• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:48
CET 04:48
KST 12:48
  • 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 Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Artificial Intelligence Thread US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1533 users

[A] Starbow - Page 450

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 448 449 450 451 452 537 Next
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 21 2013 05:13 GMT
#8981
I don't think the queen is laying eggs atm. I could not find it in the post.

I'm fine with zerg being behind on workers early on, they can outproduce the other races in workers soo easily when they have 2-3 hatches.

@ Reactor / Overcharge
Please find a way to make calldown reactor work. I think most SC2 players will find it annoying that toss and terran has "the same" macro mechanic. Keeping races unique is a core part of the Starcraft universe. It seemed that there were few differences between the two.

@ People playing the mod
Seems that people were playing yesterday but it's been quite dead lately (I'm as guilty of that as any...). I think one of the main motivations of playing the mod these days, at least for me, is to continue to develop it. If Kabel becomes busy then that motivation is almost gone as he might not see the games and then might not get a chance to tweak stuff based on the game-play. I think however, ones this mod is "done" (more done), and we can try an reach out more that the motivation changes (at least for me) to play for skill improvement or just for fun.

I don't think we should be too concerned that few people are playing now if Kabel is gone for a while since development is the main motivation these days. I can, ofc, only speak for myself but I think it's true for more people as well.
aka KanBan85. Working on Starbow.
Kaleidos
Profile Joined October 2010
Italy172 Posts
October 21 2013 09:03 GMT
#8982
The are a lot of changes goin' on to core mechanics. "Less hardcore" testers prefer to wait for this changes to stabilize.

Btw i was thinking that the issues with both stalker and roach to fit starbow are strictly related with the will to have Goon and Hydras perfectly balanced as in BW. Having those two units as power/ core early game units makes it really difficult for roach and stalker to be appealing. They come in play later on, but they are weaker, and so as to be.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 21 2013 10:41 GMT
#8983
--- Nuked ---
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 21 2013 10:58 GMT
#8984
Yeah I'll stream more soon Actually I tried to stream more at the beginning of the week but few were online. I did not try towards the end though.
aka KanBan85. Working on Starbow.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
October 21 2013 11:53 GMT
#8985
I don't think many people play Starcraft 2 for pure enjoyment. It wouldn't surprise me if the main reason to play was to seek better understanding of the game and to improve one's skills. Starbow is not a viable alternative for these people as there is no prestige to be found in being the best at this game. Unsurprisingly, many of the people playing have half an eye on the development and are quite involved in this thread or in the community, so that explains some of the activity surrounding this project.

I think ultimately there are two options for mass appeal: 1. finish the game and position it as a competitive alternative to Starcraft 2, although there are probably too many vested interests for this to actually happen and it would require complete dissatisfaction with Blizzard and the current scene 2. have the game be so fun and addictive that it naturally draws many players to it.

I think the second option is also unrealistic, since this game is still based on Starcraft gameplay and that's just not the most fun for most people.

There are some intermediate solutions though, if there is a large enough community so that there are always 50+ players online then that should be enough to sustain everything and create slow growth, even if you will never have thousands of players.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-21 13:24:12
October 21 2013 12:43 GMT
#8986
@The plan for the future of this project

1. Complete the game. (Bugs, spells, data, decide on some remaining design stuff)
2. Make a thread in SC2 general, organize a tournament and do some other kinds of advertisement here at TL.
3. See to how large degree people are interested in playing/observing this.

If Sbow "gains a life on its own" and a decent player pool, then it will be really cool. (Even though it is ofc hard.) But if the game declines and people just thinks this is a joke, well.. then so be it.


I stand at a crossroad. Two ways to go:
1. Finish up the game and let it be 90% BW. (The game can be "done" soon.)
2. Keep on struggling to make room for some new stuff. (Especially macro mechanics, MAYBE one extra core unit per race, and some higher tech spellcasters unfinished spells.)

I personally don´t think the game is "enough" without anything new to explore. : /
But I am also aware that it is very hard to achieve number 2 in a way that makes sense.

I am currently working on a lot of bugs and other stuff. So I will have a large update up maybe tomorrow. I will also have an update up for the test map with improved macro mechanics and some other suprises that will drive everyone insane.

Edit: I am a Goliath!1!11 ^^
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
October 21 2013 15:23 GMT
#8987
Idea for warp gate, I do not think it's great, but is better try new ideas that remain with the current.

New warpgate, require same bt of gateway to warp units. Unit during warp, has 10 armorshield.

Pro: the unit is created at a point chosen by the player (if there is a pilon field).

Counter: the warp unit is vulnerable at enemy units.

thoughts?

Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 21 2013 16:40 GMT
#8988
That might work Johnny, but I actually don't think that's possible to do in the editor. Well, maybe with triggers...

I definitely think macro mechanics can be in this game. And should. Also, remember the game does not and will not have to be 100% balanced to be complete. Only above a certain acceptable value. I think we have some room to play around (Still, I hate the roach...)
aka KanBan85. Working on Starbow.
SolidSMD
Profile Joined April 2011
Belgium408 Posts
October 21 2013 17:34 GMT
#8989
I actually think johnny's idea is pretty ok. This kills aggressive warp-ins, reactionary (defensive) warp-ins and this means earlier warpgates will screw less with early/midgame bw balance (because early warpgates like in sc2 make for a jump in production, while units would pop out at the end of a production cycle, they now pop at the beginning).
Though they will still be useful and feel unique.
This will allow them to come into play earlier than it currently is (and allowing them to warp in every unit instead of only a few).
Working on Starbow!
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
October 21 2013 18:45 GMT
#8990
On October 22 2013 02:34 SolidSMD wrote:
I actually think johnny's idea is pretty ok. This kills aggressive warp-ins, reactionary (defensive) warp-ins and this means earlier warpgates will screw less with early/midgame bw balance (because early warpgates like in sc2 make for a jump in production, while units would pop out at the end of a production cycle, they now pop at the beginning).
Though they will still be useful and feel unique.
This will allow them to come into play earlier than it currently is (and allowing them to warp in every unit instead of only a few).

I think this idea is usually suggested in the context of having protoss start out with warpgate. There would be a host of drawbacks to the ability compared to the current balance, with an upgrade in the late game to negate some of them. After all, the current warpgate is not necessary to have in the early game since the only reason to spread out at that point is to attack your opponent, i.e. it promotes all-in play. In late game it's nice to have the ability to defend or attack multiple locations.

Warpgate discussion has probably been done to death though. :o
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-10-21 20:08:46
October 21 2013 20:04 GMT
#8991
@A dilemma regarding macro mechanics

I have fine tuned them further since yesterday.

- All macro mechanics are now APM intensive. (Almost twice as demanding as in SC2 for all races)
- If players use them perfectly non-stop, they have potential to speed up worker and army production by 50%.
(Its almost even for all races!)

So far so good. Probably needs some additional fine tuning after we have tried them in real games.

Here is the dilemma:
>>>+ Show Spoiler +
We use BW balance as the base for Sbow. (Obviously its not 100% BW due to some new stuff in the game. But most of the basics are quite intact.)

Imagine if we increased all units movement speed by 50%.
Or all hit points by 50%.
Or all units cost by 50%.

A change like that would affect the game very fundamentally.

The problem with macro mechanics is that they affect one area in such a way: Production is increased by up to 50% across the board!

There are both positive and negative things with this.
The thing that worries me most is how it will affect players behavior in the game. Easier to reach 200/200? Much faster to saturate bases, thus expand in turtle style is much better than trying to punish enemy expansions?

If all production speed AND all units movement, attack speed and other time related factors ALSO were increased by 50%, we would maintain the production vs army relationships from BW... but on steroids...
<<<

Potential stuff to do IF this turns out to be an important gameplay problem:

>>>+ Show Spoiler +
- Lower the strength of macro mechanics so they have potential to speed up everything by.. say 25%.. (But if they are too bad, players will not use APM on it..)

- Increase production time of everything across the board by a couple of %...

- Remove the macro mechanics. Instead the races can get other kinds of base management abilities.
For example:
Upgraded Nexus - Rift, Ability that speeds up Cannons, some kind of shield battery?
Orbital Command - Scan, Calldown Supply? (Gives +2 supply, 100 life on the supply depot, 25 energy cost)
Queen - Spread Creep, Transfuse, something more?
<<<

I will have it uploaded nevertheless on a test map tomorrow. Maybe it feels fine. This is just a concern I wanted to share.

Thoughts on this?


Creator of Starbow
SolidSMD
Profile Joined April 2011
Belgium408 Posts
October 21 2013 20:06 GMT
#8992
On October 22 2013 03:45 Grumbels wrote:
Show nested quote +
On October 22 2013 02:34 SolidSMD wrote:
I actually think johnny's idea is pretty ok. This kills aggressive warp-ins, reactionary (defensive) warp-ins and this means earlier warpgates will screw less with early/midgame bw balance (because early warpgates like in sc2 make for a jump in production, while units would pop out at the end of a production cycle, they now pop at the beginning).
Though they will still be useful and feel unique.
This will allow them to come into play earlier than it currently is (and allowing them to warp in every unit instead of only a few).

I think this idea is usually suggested in the context of having protoss start out with warpgate. There would be a host of drawbacks to the ability compared to the current balance, with an upgrade in the late game to negate some of them. After all, the current warpgate is not necessary to have in the early game since the only reason to spread out at that point is to attack your opponent, i.e. it promotes all-in play. In late game it's nice to have the ability to defend or attack multiple locations.

Warpgate discussion has probably been done to death though. :o


I was actually thinking about the same 50/50 research on cyber core as in sc2.
Offensively this gives the opponent a lot of time to snipe the warping units or the pylon(s), so not promoting all-in attacks if you ask me.
Working on Starbow!
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
October 21 2013 20:47 GMT
#8993
@Kabel
The production speed is likely already higher in Starbow compared to Brood War because of the more powerful interface. By the way, let's say that production speed was infinite (instant), the main two changes would be faster saturation and no need to build more than one of each type of production facility. i.e. all races would play like zerg. You could increase worker build time by 3-4 seconds to offset most of this I think.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
October 21 2013 21:26 GMT
#8994
I think a 10% increase in build times across the board is probably the best option. We should aim for BW speed after taking into effect macro mechanics, not before. otherwise the entire thing is pointless.
aka ChillyGonzalo / GnozL
Foxxan
Profile Joined October 2004
Sweden3427 Posts
October 22 2013 14:32 GMT
#8995
when is testmap up?
iam curious whats in store
Kabel
Profile Joined September 2009
Sweden1746 Posts
October 22 2013 14:48 GMT
#8996
If I get home in time, and manages to fix some remaning things in the editor, I might have it uploaded tonight. Otherwise tomorrow.


Did everyrace start with their productionbooster in this test?
Or else, toss and terran lose two workers while zerg dont lose any

One more thing. The first hatch starts with 3larva, you know this ofcourse.
The first expansion starts with 1larva, but here zerg usually makes more hatcheries.

Hmm just some thoughts.



Sorry, I missed this.

I have measured the time it takes to produce units and workers with AND without macro mechanics.
(So they can be compared.)

It means that I have tested with macro mechanics already upgraded and with correct starting energy.
As you point out, in a real game there is 1-2 workers lost in production for P and T when upgrading.

There are also some other factors to consider in a real game, that I have not been able to test properly alone in the editor. (Build order importance, how strong is fast expansions, how much does macro mechanics matter in the late game, which race gains the fastest benefit from the macro mechanics etc.)

So I am eager to see this being tried in a real game.

But in pure numbers - each race have the same potential to boost army and worker production by almost 50% IF they use macro mechanics constantly. (And it is almost twice as APM demanding as in SC2. Ofc that might still be too easy.. but again, it depends on how high we want the macro skill cap to be. And how fun it is for the game.)

Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
October 22 2013 16:23 GMT
#8997
I am very up for casting games tonight (I have some time) if someone wanna come online and play!
aka KanBan85. Working on Starbow.
PineapplePizza
Profile Joined June 2010
United States749 Posts
October 22 2013 22:34 GMT
#8998
Is everyone in a different channel on EU, or am I just getting on too late?

I would like to see how ZvP turned out
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 22 2013 22:51 GMT
#8999
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
October 22 2013 22:57 GMT
#9000
--- Nuked ---
Prev 1 448 449 450 451 452 537 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
01:00
#57
PiGStarcraft488
CranKy Ducklings161
davetesta43
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft472
RuFF_SC2 118
Nina 62
StarCraft: Brood War
Leta 130
Noble 43
Icarus 7
Dota 2
monkeys_forever394
PGG 136
Super Smash Bros
hungrybox424
Other Games
summit1g17749
JimRising 469
shahzam372
C9.Mang0225
ViBE160
Organizations
Other Games
gamesdonequick888
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 76
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21772
League of Legends
• Scarra962
• Stunt246
Upcoming Events
RSL Revival
6h 12m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
8h 12m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
WardiTV Korean Royale
8h 12m
CranKy Ducklings
1d 6h
RSL Revival
1d 6h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 8h
Cure vs Reynor
IPSL
1d 13h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
1d 16h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
[ Show More ]
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
4 days
BSL: GosuLeague
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
BSL: GosuLeague
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.