• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:19
CET 09:19
KST 17:19
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy4ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool22Weekly Cups (March 9-15): herO, Clem, ByuN win32026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Serral: 24’ EWC form was hurt by military service Weekly Cups (March 9-15): herO, Clem, ByuN win Team Liquid Map Contest #22 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
https://www.facebook.com/AlphalineTRTMaleEnhanceme KSL Week 87 [GSL CK] #2: Team Classic vs. Team Solar 2026 KungFu Cup Announcement [GSL CK] #1: Team Maru vs. Team herO
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ JaeDong's form before ASL Gypsy to Korea ASL21 General Discussion BSL Season 22
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Path of Exile General RTS Discussion Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3494 users

[MOD] Bx Deluxe Monobattles

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 14 15 16 Next All
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2013-09-16 09:13:24
February 19 2012 02:51 GMT
#1
[image loading]

Map of the Week Rotation
  • Celestial Bastion
  • High Ground
  • Megaton
  • ESV Retribution by NewSunshine
  • Sky Harvester
  • Fallout Zone
  • Sand Canyon Redux
  • Outpost
  • Extinction
  • District 10 < EU Current
  • Atlas Station < EU September 21
  • Fossil Quarry < NA Current
  • Sand Canyon < NA September 21


Changelog

+ Show Spoiler [Known Issues Updated: 04/25/2013] +
  • 510 Hellions is too many Hellions
  • The personal win/loss tracker appears to be giving negative/false numbers

+ Show Spoiler [Known Non-Issues Updated: 04/7/2012] +
  • The in-game UI and alert sounds don't always match up to your race. Your race is dynamically assigned to you within the game. The default UI and alert sounds are tied to your lobby race and cannot be dynamically altered. Getting around this limitation would take a titanic amount of effort for very little payoff.

+ Show Spoiler [Changelog Updated: 4/5/2013] +

4/5/2013
      Draft Mode
  • Teams are now warned about their time remaining to pick/ban. Textual warnings are given at 60, 45, 30, and 15 seconds remaining. Verbal warnings are given at 60, 45, 30, 15, 10, and 5 seconds remaining.
  • Reserve time has been added. Currently, both teams are allotted 45 seconds of reserve time for picks/bans. The timers will show reserve time and current decision time added together (so 0:45 reserve and 0:45 current pick time together would show as 1:30). When the timer begins to dip into reserve time, both textual and verbal warnings are given to the team.
  • The captain's selected unit is no longer cleared when switching between race menus. If the captain selects a protoss unit and switches to the zerg menu, he may still click the pick/ban button to pick/ban the selected protoss unit.
  • The captain may click an already selected unit to deselect that unit.
  • When a pick/ban timer runs out the game will check to see if the captain has a unit selected. If a unit is selected, that unit will be picked/ban. If no unit is selected, one will be picked/banned at random.
  • New textual notifications have been added to inform the team whether they are picking or banning on their turn. This information is still visible within the draft dialog itself (near the top).

      Bug Fixes
  • The debug dialog will be disabled on all maps during update.
  • Resetting banked statistics in an attempt to track down the bug causing negative losses. Sorry, but expect another reset soon if it persists. Any additional info or replays about this bug appreciated.
  • Fixed a bug that caused the "No valid captain remaining, game ending" situation to happen when the last player on a team left after drafting had already happened.

3/27/2013
      Gameplay
  • While drafting, the game will attempt to assign captainship to a player with experience instead of seemingly at random.
  • While drafting, players who are not the captain of their team can vote to repick the captain. If all 3 team members vote, the game will calculate the next best captain.
  • New default game mode for Map of the Week and Sand Canyon Redux: Vote Mode. Players are prompted to choose to play Blind Random, Blind Pick or Tier Draft.

      Bug Fixes
  • The Skinned Teeth achievement should no longer be granted erroneously (already live on EU).
  • Player stats should be correctly loaded while playing draft mode. Any stat overwriting from playing a draft before this update is permanent, sorry.

12/29/2012
      Achievements
  • Added more achievements

12/28/2012
      Gameplay
  • Players can now use the stats command supplied with a unit name before they have picked a unit
  • Players who have picked Medivac or Warp Prism can now load allied units.
    • Players who do not pick either of these units can still build their own but may not pick up allies or use their abilities
      Achievements
  • Achievements have been implemented
    • There are currently 58 unlockable achievements (more can and will be added)
    • Each player's obtained achievements and total points are only visible to that player for now
    • The achievement window for viewing all achievements is accessible via the achievement button in the upper left-hand corner of the screen (which conveniently fades when not in focus)
    • Achievements the player has obtained are floated to the top of the list
    • When a player obtains an achievement, all players will see a chat message. The player who obtained the achievement may see an optional toast which can be toggled on/off via the achievement window
    • Invalid games, games with a detected leaver and games that have ended will not award achievements. You can stick around after a game is over or join a game privately on your own to view your achievements without harming your record
    • Achievements have absolutely zero impact on gameplay. There are no rewards for accruing X points. There may be rewards in the future, but they'd be personal rewards that only you could notice and not use as a benefit in terms of gameplay

12/22/2012
      Interface
  • The unit display dialog now lists the average win ratio of all other players in the current game while using your current unit
    • The stats used to obtain the ratio average are anonymous
    • The average does not consider your wins and losses
    • If no other player in the current game has played with your unit the average will be undefined
  • The stats command has been improved
    • Typing stats will give you information on your current unit as shown in the unit display
    • Typing stats unitName will give you information on the specified unit

12/17/2012
      Gameplay
  • While drafting, the random button can no longer choose Warp Prism, Medivac, Mothership or Overseer while Picking. It can still choose to ban these units.
  • New draft mode: Random Draft
    • All units are banned except for 9 selected at random. Warp Prism, Medivac, Mothership and Overseer are always banned. The remaining units can only be picked once.
    • The Captain's Hat of Choosing is automatically passed to each player on each team so that each is offered a chance to pick. Players may still opt to give the captain's hat to another player during their turn.
    • Players still select the unit that they will play after the drafting process is finished.

12/15/2012
      Gameplay
  • Fixed HotS UI bugs
  • Added HotS spectator assets
  • Draft modes added: Open, Ban, Mirror, Tier, Ticket


Future Updates Affect Only Heart of the Swarm

12/10/2012
      Player Settings
  • Random Options now default to "Off" for all optional units.
    • Your bank file will be altered once to reflect this
  • The observer "racial" button has been removed
  • Choosing players and observers (if referee mode is active) now occurs before unit selection instead of simultaneously

08/22/2012
      General
  • Melee unit generation will now occur during map load and no longer causes "game start stuttering"
  • Zergs now start with the appropriate amount of creep and non-popping larva

05/4/2012
      Players
  • Fixed a bug where Ghosts counted against the Terran building flight limit instead of Ghost Academies.

04/27/2012
      UI Changes
  • Racial icons have been moved to their own box on the lefthand side of the selection UI. Additionally, the selected racial icon now glows.
  • Team logos that only made sense during the Pro Team Random Monobattles tourney launch event have been removed. The Bluefrex mascot has replaced them. His name is Dasa.
  • Explicit descriptions for each mode (Random Any, Protoss, Terran, Zerg, Custom Referee) have been added.
  • Referee button has been removed. Instead, if Custom Referees are allowed, a racial button corresponding to the mode will appear on the left. Selecting it and hitting GO will accomplish what hitting the REF button did. Hopefully this prevents players from accidentally hitting REF.

04/16/2012
      Observer Changes
  • Larva are now removed from the Units Owned tab when used instead of when construction completes/cancels

04/15/2012
      Observer Changes
  • Warp Prisms now show their progress in the production tab
  • Observer tab hotkeys have been added to mimic the standard spectator hotkeys. For example, pressing D will bring up the Production tab. Pressing D again will hide it.

04/7/2012
      Observer Changes
  • Fixed a bug that caused production progress on the Mothership to not show
  • Observers will now have their resources/supply icons show the resources/supply of the owner of whatever units they've currently selected, as seen in replays
  • Camera following has been made smoother
  • Fixed a bug that prevented the recently added exit prompt from showing to referees after a game completed
      Player Changes
  • Preparation timer shortened to 45 seconds from 2 minutes in non-referee games

04/5/2012
      Observer Changes
  • The Production tab for custom refs now displays progress bars. WHOA.
  • Nydus Worms added to the production tab.
  • Precision for the income tab values improved.
  • Implemented player camera following as custom ref.
  • Spectator notifications added. When enabled, these will give a message to the spectator when a significant event occurs (nuke, nydus, etc) and creates a white ping on their minimap for the duration of the event. This should make finding the more interesting events in a 8 player game easier. Additional significant events will be registered to the notifications in the future.
  • The Weilhart bot no longer spouts a message during observed games. This is because he now spouts more than just his one line and it might seem out of place during a cast.
      Player Changes
  • Bank verification is now performed when clicking the "GO" or "REF" buttons instead of during map init. Hopefully this prevents the scenario where a disconnected player has their bank file wiped.

04/1/2012
  • The Queen has made a (possibly temporary) comeback. She requires 2 food and has access to all of her functionalities. However, she's limited to 1 per base and cannot use Transfusion on a non-Queen, non-structure target.
  • Leavers appearing on their own team should finally be fixed

03/29/2012
  • Adding another possible solution to the issue of leavers appearing as their own team in the unit UI, as the last one failed
  • Win/loss statististics tracking should now be much smarter. Previous stats were wiped as a result. You should be notified in-game if your bank file is "corrected" (usually wiped) if your file has been tampered with or is out of date. There are several new rules to when stats can be recorded, but generally if you have 8 players, no computers, and everyone stays in the game it's a recorded game. Leaving after you hit Go usually counts as a loss.
  • When players are choosing their units, the choices are now displayed visually in the upper left for teammates. A faded unit indicates the player is considering that unit.

03/26/2012
  • Applied a possible solution to the issue of leavers appearing as their own team in the unit UI
  • Win/loss statistics are now available in-game. Hovering over your own unit information will display it to you. Alternatively, you may type "stats" after hitting the "Go" button to have the same information displayed to you. Hitting the "Go" button will lock you into the game stat-wise. Leaving before being granted victory will count as a loss.

03/24/2012
  • Leavers should no longer stall the ready process. Seriously this time. Scout's honor.
  • When all players are ready, the timer will switch to 5 seconds left instead of instantly starting
  • At 5 seconds remaining during the prep time, a game message and sound alert warn the players of game start
  • Zerg players can no longer build Queens unless the Queen unit is picked
  • Zerg players who do not pick Queen have access to a new unit: the Princess. Princesses are identical to Queens in every way except for the following:
    • Cannot have more Princesses than in progress/complete Hatch/Lair/Hives
    • Cannot have more than 5 Princesses max
    • Princesses cannot attack
    • Princesses cannot transfuse
    • Princesses do not consume supply


03/20/2012
  • Melee initialization and instant creep generation are very intense processes. Having them both occur at the same time (when everyone is ready) caused significant lag on many computers. Instead, natural creep generation will be greatly accelerated for the first 20 game seconds. This should have no effect on gameplay, but looks pretty sweet yo.

03/18/2012
  • Reverted an unintended change that rendered Referee Mode useless
  • Random any/race is now enforced by default (only on featured map for now), use Allow Picking to change this

03/16/2012
  • Constructing/finished nukes now appear in the production/units tab for custom referees
  • Fixed a bug where custom referees could cause a game not to end correctly
  • Fixed a bug where custom referees could cause the ready dialog to display incorrectly
  • Players who disconnect while map is loading no longer cause the ready dialog to stall
  • Reduced creep generation lag at map start
  • Fixed a bug that caused custom referees to see all announcements for players as though that player were on Team 0
  • Fixed an issue that prevented Marauder players from researching Stimpack
  • Made the racial icons for picking units larger
  • Terran situational flight limit reduced to 30 seconds from 3 minutes

03/9/2012
  • Fixed a bug wherein the Go button incorrectly and prematurely greyed
  • Fixed a bug introduced with custom ref system causing infestors and their research upgrades to be unobtainable
  • The mission timer now pauses until gameplay commences
  • Resource trading now commences its 5 minute cooldown when gameplay commences instead of when the map starts
  • Random Any rerolling now vetoes the unit that was original selected
  • Updated all tooltips in the Settings/Reroll dialogs to look nicer and be more helpful
  • Updated race icons to higher res versions and made them bigger so as to be more noticeable (some were unaware that you could even race pick)

03/8/2012
  • Fixed a custom ref bug that caused unit stacks in the Production/Unit tabs to sometimes show incorrect numbers
  • Fixed a bug that caused custom ref player vision to not include the vision of the player's allies
  • Fixed a bug where morphing an Overseer didn't show up in the Production/Units observer tabs

03/5/2012
  • Player preparation time limit changed to 2 minutes, up from 1 minute
  • Fixed a bug that caused the Archon to be usable as a DT/HT player
  • Minor tweak to make the new phoenix upgrade match the behavior of other upgades when selecting Phoenix or not
  • Terran building flight limit now only activates if the player controls no other grounded buildings. This is to allow the acceptable practice of using a floating building for vision on unpathable high ground for more than 5 minutes without micro.
    • Maximum continuous unpathable flight duration shortened to 3 minutes from 5 minutes since the application is now more lenient.

  • Players who choose Random Any now have the option to re-Random Any a single time before they confirm readiness. The fact that they repicked will display in their unit icon.
  • Initial stage of custom referees is implemented. To activate custom referees, create a private game and set the "Allow Referees" to "On", then set game mode to "Custom" and place referees on their own team. This unfortunately complicates the implementation of the mod on a map, but should still be easily achieved in under 2 minutes to those mildly familiar with the player and trigger editors. The guide to implementing the mod will be updated accordingly on release. Custom refs can see:
    • In-game dialogs
    • Player vision
    • Resources
    • Income
    • Units
    • Units Lost
    • Production
    • Army


02/19/2012
  • Improved spectator aesthetics
  • Fixed a bug where spectators would count against the ready check
  • Added player selection text announcements and final team announcements for spectators only



Important: How to Report Possible Bugs

+ Show Spoiler [How to report possible bugs] +
If you find yourself playing on a Bx Monobattle map and find yourself experiencing an issue that you feel is probably a bug or an unintended issue that can be exploited, feel free to PM me a link to a copy of the replay and describe the issue in as much detail as you can. Thanks!


There are already over a dozen Monobattle mods, why make another?

      You know, my group of friends only recently got into Team Monobattle games and they are hilariously fun already. We often play Klishu's version for several hours just laughing and having a good time by consequence of the ruleset, as told by Day[9].

      However, we've been slightly underwhelmed by the features and quality of the current Monobattle mods. Some people wish they could see whether another player randomed those marines or if he picked it on purpose. Another group might like to have a completely even chance at rolling any unit (i.e., zerg units individually have a higher chance of being rolled than the other races because there's fewer of them). A lot of people wish they could exclude Warp Prism from the random group. I'd agree with all of these critiques and more. You can squeeze more enjoyment out of any game if you try hard enough.

What's are the differences between this mod and the others?

- For one, it aims to be easier on the eyes. Some of the mods are very minimalistic and show an obvious lack of effort beyond the barest necessities. Not everyone will like the design, I'm sure, but we tried to make it a crowd pleaser.

- Useless or nearly useless units are dealt with. They're not thrown away or forbidden, just handled differently. Since the Zerg are always allowed to use Overlords, it made sense to us that Medivacs and Warp Prisms should be fair game as transports. However, in Bx Monobattles you cannot use Medivacs' Heal or Warp Prisms' Phase Mode unless you pick those units specifically. If running a probe around inside a Warp Prism setting cannons up everywhere isn't your thing, that's ok. The following units can be toggled out of the random unit selector individually:

Protoss
  • Warp Prism (picking allows use of abilities, always available as transport)
  • Mothership
Terran
  • Medivac (picking allows use of abilities, always available as transport)
Zerg
  • Overseer (picking allows use of abilities, always available as detector)
  • Corruptor


- Random means random. There's no 33% chance of each race, then unequal chances at each unit on an individual level. Race selection is done in-game instead of the lobby, making this possible. It is still possible to select a race but not a unit.

- Modularity. Some of the available mods are not versatile enough to be useful on any given melee map (XvX, XvY, FFA). The Bx Monobattle mod can be plugged into any melee map within minutes.

- Terran stalemates. Terrans lifting off into a corner of the map can be pretty irritating on a monobattle map when you can't build any air to air units. To solve this, our mod limits continuous building flight over unpathable terrain/space while controlling no other grounded buildings to 30 seconds, shown to the player and his allies as a countdown on the building. After 30 seconds, the building is destroyed.

- For clarity, the following must all be true for a Terran building to be destroyed:
  • Building must be flying
  • Building must be located over a point where a ground unit would not be able to stand under any circumstances
  • Owning player must control 0 non-flying Terran buildings
  • All of the above conditions must persist for 30 contiguous seconds (game time). If any of the conditions stop being true, the countdown is cancelled or reset


- No starting stallers. Players are given up to a minute (tracked by a timer) at the start of the map to lock in their settings. Number of players ready out of total active players is displayed prominently, as well as the players holding the game up.

- Settings memory. With greater options comes greater responsibility. The settings from your previous Bx Monobattle game are remembered via bank file and restored at the beginning of a new game, saving you and your fellow players time before the fun begins. All you have to do is press Go!

- Bug fixes. Some popular Monobattle mods have important bugs that are hard to detect or even notice (mind you, Klishu's mod specifically has taken care of these and deserves kudos). Bugs such as excess Nexus energy and lack of creep/larva at starting Hatcheries have been solved.

- Selection transparency. Team member selections are messaged to allies immediately and automatically. Player choices are prominently displayed during the game, marked by player color, and can show detailed information on the player's settings and choices by hovering over them. Additionally, the player details can be toggled to be shown or hidden if you don't like having each players' units displayed for the entire game.

What are the special unit rules?

They are as follows:
  • High Templar - Archon Warp removed.
  • Dark Templar - Archon Warp removed.
  • Archon - High Templars and Dark Templars are unlocked when Archon is chosen, but their weapons and abilities are removed.
  • Warp Prism - Cannot use Phasing Mode. Picking Warp Prism removes this limitation.

  • Medivac - Cannot use Heal. Picking Medivac removes this limitation.
  • Raven - Cannot use Auto-Turret, Point Defense Drone, or Seeker Missile. Picking Raven removes this limitation.

  • Queen - One per completed Hatchery/Lair/Hive. Picking Queen removes this limitation.
  • Overseer - Cannot use Changeling or Contamination. Picking Overseer removes this limitation.
  • Baneling - Zerglings are unlocked when Baneling is chosen, but its weapons are removed.
  • Brood Lord - Corruptors are unlocked when Brood Lord is chosen, but its weapons and abilities are removed.


Screenshots?

+ Show Spoiler [Absolutely] +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Is there a map up?

Yes. The following maps are up on North America. If you're interested in hosting our mod on a different server, send me a PM.
  • Megaton (4v4)
  • Toxic Slums (4v4)
  • Outpost (4v4)
  • Extinction (4v4)
  • District 10 (4v4)
  • Sand Canyon (4v4)
  • Sand Canyon Redux (4v4) (Blizzard Spotlight)
  • Zenith (4v4)
  • High Ground (4v4)
  • Fossil Quarry (4v4)
  • Celestial Bastion
  • Fallout Zone
  • Sky Harvester


The following maps are available on EU.

  • Megaton (4v4)
  • Toxic Slums (4v4)
  • Outpost (4v4)
  • Extinction (4v4)
  • District 10 (4v4)
  • Sand Canyon (4v4)
  • Sand Canyon Redux (4v4)
  • Zenith (4v4)
  • High Ground (4v4)
  • Fossil Quarry (4v4)
  • Celestial Bastion
  • Fallout Zone
  • Sky Harvester


The following maps are available on SEA.

  • Outpost (4v4)
  • Extinction (4v4)
  • Megaton (4v4)
  • District 10 (4v4)
  • High Ground (4v4)
  • Fossil Quarry (4v4)


How do I add this mod to my map?

Request it to be uploaded by the correct uploader for each server. No guarantees. I can no longer allow the mod to be public or it'd overwrite bank file data every time someone switched authors.

If you're organizing an event and need a specific map, you may PM me and I'll contact an uploader.

What's to come?

- Improved spectator support.

- User feedback. As the mod sees more play, we'd like to improve it based on what you think.
Who dat ninja?
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
February 19 2012 03:01 GMT
#2
Can you publish it on other 4v4 maps? I've played megaton a zillion and a thousand times and wouldn't mind more variety in my monobattles.
Moderatorshe/her
TL+ Member
urashimakt
Profile Joined October 2009
United States1591 Posts
February 19 2012 03:04 GMT
#3
On February 19 2012 12:01 TehTemplar wrote:
Can you publish it on other 4v4 maps? I've played megaton a zillion and a thousand times and wouldn't mind more variety in my monobattles.

Anyone can publish it on any map, but sure. I can put up a few more maps. Got any preferences?
Who dat ninja?
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-02-19 04:06:42
February 19 2012 03:30 GMT
#4
Went ahead and put it on the following maps:
  • Megaton (4v4)
  • Toxic Slums (4v4)
  • Outpost (4v4)
  • Extinction (4v4)
  • District 10 (4v4)
  • Arakan Citadel (3v3)
  • Monsoon (3v3)
  • Twilight Fortress (2v2)
Who dat ninja?
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 19 2012 04:15 GMT
#5
This actually looks really cool and well thought out. If there are no bugs, this looks like a real keeper, gj!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Dullahan
Profile Blog Joined April 2009
United States248 Posts
February 19 2012 05:25 GMT
#6
Quite awesome, really hoping this'll end up replacing the current Monobattles map

The only question I have that wasn't mentioned in the OP was, has the neural-parasited-worker -> full toss (or terran) tech tree issue been considered/addressed? I suppose you could argue that if you actually manage to pull it off in-game (especially the terran tech tree), you probably deserve to have it, but might be something to consider. Or perhaps just limit it to the buildings/non-combat units on the NP'd worker to stay in line with the spirit of the map?
urashimakt
Profile Joined October 2009
United States1591 Posts
February 19 2012 05:38 GMT
#7
On February 19 2012 14:25 Dullahan wrote:
Quite awesome, really hoping this'll end up replacing the current Monobattles map

The only question I have that wasn't mentioned in the OP was, has the neural-parasited-worker -> full toss (or terran) tech tree issue been considered/addressed? I suppose you could argue that if you actually manage to pull it off in-game (especially the terran tech tree), you probably deserve to have it, but might be something to consider. Or perhaps just limit it to the buildings/non-combat units on the NP'd worker to stay in line with the spirit of the map?

All tech is disabled for everyone, so NPing someone else's probe/SCV wouldn't be useful.
Who dat ninja?
urashimakt
Profile Joined October 2009
United States1591 Posts
February 19 2012 23:24 GMT
#8
If you've got a EU Starcraft 2 account, you can help.

An upcoming Monobattle tournament has expressed interest in using the mod for their matches. If you're able to upload about 5 maps to the EU server and willing to do so, please shoot me a PM.
Who dat ninja?
Chargelot
Profile Blog Joined December 2010
2275 Posts
February 19 2012 23:28 GMT
#9
On February 20 2012 08:24 urashimakt wrote:
If you've got a EU Starcraft 2 account, you can help.

An upcoming Monobattle tournament has expressed interest in using the mod for their matches. If you're able to upload about 5 maps to the EU server and willing to do so, please shoot me a PM.

PM'ed. Hope I can help.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-02-20 22:05:58
February 20 2012 21:36 GMT
#10
Changelog added and the public mod and five 4v4 maps have been uploaded to EU thanks to Chargelot.
Who dat ninja?
Chargelot
Profile Blog Joined December 2010
2275 Posts
February 20 2012 22:10 GMT
#11
Names of maps available on EU (for easy finding):
Bx Monobattle - District 10 (v1,1)
Bx Monobattle - Megaton (v1.1)
Bx Monobattle - Sand Canyon (v1.1)
Bx Monobattle - Zenith (v1.1)
Bx Monobattle - Extinction (v1.0)


Published under the name Jesse Spillane

Mod available on EU:
Bx Monobattle (v1.1)
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
urashimakt
Profile Joined October 2009
United States1591 Posts
February 28 2012 00:31 GMT
#12
Updated the changelog in the face of the Phoenix upgrade.
Who dat ninja?
Killcycle
Profile Joined January 2011
United States170 Posts
February 29 2012 10:28 GMT
#13
Can we get this published to NA? I'm not sure how it works, but I've a NA account, if I can publish them I'd be happy to. (You'll have to tell me how x))

Really looks like a lot more fun than the traditional monobattles, mostly because you fixed the problems it had. Gj
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
urashimakt
Profile Joined October 2009
United States1591 Posts
February 29 2012 23:19 GMT
#14
On February 29 2012 19:28 Killcycle wrote:
Can we get this published to NA? I'm not sure how it works, but I've a NA account, if I can publish them I'd be happy to. (You'll have to tell me how x))

Really looks like a lot more fun than the traditional monobattles, mostly because you fixed the problems it had. Gj

Er, yes. Actually, it's natively available on NA (since I'm on NA). These should all be available in the custom game list by searching "Bx Monobattle" in Create or Join Custom Game. If you actually want to play them, I suggest bringing a couple friends together to try it out or you'll be fighting the lobby system (just make sure you press Open to Public before you start!).

I personally checked just to make sure that they're on there for everyone and not just those of us who made it. Cheers.

+ Show Spoiler +
Bx Monobattle - Test is not a real map and is not public. Several of the maps are hosted on EU as well as the mod itself. You can add the mod to any map via the instructions in the OP so you can play your Monobattle any way you'd like.

[image loading]
Who dat ninja?
ledarsi
Profile Joined September 2010
United States475 Posts
Last Edited: 2012-03-01 00:58:05
March 01 2012 00:57 GMT
#15
One critical feature that some monobattles map should implement is the ability to allow different selection rules. For example, what if we want to play where each player can select 3 different units? This should be fairly straightforward to implement, but would probably require a voting system, or a host system. I mean, picking warp prisms is great and all, but what's the point if you can't build gateway units to capitalize on phasing mode?
"First decide who you would be, then do what you must do."
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2012-03-01 01:07:57
March 01 2012 01:05 GMT
#16
there is one thing that have always bugged me about morphing units in monobattles, it has to my knowledge never happened butthe fact that it is still there annoys me, that is that if you pick a unit which is morphed from another unit (say, archon) then the first unit can be used.

yes, I know you have disabled all attacks on such units, but think about the following scenario:

a giant ultralisk army is marching towards the base of an archoning player, the ultralisks will definitelly win in a direct confrontation with the archons (imagine 15 ultras vs 2 archons) but, in the last second the archoning player warps in 2 dark templars, places them on the ramp and putsthem in hold position. what does the ultras do?
they cant get past, because there is an invisible wall there.

now, the problem I am thinking about is not this exact situation, afterall, if the ultralisk player gets an overseer that will end the game in his favor. my point is that there exist areas in the game where you can effectively use units that should not be available to you according to the rules.

zerglings and corruptors can be used for scouting, they shouldn't but they can.

dt can be used for scouting and blocking chokes.

ht... meatshield? no, ht are silly when they cant use spells, but my point stands.

there exists areas of use for prohibited units. personally I would fix this by:
1. make all units which can morph into something have a sightrange of 0.
2. remove the hold-position commands of such units.

edit: unless that unit was the chosen unit obviously
I'm better today than I was yesterday!
urashimakt
Profile Joined October 2009
United States1591 Posts
March 01 2012 02:54 GMT
#17
On March 01 2012 10:05 Roblin wrote:
there is one thing that have always bugged me about morphing units in monobattles, it has to my knowledge never happened butthe fact that it is still there annoys me, that is that if you pick a unit which is morphed from another unit (say, archon) then the first unit can be used.

yes, I know you have disabled all attacks on such units, but think about the following scenario:

a giant ultralisk army is marching towards the base of an archoning player, the ultralisks will definitelly win in a direct confrontation with the archons (imagine 15 ultras vs 2 archons) but, in the last second the archoning player warps in 2 dark templars, places them on the ramp and putsthem in hold position. what does the ultras do?
they cant get past, because there is an invisible wall there.

now, the problem I am thinking about is not this exact situation, afterall, if the ultralisk player gets an overseer that will end the game in his favor. my point is that there exist areas in the game where you can effectively use units that should not be available to you according to the rules.

zerglings and corruptors can be used for scouting, they shouldn't but they can.

dt can be used for scouting and blocking chokes.

ht... meatshield? no, ht are silly when they cant use spells, but my point stands.

there exists areas of use for prohibited units. personally I would fix this by:
1. make all units which can morph into something have a sightrange of 0.
2. remove the hold-position commands of such units.

edit: unless that unit was the chosen unit obviously

There are more elegant ways to achieve what you're looking for, such as making an Archon ball trainable/warpable directly from the Gateway/Warpgate and skipping the middle man. But they make the game less interesting.

When a player gets Banelings they can do way more interesting things if they're allowed to use the fact that a Baneling is born a Zergling first. We even enable the Zergling Speed upgrade if you roll Baneling so that you can sneak or run by and morph in a base, or whatever you decide you want to do.

In a game where his opponents might roll Marine, Zergling, Zergling, Zealot against his team's Archon, Ultralisk, Battlecruiser, Carrier I would be cheering on clever uses of disabled DTs against opponents who forget detection.
Who dat ninja?
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
March 01 2012 04:25 GMT
#18
This mod needs to replace the current one. The current one is SO outdated, it really needs this new stuff.
urashimakt
Profile Joined October 2009
United States1591 Posts
March 01 2012 07:35 GMT
#19
On March 01 2012 13:25 ClysmiC wrote:
This mod needs to replace the current one. The current one is SO outdated, it really needs this new stuff.

I do thank you for the interest. The best ways to get a mod up in the charts are to play it "open to the public" with friends and to get it streamed by popular folks. I'm attempting one of these, feel free to attempt the other!
Who dat ninja?
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-03-05 23:04:47
March 05 2012 11:22 GMT
#20
The following updates will be rolling out today to make the Bx Monobattle mod even better, including a fully operational custom referee system that allows spectators to see both important spectator information provided by the default UI and information pertinent to the monobattle portion of the game.

  • Player preparation time limit changed to 2 minutes, up from 1 minute
  • Fixed a bug that caused the Archon to be usable as a DT/HT player
  • Minor tweak to make the new phoenix upgrade match the behavior of other upgades when selecting Phoenix or not
  • Terran building flight limit now only activates if the player controls no other grounded buildings. This is to allow the acceptable practice of using a floating building for vision on unpathable high ground for more than 5 minutes without micro.
    • Maximum continuous unpathable flight duration shortened to 3 minutes from 5 minutes since the application is now more lenient.

  • Players who choose Random Any now have the option to re-Random Any a single time before they confirm readiness. The fact that they repicked will display in their unit icon.
  • Initial stage of custom referees is implemented. To activate custom referees, create a private game and set the "Allow Referees" to "On", then set game mode to "Custom" and place referees on their own team. This unfortunately complicates the implementation of the mod on a map, but should still be easily achieved in under 2 minutes to those mildly familiar with the player and trigger editors. The guide to implementing the mod will be updated accordingly on release.
Who dat ninja?
1 2 3 4 5 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Code For Giants Cup LATAM #5
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 27
StarCraft: Brood War
Sea 856
actioN 485
Killer 146
Dewaltoss 140
Leta 75
ToSsGirL 54
Bale 20
Sharp 16
soO 10
GoRush 9
[ Show more ]
NotJumperer 6
Counter-Strike
Stewie2K1342
allub169
shoxiejesuss122
Super Smash Bros
Mew2King92
Other Games
singsing1863
ceh9242
Sick181
NeuroSwarm65
Trikslyr24
Organizations
Other Games
gamesdonequick646
Dota 2
PGL Dota 2 - Main Stream186
StarCraft: Brood War
UltimateBattle 37
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH155
• LUISG 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
KCM Race Survival
1h 41m
Protoss vs Terran
WardiTV Team League
3h 41m
Big Brain Bouts
8h 41m
LetaleX vs Babymarine
Harstem vs GgMaChine
Clem vs Serral
Korean StarCraft League
18h 41m
RSL Revival
1d 1h
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
1d 6h
BSL
1d 11h
RSL Revival
2 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
2 days
Replay Cast
2 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
3 days
Sharp vs Scan
Rain vs Mong
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
5 days
Afreeca Starleague
5 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
5 days
Replay Cast
5 days
The PondCast
6 days
WardiTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-18
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.