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A PF, spine, or cannon should be able to cover the entire main (note: main only) mineral line now.
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Excellent, Thank you
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The change seems for the better early game, but it definitely sacrifices air defense late game. I heard a few people in game complete about that. Perhaps the solution is to walk it back but put very small destructible rocks between the edge and the refinery on both sides(mains only). This would stop the cannon problem and hellions/marines/marauders/etc camping your mineral line from behind when you can't do anything about it.
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On April 14 2012 01:17 RainFall wrote: The change seems for the better early game, but it definitely sacrifices air defense late game. I heard a few people in game complete about that. Perhaps the solution is to walk it back but put very small destructible rocks between the edge and the refinery on both sides(mains only). This would stop the cannon problem and hellions/marines/marauders/etc camping your mineral line from behind when you can't do anything about it.
Not gonna worry about that. Having a weak defense against air in the mid game on your main mineral line is preferable to having a weak defense against marines and reapers early game on your only mineral line.
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PSA: If you like watching Monobattles, it appears that Grubby streams matches on Bx Monobattle maps with his EU subscribers after each of his sessions.
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I love this map and hope it surpasses the old, obsolete monobattles soon. Thanks for making and maintaining the map.
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On April 27 2012 02:11 usernamegl wrote: I love this map and hope it surpasses the old, obsolete monobattles soon. Thanks for making and maintaining the map. Appreciate the appreciation. It's pretty slow right now, most of the features we set out to implement (mostly observer stuff) is in.
The UI slaps me in the face every time the map starts though, so eventually that will be updated with something simpler and yet more self-explanatory. Players should know instantly that they can choose their race and that they can reroll, and that those checkboxes mean they can remove those units.
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Was the building liftoff countdown removed in the latest version of the map? I'm currently in a game where none of us can build air units, and the Terran has floated off a CC and Barracks into the top left corner. We're sprawled out across the entire map so we are sure he doesn't have another building on the ground, but he's been floating for about 10 minutes now and we can't reach him. It's pretty frustrating.
To clarify, another of his teammates has a Medivac with a single Ghost it in in another corner of the map which we also can't reach.
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On May 04 2012 14:36 Teence wrote: Was the building liftoff countdown removed in the latest version of the map? I'm currently in a game where none of us can build air units, and the Terran has floated off a CC and Barracks into the top left corner. We're sprawled out across the entire map so we are sure he doesn't have another building on the ground, but he's been floating for about 10 minutes now and we can't reach him. It's pretty frustrating.
To clarify, another of his teammates has a Medivac with a single Ghost it in in another corner of the map which we also can't reach. Replay would be helpful. If he's moving the buildings back and forth over any bit of pathable land it'll continually reset the countdown. The countdown is entirely data based (which is a portion of the mod I haven't changed since the start, except to add/remove the Princess), so I'm inclined to say you guys probably missed something.
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Here's the replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=262501
The pertinent part starts around 10 minutes. The purple Terran's buildings get destroyed as per the map settings, which is fine. As of ~17:30, however the violet Terran no longer has any buildings on the ground, but he has a Medivac with a Ghost in it that I assume was preventing his floating buildings from being destroyed. We definitely didn't miss anything on the ground, and he wasn't moving them over land. so I was stumped.
Sorry for not attaching it in my original post, I was still in the game in question when I submitted it.
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Thanks for that. Turns out there was a typo and one of the requirements was owning a Ghost instead of a Ghost Academy. Should be fixed on Sand Canyon.
The Terran flight thing is a real pet peeve of mine. If anyone experiences someone trying to do it to them first make sure that they've got no ground buildings. If you believe they don't, just leave the game. Don't sit in there, it's a waste of your time. Bring me a copy of the replay.
If it's something I can change to include the countdown, I'll change it.
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Thanks for the fix, and I appreciate the consistent devotion in terms of updates and bug fixes you're able to apply to the map!
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Thanks so much for this map. I hope it can climb higher up the ranks again in custom games so I can find games in it, as I don't enjoy the megaton one that is on page 1.
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it's so sad that this map (Sand Canyon) isn't played anymore as much as it was before D3 came out... it's on page 7 now and it doesn't get filled with people anymore 
can we do something to publicize it ? I am willing to publicize it to peole in chat channels, if that is something that'll work
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On May 20 2012 06:11 ggofthejungle wrote:it's so sad that this map (Sand Canyon) isn't played anymore as much as it was before D3 came out... it's on page 7 now and it doesn't get filled with people anymore  can we do something to publicize it ? I am willing to publicize it to peole in chat channels, if that is something that'll work Two things are coming that have a shot at shaking up the popularity system: Patch 1.5 and HotS beta. If monobattles are still in demand at that point, Bx will be the first one updated for the changes and will retain all of its existing spectator/player features.
Until then, try not to lose too much sleep over it. I appreciate that you like the features the mod provides, though.
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Looking for people to play this with! I love this mod!
ManiaK.762 on the north american server.
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urashimakt, can you make a version of this map where the teams have mirror units - same as the opposite team? For example, if team 1 chooses banshee, team 2 also gets banshees by default. If team 1 chooses corruptors, one player in team 2 also is assigned corruptors. This way the balance is perfect, no more one team gets T1 units and destroys everyone while the other team gets T3 units or no Anti-Air and gets destroyed...
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On June 26 2012 06:55 ggofthejungle wrote: urashimakt, can you make a version of this map where the teams have mirror units - same as the opposite team? For example, if team 1 chooses banshee, team 2 also gets banshees by default. If team 1 chooses corruptors, one player in team 2 also is assigned corruptors. This way the balance is perfect, no more one team gets T1 units and destroys everyone while the other team gets T3 units or no Anti-Air and gets destroyed... I'm going to be redesigning how players/refs are picked so that more interesting unit selections can be accomplished. Player/ref distinctions will occur before the current unit selection occurs instead of simultaneously.
I had in mind a "ticket draft" selection mode randomly assigning both teams identical sets of "tier tickets" (with the tiers being 1, 1.5, 2, and 3) and allowing them to use each "ticket" to pick one unit from that tier. So a ticket for a 4v4 map might be {1, 1, 2, 3}. Both teams would be allowed to pick two tier 1 units, one tier 2 unit, and one tier 3 unit.
I'd be glad to add a mirror draft as a lobby option.
These new draft options, in addition to an "open draft" (teams see picks of the other team/s and take turn picking during their clock) option, will be implemented before HotS. I'd like to say sooner than that but BxM is maintained during my free time.
A draft mode involving bans may be available after HotS if/when there are enough selectable units to encourage it.
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I am of the opinion that mirror matches will be the most fun because they'll be balanced. t1,t2,t3 is an.. OK idea, but that still means one team can end up with brood lords and the other with ultras and no anti-air, and that's no fun.
I'll help you publicize it; I'm so tired of Megaton where you can get random useless medivacs and mothership
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On June 26 2012 12:16 ggofthejungle wrote: I am of the opinion that mirror matches will be the most fun because they'll be balanced. t1,t2,t3 is an.. OK idea, but that still means one team can end up with brood lords and the other with ultras and no anti-air, and that's no fun.
I'll help you publicize it; I'm so tired of Megaton where you can get random useless medivacs and mothership The draft modes won't be random only. If you get a T3 ticket, you pick a T3 or random a T3. Since it is a draft mode, you'll also see what your opponent picks between each of your team's picks. "Random only" and "allow picking" are two lobby options that will share the same slot with draft modes. Existing/altered options will be given new, appropriate names (i.e. "Blind Random", "Blind Pick").
Since "blind" selections can be executed much faster than draft selections and enforced randoming seems far more popular than picking, the default game mode will remain the same. If you have friends, are organizing an event, or Arcade magically fixes the custom games system, the draft modes should provide an extra layer of team planning if desired.
Edit: I figured it was also worth mentioning that at the end of any draft phase, there will be a short period of time where players on a team can trade their units around.
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