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TotalBiscuit's Axiom an SC2 MOD

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
JimmyJRaynor
Profile Blog Joined April 2010
Canada14844 Posts
October 16 2017 22:03 GMT
#1
https://www.axiommod.com/

lots of features in this MOD remind me of how C&C games handle production and macro mechanics.

Our goal with the Axiom mod was to provide an experience that captured the essence of what makes Starcraft and Real time Strategy so compelling, while taking away barriers such as high actions-per-minute and complex UI. This mod focuses on the 3 core tenets of great RTS gameplay.

Build your Dream Base
Recruit a powerful army
Annihilate your Enemy
It's the kind of game that you can play with someone who is much better or worse than you and still have a great time. This game mode lowers the barrier to entry and allows friends to play with each other without having to be the same skill level. It provides a gateway to competitive play, a version of the game that is visually almost identical to competitive Starcraft 2.

Watching Starcraft is one of the best eSports spectator experiences there is and many viewers would love to play like the pros but simply can’t meet the demanding requirements of the base game. Axiom aims to change all that and let you play a version of competitive Starcraft that is easier to get into, yet gives you access to all of the tools and strategies that a pro-gamer would employ in front of crowds of cheering fans in an arena.

Everyone should be able to enjoy competitive Starcraft. Axiom makes that possible.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
October 16 2017 22:10 GMT
#2
Seems cool.

Not sure about doubling the health of everything--this seems like it could cause balance problems even at the level of the intended audience. Some units might not even be worth building.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
October 16 2017 22:16 GMT
#3
This is a fantastic idea. Well done.
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2017-10-16 22:44:14
October 16 2017 22:20 GMT
#4
I played my first game and some dude 13/12'd me.

I played a second game and it's pretty bug filled and the hotkeys are all sorts of hard to adjust to. This isn't for me

I do like everything dying a little slower though, that's neat
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2017-10-17 00:52:29
October 16 2017 22:39 GMT
#5
My first impression of the game is the hotkeys make no sense and nothing dies.
I ran like 10 marauders through 3 drone lines and killed everything before they died rofl...

I played another game and it's really hard to understand how the economy works. It seems hard to run out of money, or to even spend it quickly enough to not be climbing into the thousands.
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
leublix
Profile Joined May 2017
493 Posts
October 16 2017 23:52 GMT
#6
The hotkeys will keep me away from this unless I'm drunk and want to play with one hand.

Too much work to relearn all the hotkeys.

I'd have preferred the standard UI with all the quality of life stuff.
ClanWars
Profile Blog Joined February 2014
United States330 Posts
October 16 2017 23:59 GMT
#7
Trust me if you have a TL account, you aren’t the target audience for this.

All this talk of relearning hotkeys, we built a game for people that don’t know what a hotkey is/
SHOUTcraft Kings - Official account.
imre
Profile Blog Joined November 2011
France9263 Posts
October 17 2017 00:04 GMT
#8
On October 17 2017 08:59 ClanWars wrote:
Trust me if you have a TL account, you aren’t the target audience for this.

All this talk of relearning hotkeys, we built a game for people that don’t know what a hotkey is/


Neat stuff, it would have been awesome to have it in 2010. Do you plan to post data on any sort regarding the success of your mod ? Would be really interested by it.
Zest fanboy.
Dav1oN
Profile Joined January 2012
Ukraine3143 Posts
October 17 2017 00:19 GMT
#9
Wow, such interesting concept :O

Just curious but have u ever thought about rising maximum supply limit and adding minerals inflation system like it is in War3? Since units are basicly a smaller War3 versions.
In memory of Geoff "iNcontroL" Robinson 11.09.1985 - 21.07.2019 A tribute to incredible man, embodiment of joy, esports titan, starcraft community pillar all in one. You will always be remembered!
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
October 17 2017 00:51 GMT
#10
Good work TB. Great display of passion once again.
The mind is like a parachute, it doesnt work unless its open. - Zappa
The_Templar
Profile Blog Joined January 2011
your Country52763 Posts
October 17 2017 01:35 GMT
#11
Looks interesting. I might run it past my little brothers and see what they think. Might try it myself, actually, since I never actually used hotkeys all that much.
Moderatorshe/her
TL+ Member
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
October 17 2017 07:29 GMT
#12
Question for @ClanWars aka TB

Can we actually make little tournaments in it? Like for fun events on stream? or is it still in beta etc..
twitch.tv/pharaphobia
Hider
Profile Blog Joined May 2010
Denmark9086 Posts
Last Edited: 2017-10-17 08:50:16
October 17 2017 08:48 GMT
#13
On October 17 2017 07:10 ZigguratOfUr wrote:
Seems cool.

Not sure about doubling the health of everything--this seems like it could cause balance problems even at the level of the intended audience. Some units might not even be worth building.


It's a huge buff to melee units.

Anyway I am sure its a nice little fun mode that non Sc2 players will play for a bit (due to Totalbiscuits brand) and then after a little while they will move on, and the mod will be forgotten about.

If you want to attracht a stable and large new playerbase you need to make a brand new game on a brand net platform.
Innovation was a better player in 2013 than Byun in 2016.
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30471 Posts
Last Edited: 2017-10-17 09:09:33
October 17 2017 08:53 GMT
#14
Some great ideas and implementations on simplifying the game for a new audience. Starcraft sprinkled with some Total Annihilation and Command and Conquer. I only wonder if the double health won't lead to some tough balance issues.
Neosteel Enthusiast
opisska
Profile Blog Joined February 2011
Poland8852 Posts
October 17 2017 08:57 GMT
#15
Sounds fun. Honestly, I always wanted SC2 to be more like this I know I am not the "target audience", but if this - or something similar - gets popular, I might play it a lot. Probably won't be very interested if it's just a niche custom game, because I really like playing a game with large base, tourneys and community, but if it break through, I might eventually ditch SC2 for this.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
aQuaSC
Profile Joined August 2011
717 Posts
October 17 2017 10:16 GMT
#16
On October 17 2017 17:48 Hider wrote:
Show nested quote +
On October 17 2017 07:10 ZigguratOfUr wrote:
Seems cool.

Not sure about doubling the health of everything--this seems like it could cause balance problems even at the level of the intended audience. Some units might not even be worth building.


It's a huge buff to melee units.

Anyway I am sure its a nice little fun mode that non Sc2 players will play for a bit (due to Totalbiscuits brand) and then after a little while they will move on, and the mod will be forgotten about.

If you want to attracht a stable and large new playerbase you need to make a brand new game on a brand net platform.

Preferably designed with microtransactions and continuous development in mind, I feel that games that are complete are not attracting people anymore. Or they are but for a really short period compared to other titles
TL+ Member
Hider
Profile Blog Joined May 2010
Denmark9086 Posts
Last Edited: 2017-10-17 12:06:44
October 17 2017 10:56 GMT
#17
On October 17 2017 19:16 aQuaSC wrote:
Show nested quote +
On October 17 2017 17:48 Hider wrote:
On October 17 2017 07:10 ZigguratOfUr wrote:
Seems cool.

Not sure about doubling the health of everything--this seems like it could cause balance problems even at the level of the intended audience. Some units might not even be worth building.


It's a huge buff to melee units.

Anyway I am sure its a nice little fun mode that non Sc2 players will play for a bit (due to Totalbiscuits brand) and then after a little while they will move on, and the mod will be forgotten about.

If you want to attracht a stable and large new playerbase you need to make a brand new game on a brand net platform.

Preferably designed with microtransactions and continuous development in mind, I feel that games that are complete are not attracting people anymore. Or they are but for a really short period compared to other titles


Back in the days of Wc3, custom games/mod were very attractive they were one of the only (decent) F2P options. Today there are so many opportunities ot play cheap/free games.

There are also a ton of things a new RTS game needs to do corect from a design-perspective. It's quite challenging and 99% of developers have failed and a large portion of new developers will fail because they don't understand how to make an easy-to-learn difficult to master game.

E.g. Day9's atlas is a prime example of what not to do when making an RTS game. Instead developers needs to figure out how you make awesome and skill-based micro interactions. If you don't understand that, then nothing else (including business model / overall gameplay model/strategic choices etc.) will matter - the game will fail.


It's easier to make an FPS that is "fun" for a large audience than an RTS, however I think if you do everything right, then the RTS game can be even more fun for casuals as well - hence why I am predicting a return to popularity in 5-10 years.


So even though I am a long-term "Bull" on the the potential of the RTS-genre, it's been easy to predict that all the RTS games launched previouosly would fail and I don't see any new game completely breaking that trend over the next 2-3 years.
Innovation was a better player in 2013 than Byun in 2016.
aQuaSC
Profile Joined August 2011
717 Posts
Last Edited: 2017-10-17 12:13:38
October 17 2017 11:58 GMT
#18
Slightly going out of topic, but to me personally biggest flaw SC2 has had over the years is the fact that there are many units that are present across campaign, multiplayer and co-op in which they work completely differently. What SC1 has best is the fact that you get the same tools in multiplayer as in campaign - single player in SC1 is an amazing introduction to the multiplayer part of the game. If you can handle units in campaign there you can do it in multiplayer. Future RTS should take this into account. One thing in the game needs to be identical across all of the game modes.

It's understandable that Blizzard wanted SC2 campaigns and other stuff being as explosive, fun and varied as possible and to me they did, but it shouldn't take priority in development of all of the game modes. It ended up dividing the game in itself, I mean you have Adepts shooting air in LotV campaign and in co-op, but not in multiplayer? Why? A tooltip before a regular multiplayer match saying that campaign units are heavily modified compared to multiplayer is not a fix for this.

In my opinion multiplayer should have and be a base set of game units/mechanics with campaign/co-op having stuff exclusive to them and every change affecting multiplayer should affect other modes too, but it's too late to change any of that.

Axiom is only going further that way. If it was ever made with a thought of being an entrance to regular SC2 1v1, well it won't be. It's a completely different game mode, it shouldn't be compared to regular competitive experience, it's more of an RPG where you play a person that can play SC2 or something. If someone happens to get into SC2 through it they will be in for a surprise when they try the real thing, hopefully they will stay for the challenge. Or maybe I'm overthinking it all
TL+ Member
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
October 17 2017 13:10 GMT
#19
Wow just skimmed quickly and saw some neat design ideas

Pay as you go economy! Don't have to pay unit costs up front!

Global rally points! Nice!
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Endymion
Profile Blog Joined November 2009
United States3701 Posts
October 17 2017 14:51 GMT
#20
On October 17 2017 19:56 Hider wrote:
Show nested quote +
On October 17 2017 19:16 aQuaSC wrote:
On October 17 2017 17:48 Hider wrote:
On October 17 2017 07:10 ZigguratOfUr wrote:
Seems cool.

Not sure about doubling the health of everything--this seems like it could cause balance problems even at the level of the intended audience. Some units might not even be worth building.


It's a huge buff to melee units.

Anyway I am sure its a nice little fun mode that non Sc2 players will play for a bit (due to Totalbiscuits brand) and then after a little while they will move on, and the mod will be forgotten about.

If you want to attracht a stable and large new playerbase you need to make a brand new game on a brand net platform.

Preferably designed with microtransactions and continuous development in mind, I feel that games that are complete are not attracting people anymore. Or they are but for a really short period compared to other titles


Back in the days of Wc3, custom games/mod were very attractive they were one of the only (decent) F2P options. Today there are so many opportunities ot play cheap/free games.

There are also a ton of things a new RTS game needs to do corect from a design-perspective. It's quite challenging and 99% of developers have failed and a large portion of new developers will fail because they don't understand how to make an easy-to-learn difficult to master game.

E.g. Day9's atlas is a prime example of what not to do when making an RTS game. Instead developers needs to figure out how you make awesome and skill-based micro interactions. If you don't understand that, then nothing else (including business model / overall gameplay model/strategic choices etc.) will matter - the game will fail.


It's easier to make an FPS that is "fun" for a large audience than an RTS, however I think if you do everything right, then the RTS game can be even more fun for casuals as well - hence why I am predicting a return to popularity in 5-10 years.


So even though I am a long-term "Bull" on the the potential of the RTS-genre, it's been easy to predict that all the RTS games launched previouosly would fail and I don't see any new game completely breaking that trend over the next 2-3 years.


what was wrong with atlas??? it was fun to play during the betas/alphas, although it wasn't as good as broodwar or traditional RTS. it just needed some design changes and it could have been lightning in a bottle i think. especially if day9 had added anime girls and marketed it to korea and china instead of western markets..
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
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