• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:07
CEST 03:07
KST 10:07
  • 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: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
Daily SC2 Player Grid - feedback wanted StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16?
Tourneys
Master Swan Open (Global Bronze-Master 2) GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
BW General Discussion vespene.gg — BW replays in browser Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace Megathread Nintendo Switch Thread Beyond All Reason Total War: Warhammer 40K
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI UK Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11990 users

[A] FlowCraft - A effort to improve the game - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
aiuradun
Profile Joined February 2011
Denmark115 Posts
November 06 2012 21:03 GMT
#21
quite a few of these this is sc2 just better mods out there, and i like that people are trying and i like alot of the ideas and hope blizzard are watching them as well getting at the very least some creative thoughts looking at these mods, even though i don't think any of them will really kick into overdrive and really be played alot, but i love reading and even trying these kind of maps :-)
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
November 07 2012 00:38 GMT
#22
--- Nuked ---
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
November 07 2012 01:50 GMT
#23
I'll concur with what a lot of people in this thread have already said.

Putting the time and effort in to making a mod that can actually showcase proposed balance and design changes rather than just having rampant theorycrafting and loud posting is the only way we'll ever get any results or data whatsoever about the viability of our ideas.

Back in Oct. 2010 when SC2 had just come out, I thought terran was the most imba thing ever (when I was silver league, and getting 7minute 3rax stim rushed on close positions lost temple).

So, I went into the editor and nerfed terran into the ground and started playing around with the melee balance myself. As I learned more and more about the editor, I ended up effectively making my own altered melee mod - just to see what would be cool.

Laertes above is completely right about needing to maintain a vision for what kind of gameplay you want to aim at. My mod ended up having so many units, and so many options, that it's actually impossible to balance. Sure there's a lot of cool stuff that you don't see in standard (reavers blowing up MMM and abomination+lurker vs irradiate) but that doesn't necessarily make it competitive. It might be fun to the casual-tryhard, but not to a serious RTS player.

When the options become too many, and the execution too convoluted (as with some of your new abilities), the potential for strategic gameplay goes away. It becomes impossible to strategize and account for possible counter strategies and timings and all that high-level stuff if there are too many options to consider.

In essence, my mod became too coin-flippy and chaotic to balance.

So, I eventually gave up the ghost and decided it's just a fun melee-esque mod showcasing my advances in understanding the data editor rather than a serious balance mod.

All the same, best of luck at making your altered melee map a success.
Everyone knows that making the changes is the easy part. Figuring out which ones to make is the hard part.
In Bizarro World, I ladder more than I make custom maps
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 Posts
Last Edited: 2012-11-07 08:21:39
November 07 2012 08:21 GMT
#24
On November 07 2012 02:54 RFDaemoniac wrote:
"Hard counters have been removed. More specifically, the whole bonus damage system has been removed"

I would disagree with the idea that the bonus damage system creates hard counters.

For example, the siege tank does bonus damage to armored, but is clearly better against smaller units because of splash, which are also usually light. In this way the bonus damage system helps lessen the hardcounter of the ultralisk against the siege tank, or roaches against siege tanks.

While this is not always the case, I think it provides evidence that the whole system shouldn't be scrapped.


Agreed. Units like Immortals just happen to have really large bonus damage against units that don't do well against it. Bonus damage helps balance the game.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
NoM.Mur
Profile Joined May 2012
Finland6 Posts
November 07 2012 12:41 GMT
#25
Everyone who would like to play some games, join 'FlowCraft' channel in EU this evening. There is no exact timetable, but at least I will be there the whole evening.

On November 06 2012 22:09 decemberscalm wrote:
I have one question though, with macro mechanics gone's do you plan to add any sort of actual difficulty for macro? That's been a pretty key element to SCBW and SC2, players can show off their extreme skill by having flawless macro AND do everything else at the same time.


Ever since I removed the macro mechanics I have been thinking that did it make the game easier. There is clearly less to do, because you don't have to spawn larva, drop mules or plan the chrono boost usage. On the other hand, now the midgame is longer, it takes longer to get the full saturation and there will be more action and decisions before you can get it. Questions that have rosen to my mind are:

1) is it now more important to spend your money ASAP and try to get even a small edge? (Because a small lead in the begining will have more time to get bigger and bigger until the lategame.)
2) will the player get punished for supply blocks even harder?
3) Building supply is harder. The 200/200 won't be reached nearly as fast and player will have to worry about the supply production throughout the early and midgame. This is true expecially for the zerg, who can normally just produce the overlords after the larva pops out and then not worry about it until the next larva cycle. Plus there can normally be only very little action/threads before the 60 - 80 worker mark has been secured.

At least from the zerg perspective things feel a lot harder now. There is only limited amounth of larva and it takes so long to get the full saturation. You have to worry constantly about the enemy and ask yourself that do I produce units or do I produce drones. For other races it sure is equally important to expand as quickly as possible, but not to over extend.

Along with some of my teammates I have made a strange observation, we will start floating money! How is that possible... It might be just the lack of experiance in this new situation though.


On November 07 2012 02:54 RFDaemoniac wrote:
"Hard counters have been removed. More specifically, the whole bonus damage system has been removed"

I would disagree with the idea that the bonus damage system creates hard counters.

For example, the siege tank does bonus damage to armored, but is clearly better against smaller units because of splash, which are also usually light. In this way the bonus damage system helps lessen the hardcounter of the ultralisk against the siege tank, or roaches against siege tanks.

While this is not always the case, I think it provides evidence that the whole system shouldn't be scrapped.


I agree with you. That part were written little unclearly. I removed the bonus damage system because:

1) I wanted to test is it possible to balance a game without it and how it will affect the gameplay
2) It made the game more simple. Very easy to understand the basic stats. Less paper, rock, scissors
3) Like you said, everything is not a hard counter (like the tank), but the ones that were are no more (for example Immortal or Baneling).

Don't get me wrong, there still should be "light counters" to units (if we want to use the word counter). Some units will perform better against certain unit mixes than others. So we could say that there is still little bit paper, rock, scissors. I'm sure there is no right way, but personally I like this approach more. Example:

Terran makes a lot of marines. Protoss mixes some Immortals in, since they are great vs marines. Terran player will start producing more Marauders since they have more hp and more range than marine, and can deal well with Immortals. Protoss starts adding more zealots since they are great (especially with chager) against marauders. etc.

But there is no unit, that can completely "counter" the enemy force and would completely wipe them out.

As I said before, if it looks like I have to incorporate a bonus damage system to balance the game correctly, I will.

On November 07 2012 09:38 Laertes wrote:
I encourage the maker of flowcraft to stick with a "guiding goal", such as the one above, or one of his imagination.


That is a good advice.
PunchTheBag
Profile Joined October 2012
Russian Federation26 Posts
December 16 2012 01:03 GMT
#26
Wow, that's cool. I am good starbow player, but you want to solve even more core sc2 problems (and most important - without cutting all this sc2 stuff and back to BW as in starbow). Just finished reading this long post, not played yet.

Good luck with developing, i hope some days we will see several solutions of sc2 issues (like a nerf of deathball and defensive advantage) in a pro level. Can anyone take interview with any progamer to give him a question about these concepts?

And one more important (very inportant) thing - please make an in-game rating (maybe like ELO or Iccup) system (and maybe one-in-all map where players can choose the map to play). It is very annoying to play against unknown-skilled opponent (he can do a brilliant timing push or go "battlecruiser first" tactic with 6 workers). Without that system people wants play this map onky with known friends, and it very impedes popularity of mod.

And sorry for my english :D
The application "Crash Reporter" has quit unexpectedly
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
December 16 2012 01:27 GMT
#27
You know I hate to rain on your parade, but it really seems like all you did was buff the shit out of protoss and nerf zerg. You know that BW had damage types too, right? they just weren't clearly labeled. You also claim to want to buff the defender's advantage, but you did everything you could to take away the zerg defender advantage by nerfing corruptors, infestors, queens, banelings.. and adding the lurker which is cool but doesn't necessarily compensate.

I'm sure the mod is fun to play but there's certainly nothing we can learn about balance from it. This isn't starcraft anymore.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
December 16 2012 01:49 GMT
#28
I'm very sceptical you can ever balance this without making different units do different damage to different units.

Aside from that, unless you make each unit hit both ground and air, hardcounters will always exist, one banshee can kill infinite roaches.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Vindicta 29
StarCraft: Brood War
GuemChi 3358
Rain 3073
Sea 1528
Artosis 550
910 64
Dota 2
monkeys_forever866
League of Legends
Doublelift4949
Super Smash Bros
hungrybox511
Other Games
summit1g8696
Day[9].tv1948
shahzam585
C9.Mang0498
PiGStarcraft462
FrodaN376
JimRising 346
ViBE169
ROOTCatZ125
Maynarde91
Trikslyr52
Mew2King32
Organizations
Other Games
gamesdonequick681
BasetradeTV156
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 137
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv1948
Upcoming Events
The PondCast
8h 53m
WardiTV Spring Champion…
9h 53m
MaxPax vs SHIN
ByuN vs herO
Solar vs Zoun
OSC
11h 53m
OSC
22h 53m
CranKy Ducklings
1d 8h
WardiTV Spring Champion…
1d 9h
Cure vs SKillous
WardiTV Spring Champion…
2 days
GSL
2 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
2 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
2 days
[ Show More ]
WardiTV Spring Champion…
3 days
GSL
3 days
Patches Events
3 days
BSL22 NKC (BSL vs China)
3 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
3 days
WardiTV Weekly
4 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-06-16
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
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
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 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.