I will be helping playtest for sure! (On vacation for 1 more day) (never REALLY played BW.)
also, I have to say, I am continuously reminded how awesome our community is. I hope everyone keeps bringing these quality projects, threads, ideas etc, everything. I love it so much.
I need to find a a way to give back more. Maybe ill start a movement to help mappers test their maps.. I know its hard to get melee maps tested let alone UMS
On December 29 2012 13:26 Lightswarm wrote: The main thing from bw to sc2 transition rly boils down to stuff like being able to comeback from behind. There is nothing remotely like a flock of mutas harassing a bio terran back from the push or holding onto 3 base as zerg against a super Ggro terran using dark swarm and lurkers. Im sure everyone loved the visual upgrade and no one would really complain about unlimited unit/building selection in order to help new players come in.
Unlimitted building / unit selection would broke many things for BW. You listed Muta harass One thing that made it balanced is that you can't have more than 11 muta ( + 1 Overlord for the micro trick ) at once. 25 Muta doing this kind of harass would just wreck Terran. And that's only one example
irradiate shuts down mass mutas if i recall correctly (lol). also, terrans started building valks with their initial bio army to effectively negate the mutas. so thats one example down
On December 30 2012 08:04 CursOr wrote: I played this once a while back, and all the crossover from SC2 was too frustrating. If you're going to do it- make it BroodWar as much as is possible. No automining. No Smart Casting. No MBS. Nothing. Give it the exact, horrible, hexagonal movement. Just replicate Broodwar. I understand that some of this is very hard to do but- without those limitations it isn't Broodwar anymore.
What are you talking about? All of these options exist.
1. No automining - done. 2. No smart casting - done. 3. No MBS - done. 4. Pathing - as close as engine allows.
Just make sure to create a game and select these in the options pane.
I never looked at that menu before game. Thank you very much!!
Have fun!
I wonder, is it possible to change the UI so that 12 wireframes fit in the UI perfectly?
I think you should should find some pros or semipros to play some games, and add to the main post 2 of the best games. and if its gest casted even better. maybe try to contact NukeTheStars to cast at least 2 games, that would be amazing.
On December 29 2012 13:26 Lightswarm wrote: The main thing from bw to sc2 transition rly boils down to stuff like being able to comeback from behind. There is nothing remotely like a flock of mutas harassing a bio terran back from the push or holding onto 3 base as zerg against a super Ggro terran using dark swarm and lurkers. Im sure everyone loved the visual upgrade and no one would really complain about unlimited unit/building selection in order to help new players come in.
Unlimitted building / unit selection would broke many things for BW. You listed Muta harass One thing that made it balanced is that you can't have more than 11 muta ( + 1 Overlord for the micro trick ) at once. 25 Muta doing this kind of harass would just wreck Terran. And that's only one example
Actually it would still work, Terran has two air based units with aoe to counter it. One you want regardless of what the enemy is going.
Only thing I really see it breaking is mass army movement and perhaps the usage of lings.
No it wont work, because even if Terrans have the units which could pull it off they need the precognition to build them in sufficient numbers. In any case massive numbers of tightly packed units dont allow for comebacks or mistakes ... you HAVE TO HAVE the right unit composition to counter that and that means scouting. This cant be done that easily for every race as it can be done by Terrans.
The game would be better off with limited unit selection, because it allows for longer and more interesting battles and prevents AoE from becoming too important.
3-4 valks destroy a flock of mutas especially with a bio ball. also, if you commit that much gas on mutas, you have no gas for lurker/hive tech
On December 29 2012 13:26 Lightswarm wrote: The main thing from bw to sc2 transition rly boils down to stuff like being able to comeback from behind. There is nothing remotely like a flock of mutas harassing a bio terran back from the push or holding onto 3 base as zerg against a super Ggro terran using dark swarm and lurkers. Im sure everyone loved the visual upgrade and no one would really complain about unlimited unit/building selection in order to help new players come in.
Unlimitted building / unit selection would broke many things for BW. You listed Muta harass One thing that made it balanced is that you can't have more than 11 muta ( + 1 Overlord for the micro trick ) at once. 25 Muta doing this kind of harass would just wreck Terran. And that's only one example
irradiate shuts down mass mutas if i recall correctly (lol). also, terrans started building valks with their initial bio army to effectively negate the mutas. so thats one example down
Not to mention, unless I'm going insane (which is possible) I remember watching a video explaining how after going over 12 units the mutas will auto unstack. (In this mod at least.)
Rules of the game don't have to be super rigid, they can be bent for the sake of balance.
>11 muta can be countered against well (with corsairs/valks/irradiate) but having >12 units per group greatly helps zerg in all other cases. The best pro players cannot send an entire zerg army efficiently so you see lots of "streams" of units across the map, but if you could box, hotkey, and flank with ~75 units (~3 control groups of 25) easily zerg would be much stronger in bw. You can easily macro like 60 lings or a shitton of hydras at a time and it's super hard to actually send them to reinforce an attack (and they form conga line due to dumb ai pathing), but if it was as simple as 1 box and click zerg would be stronger mid/late game.
Zerg armies are kind of clusterfucks late game such it is actually impossible to fully maximise their control due to pathing/inability to box all units at once, but with unlimited hotkey I think people can get much closer such that it would effect balance.
edit- IMO it's more about how many unit's you can box at a time. The problem is if you can see a rally point with 40 units and just grab one half, hotkey, then grab the other half and hotkey--or separating out different unit types by control-clicking the unit in the selected box. 12 unit "boxing" makes the process much much much more repetitive as you get repeats in the control groups and is harder mouse-precision wise. There are various things that discourage actually hotkeying >12 things in one hotkey (such as spider mines, tank splash, storm if you also don't run away with the easier-to-control >12 unit group, etc) but boxing units is what zerg frantically does to control their armies.
On December 30 2012 09:22 N.geNuity wrote: >11 muta can be countered against well (with corsairs/valks/irradiate) but having >12 units per group greatly helps zerg in all other cases. The best pro players cannot send an entire zerg army efficiently so you see lots of "streams" of units across the map, but if you could box, hotkey, and flank with ~75 units (~3 control groups of 25) easily zerg would be much stronger in bw. You can easily macro like 60 lings or a shitton of hydras at a time and it's super hard to actually send them to reinforce an attack (and they form conga line due to dumb ai pathing), but if it was as simple as 1 box and click zerg would be stronger mid/late game.
Zerg armies are kind of clusterfucks late game such it is actually impossible to fully maximise their control due to pathing/inability to box all units at once, but with unlimited hotkey I think people can get much closer such that it would effect balance.
the problem with zerg is that they are limited in their gas. sure you can get 24 mutas and just run around killing the terran. if you can kill the terran iwth 24 mutas, thats great. but if you cannot kill the terran, and the game stabilizes to the next phase (lurker/ling/defiler vs tank/bio/vessel) what is 24 muta gonna do. as stated in previous posts, irradiate murders a stacked muta flock. if you really wan to split 24 mutas just to find the one irradiated muta, be my guest, but ull most likely see ur gas investment go down the drain after 75-150 energy from vessels. that gas dumped means you cannot hold their inevitable bio push.
as for boxing unlimited units per group...how do i even begin lol. the one thing you dont want to do in zvt (zvp less so since you dont need much micro) is to clump ur units together and attack into the enemy. if you ever tried spreading the zerg army in sc2 so that they will attack the enemy in one front efficiently, you know that you need to micro so much more to make sure they dont clump up. clumping units into 1 hotkey would win you games against low level players, but at the mid-high level (even just on iccup like c+ or above) people would laugh at you for doing such thing
I agreed about mutas. Anyways, I'm not saying zergs would use 1 hotkey, but efficiently and rapidly making 3-4 "chunks" is greatly beneficial. Which if you have 80 units that changes to a 1a2a3a4a instead of a clusterfuck of 7-8 hotkeys or frantic boxing. And you see evidence of that in sc2, as big ling/baneling attacks is obviously possible due to ai pathing and being able to box 50 lings at a time.
you do want your army to clump together in 2-3 chunks midgame vs terran as it is extremely common you want to flank with ~12-15 lurkers and maybe 40-50 lings sandwich the marine medic and ~2-3 tank and 1 vessel army. And it depends on the map, but zvp you'll often have 50-80 units of a combination of hydra/ling midgame.
zerg with 3-4 clumps is much much much stronger than the streamline type attacks that bw forces due to response times, pathing, and limited factors of boxing and hotkeying.
On December 30 2012 09:22 N.geNuity wrote: >11 muta can be countered against well (with corsairs/valks/irradiate) but having >12 units per group greatly helps zerg in all other cases. The best pro players cannot send an entire zerg army efficiently so you see lots of "streams" of units across the map, but if you could box, hotkey, and flank with ~75 units (~3 control groups of 25) easily zerg would be much stronger in bw. You can easily macro like 60 lings or a shitton of hydras at a time and it's super hard to actually send them to reinforce an attack (and they form conga line due to dumb ai pathing), but if it was as simple as 1 box and click zerg would be stronger mid/late game.
Zerg armies are kind of clusterfucks late game such it is actually impossible to fully maximise their control due to pathing/inability to box all units at once, but with unlimited hotkey I think people can get much closer such that it would effect balance.
the problem with zerg is that they are limited in their gas. sure you can get 24 mutas and just run around killing the terran. if you can kill the terran iwth 24 mutas, thats great. but if you cannot kill the terran, and the game stabilizes to the next phase (lurker/ling/defiler vs tank/bio/vessel) what is 24 muta gonna do. as stated in previous posts, irradiate murders a stacked muta flock. if you really wan to split 24 mutas just to find the one irradiated muta, be my guest, but ull most likely see ur gas investment go down the drain after 75-150 energy from vessels. that gas dumped means you cannot hold their inevitable bio push.
as for boxing unlimited units per group...how do i even begin lol. the one thing you dont want to do in zvt (zvp less so since you dont need much micro) is to clump ur units together and attack into the enemy. if you ever tried spreading the zerg army in sc2 so that they will attack the enemy in one front efficiently, you know that you need to micro so much more to make sure they dont clump up. clumping units into 1 hotkey would win you games against low level players, but at the mid-high level (even just on iccup like c+ or above) people would laugh at you for doing such thing
We rarely see that kind of muta investment in ZvT so it's hard to imagine how to transition. If the zerg somehow managaes to reach that number however why not invest in a heavy amount of scourge instead of tech switch?
Imagine the hype if Day9 done a daily on this mod, him playing vs Artosis or someone would generate so much interest and help Maverck's efforts go more noticed.
It seems like if you click really fast you can give orders to 12+ units in one time even with the bw restriction on. Also fighting spirit seems a bit off but maybe that is just me (i'm more used to old school maps). Is it normal you can wall the natural with just 1 rax 1 supply ?
On December 30 2012 09:55 N.geNuity wrote: I agreed about mutas. Anyways, I'm not saying zergs would use 1 hotkey, but efficiently and rapidly making 3-4 "chunks" is greatly beneficial. Which if you have 80 units that changes to a 1a2a3a4a instead of a clusterfuck of 7-8 hotkeys or frantic boxing. And you see evidence of that in sc2, as big ling/baneling attacks is obviously possible due to ai pathing and being able to box 50 lings at a time.
you do want your army to clump together in 2-3 chunks midgame vs terran as it is extremely common you want to flank with ~12-15 lurkers and maybe 40-50 lings sandwich the marine medic and ~2-3 tank and 1 vessel army. And it depends on the map, but zvp you'll often have 50-80 units of a combination of hydra/ling midgame.
zerg with 3-4 clumps is much much much stronger than the streamline type attacks that bw forces due to response times, pathing, and limited factors of boxing and hotkeying.
ye zvp, you can just a-move ur entire army into toss (i think this was even mentioned by a pro player in hyungjoon turning pro series). in my past experience, you generally want to flank the terran with the largest possible area since lings die so fast to rines (maybe clump up lurkers tho just so you have a back line)
On December 30 2012 10:06 mau5mat wrote: Imagine the hype if Day9 done a daily on this mod, him playing vs Artosis or someone would generate so much interest and help Maverck's efforts go more noticed.
I'm actually really surprised big name streamers arn't more interested in SC2BW, Starbow or OneGoal.
On December 30 2012 10:06 mau5mat wrote: Imagine the hype if Day9 done a daily on this mod, him playing vs Artosis or someone would generate so much interest and help Maverck's efforts go more noticed.
There was a Funday Monday on the mod. It was a year and a half ago, I think it would be good to do another one. I think tanks were doing crazy damage for some reason but the mod has been fixed since.