
Show nested quote +
On January 25 2012 08:07 IntoTheheart wrote:
Blink Dragoons... sounds hilarious.


*Blink*
"Where did my dragoon go?"
*Looks at enemy deathball*
"Oh Dragoon, you so crazy!"


*Blink*
"Where did my dragoon go?"
*Looks at enemy deathball*
*keeps looking for dragoons*
* Dragoons trying to mine minerals/mount probes*

But in all seriousness, I hope that this is progressing as well as could be. I'm excited to play on it because I want to see whether or not it will be a balanced take, and how exactly certain things will be implemented.
Kabel
Profile Joined September 2009
Sweden1746 Posts
January 25 2012 09:25 GMT
#60
On January 25 2012 14:58 DYEAlabaster wrote:

But in all seriousness, I hope that this is progressing as well as could be. I'm excited to play on it because I want to see whether or not it will be a balanced take, and how exactly certain things will be implemented.


Try it and then leave your feedback! : )
Creator of Starbow
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