• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:30
CET 08:30
KST 16:30
  • 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
Rongyi Cup S3 - RO16 Preview2herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)18Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
StarCraft 2 will not be in the Esports World Cup Rongyi Cup S3 - RO16 Preview herO wins SC2 All-Star Invitational PhD study /w SC2 - help with a survey! SC2 Spotted on the EWC 2026 list?
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Which foreign pros are considered the best? [ASL21] Potential Map Candidates BW General Discussion BW AKA finder tool Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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 Canadian Politics Mega-thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1794 users

[A] Starbow - Page 413

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 411 412 413 414 415 537 Next
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-09-20 14:33:34
September 20 2013 11:51 GMT
#8241
@kabel
Alright i got it.
Can choose from "characters" and "units"

Possible to get the units from storymode, i mean the units that is another race.
The mix of protoss and zerg?

edit: not many models for protoss man.
Thats sad

edit2: possible to make new models? OO
where did snetinel come from?
New model program in beta from blizzard. Anyone have any news?


edit3; Ok, i found the advanced spoilers also.

Possible to add models made by fans into the editor and use them yourself?
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
September 20 2013 12:02 GMT
#8242
On September 20 2013 20:47 Hider wrote:
Show nested quote +
Hmm, in broodwar when he cast emp he had a more delay than he do now right? Was not nobrain to use it, were rather har


I think radius was larger n BW (at least it looks that way).


Yea, Emp had a large delay and a larger AOE. If you were good at aiming, you had a guaranteed hit, but since the casting time and SV acceleration (was quite slow to accelerate iirc) also played a big role in aiming EMP's, it was nigh impossible to hit a dodging enemy if the science vessel had to move before the cast.
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 20 2013 12:17 GMT
#8243
On September 20 2013 20:22 Hider wrote:

Show nested quote +

The major nerf is that it takes 12 seconds to warp in stuff though, instead of 5 sec like in SC2.
But this is due to how powerful Warp gate is at shutting down smaller harassment.


Yes my suggestion is to reduce the time you have to wait before you can warp in by 12 seconds for all units. This way production comes at a similar pace and the major downside to warpgate is that you can't warp in Immortals.

I really don't think the current double-nerf (slower production and no immortal) is needed for Warpgate as long as it doesn't shut down harass.


Remember that cooldown starts right away after the warp - in process has started, not after the 12 seconds. So if you reduce the BT by 12 sec as well you get faster production in general by WG's.

GJ on the editor finding the "right" stalker/dragoon composition.

@ Toss core units.

Another thought. I really think we should keep the immortal model and make it do a different air attack than ground attack (not as strong), and thus keep stalker at gateway. The Stalker Vs Immortal/dragoon becomes too similar if Immortal/dragoon deals with air nicely. But if they do not deal with air that well, then we need stalkers on gateway ofc, or else mutas become horribly strong early-game.

How about same dmg vs air but shorter range for immortals? <--- (maybe a bad suggestion..) Or something. Just a difference to show that this is a unit that deals better vs ground units than air units, and the stalker is better at dealing with air than the immortal.
aka KanBan85. Working on Starbow.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 20 2013 12:49 GMT
#8244
On September 20 2013 20:51 Foxxan wrote:

edit: not many models for protoss man.
Thats sad

yea. we'll probably get tons of models for toss when LotV comes out. All of the extra models are from the campaigns.
aka ChillyGonzalo / GnozL
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-09-20 15:01:49
September 20 2013 14:10 GMT
#8245
Remember that cooldown starts right away after the warp - in process has started, not after the 12 seconds. So if you reduce the BT by 12 sec as well you get faster production in general by WG's.


Oh wasn't aware of that.

Bio vs protoss

Tested this in the unit tester. Some interesting findings;

- Slowzealots are useless vs bio. At least vs heavy marine play.
- A-moved Stalkers vs a-moved marines --> stalkers gets raped.
- Stalkers that kite rape marines. Stim doesn't really help here as it takes so much of marines HP.
- Stalkers even rape stimmed marines + medis. The latter doesn't actually help when Stalkers kite as medi's just spent the majority of the time running after the mariens instead of healing them.
- Stalkers get raped by marines + medis if you don't kite.

Conclusion:
There is a double-effect of kiting with ranged units vs bio as you both minimizes damage taken from marines and marines also die much faster due to not beaing healed by medi's.

Possible effect on gameplay


- Medi's are definitely not op vs protoss.

- Ghostless bio may just be underpowered actually. Yes you can mix in maurauders, however then I would expect to see somewhat similar results as Immortals can kite as well.

- With these results Sentinels with phase missile aren't needed. Tbh though I would prefer that medis could heal while they move (or at least have a speed-button as well), because I really don't wanna see ghosts being a neccesity in the early + early midgame vs protoss if you go bio.
Phyanketto
Profile Joined September 2011
United States601 Posts
September 20 2013 14:48 GMT
#8246
How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting.
세 가지 제어
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
Last Edited: 2013-09-20 15:09:56
September 20 2013 15:07 GMT
#8247
hahaha don't mention that blog here. i think everyone completely disagrees with it.

in short, pathing doesn't make micro more interesting, except in very specific instances - most of which can be done in less frustrating ways that give the player more control.

The only pathing editing that we've done is the thing that slows down movement if the unit is behind another - which is a much cleaner solution than fucking up pathfinding.

hey kabel, can you look at the Test Map hotkeys for Roach? maybe it's a language thing, but i'm not getting any hotkeys for Roach/Virophage , Morph to Roach, or the Roach Tunnel Ability. I can edit the morph to roach manually in the hotkey editor in-game, but the Roach building seems to share a Hotkey Alias with the Viper Nest (i change the hotkey for roach building it removes the viper nest hotkey, and vice versa) - the roach doesn't show up in the hotkey editor at all.

edit - nvm i can change the roach structure hotkey. won't let me set it to V for some weird reason.
aka ChillyGonzalo / GnozL
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 20 2013 15:11 GMT
#8248
On September 20 2013 23:48 Phyanketto wrote:
How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting.

Units automatically spread out when idle.

Units will eventually turn into a column sort of formation.

The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units.
Pathfinding is just another helpful tool alongside it.

We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro.

If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams.
Kabel
Profile Joined September 2009
Sweden1746 Posts
September 20 2013 15:23 GMT
#8249
Normal maps updated with bug fixes etc.

Test map removed. It has some bugs with Roach etc. I will try to get them up tomorrow again.
Creator of Starbow
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 20 2013 15:28 GMT
#8250
On September 21 2013 00:23 Kabel wrote:
Normal maps updated with bug fixes etc.

Test map removed. It has some bugs with Roach etc. I will try to get them up tomorrow again.

Try deleteting all other localizations except for EnGB (your locale I presume) and then re-adding all others back again.

See if we can squash the singularity/duality localization bug.
Phyanketto
Profile Joined September 2011
United States601 Posts
September 20 2013 15:49 GMT
#8251
On September 21 2013 00:11 decemberscalm wrote:
Show nested quote +
On September 20 2013 23:48 Phyanketto wrote:
How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting.

Units automatically spread out when idle.

Units will eventually turn into a column sort of formation.

The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units.
Pathfinding is just another helpful tool alongside it.

We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro.

If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams.

As long as things stay in formation and I can do a moving show, I'm happy. Do air units still stack? Considering the amount of air AoE, it might not be a good idea, but still.
세 가지 제어
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
September 20 2013 15:58 GMT
#8252
On September 21 2013 00:49 Phyanketto wrote:
Show nested quote +
On September 21 2013 00:11 decemberscalm wrote:
On September 20 2013 23:48 Phyanketto wrote:
How much pathing editing (if any) have you done? I feel like with the recent blog on pathing, if you [frankly] dumbed down the pathing, it might make micro a little more interesting.

Units automatically spread out when idle.

Units will eventually turn into a column sort of formation.

The micro rework that modified how units actually fight yielded incredible boons to the micro ability of units.
Pathfinding is just another helpful tool alongside it.

We have definitive proof via tons of hours of playtesting it isn't just pathfinding that makes for great micro.

If you want to see it in action yourself simply make a game vs AI, hop on the starbow chat channel for a match (we play frequently on EU server), or look at any of the recent vods or restreams.

As long as things stay in formation and I can do a moving show, I'm happy. Do air units still stack? Considering the amount of air AoE, it might not be a good idea, but still.

Mutalisks have an ability that lets them change how spread out they are. To switch modes they have to stop for a second (to prevent free on the fly defense against aoe.

So just like with clumping or not using ground units, it is a choice.
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
Last Edited: 2013-09-20 16:28:30
September 20 2013 16:00 GMT
#8253
Are there any plans for moving shot to mutalisks?

Update on bio micro vs toss
Tested this with Dirty. Best way to micro marines vs stalkers is to just stim and right click on the ground untill you have catched up to stalkers. Best way for stalkers to micro against it is to to just run away untill stim is done --> quite lame type of micro which I unfortunately fear may be what will occur in a lot of real games.
decemberscalm
Profile Blog Joined July 2009
United States1353 Posts
Last Edited: 2013-09-20 16:08:17
September 20 2013 16:07 GMT
#8254
On September 21 2013 01:00 Hider wrote:
Are there any plans for moving shot to mutalisks?

Identified what is wrong.

I gave kabel some values to make the micro MUCH more effective.
Stacked muta formation will be perfectly microable if Kabel puts in the values correctly.
Unfortunately, I do need to rework how muta spreading out works.
Default non stack formation mutas will still be stupid sometimes.

Due to the bug lalush found, units who are even slightly overlapping will stop in place when shooting.

To get around this and still have mutalisks that are able to be spread out I will need to build a system for manually spreading out mutalisks.

As usual, the sc2 engine makes my job hell on earth to do anything remotely simple.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 20 2013 16:16 GMT
#8255
Did we fix the splash dmg problem? Are corsairs good vs mutas now?
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
September 20 2013 17:30 GMT
#8256
@Bug
http://drop.sc/360070 replay

When goliath shoots at mutalisk. They are in the middle left of the map, around 7min. (They are only there goliath vs muta once)

They do no damage some shots.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
September 20 2013 17:33 GMT
#8257
Streaming:

www.twitch.tv/SC2_Starbow
aka KanBan85. Working on Starbow.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2013-09-20 20:46:31
September 20 2013 18:45 GMT
#8258
@Sentinel sphere spell

Imagine this.

He plants it when an enemy is nearby (five or six range), and after three seconds it detonates and shoots in a straight line toward that target in an aoe just like now up to 15range.
No enemy nearyby = spell dies

To dodge it, enemy must move left or right (not backwards).


25mana, cooldown 10sec. 15spell damage(aoe) with sloweffect. Two sec slow.
To make it a reactionary spell used in direct combat.

Imagine if speedzealots chase hydras and now sentinel moves closeby, casts it. Hydra must now move right or left to dodge it, so zealots can closeby


wrong values in realmap


Lurkers back to 140hp and armored for example
dragoon and stalker have both 2 in attackspeed?
What has happened?
Hider
Profile Blog Joined May 2010
Denmark9420 Posts
September 20 2013 19:24 GMT
#8259
Dragoons/Stalkers have an attack speed of 2 in the "real map" which probably is an error.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
September 20 2013 20:59 GMT
#8260
More bw values


Warpprism speed upgrade 200/200
Marine range upgrade 150/150

Ghost - 45hp, 10 consussive damage
Sunken colony 40 explosive damage, total price is 125
Prev 1 411 412 413 414 415 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 3h 30m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft566
SortOf 10
StarCraft: Brood War
Hyuk 340
Mong 114
Shinee 96
Pusan 87
Backho 55
BeSt 54
EffOrt 50
Shuttle 44
soO 44
910 31
[ Show more ]
Bale 22
Sharp 10
Icarus 5
Dota 2
NeuroSwarm112
League of Legends
JimRising 732
C9.Mang0467
Counter-Strike
m0e_tv598
Super Smash Bros
Mew2King179
Other Games
summit1g4161
XaKoH 194
Sick93
ToD85
RuFF_SC271
Organizations
Other Games
gamesdonequick930
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1280
• Lourlo980
• Stunt541
• HappyZerGling52
Upcoming Events
RongYI Cup
3h 30m
ByuN vs TriGGeR
herO vs Rogue
OSC
3h 30m
herO vs Clem
Cure vs TBD
Solar vs TBD
Classic vs TBD
RongYI Cup
1d 3h
Clem vs ShoWTimE
Zoun vs Bunny
Big Brain Bouts
1d 9h
Serral vs TBD
RongYI Cup
2 days
SHIN vs Creator
Classic vs Percival
OSC
2 days
BSL 21
2 days
RongYI Cup
3 days
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
3 days
BSL 21
3 days
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
OSC
4 days
WardiTV Invitational
5 days
WardiTV Invitational
6 days
Liquipedia Results

Completed

Proleague 2026-01-20
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4 - TS4
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.