• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:29
CEST 16:29
KST 23:29
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9
Community News
Weekly Cups (August 25-31): Clem's Last Straw?14Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15Weekly Cups (Aug 4-10): MaxPax wins a triple6
StarCraft 2
General
Weekly Cups (August 25-31): Clem's Last Straw? #1: Maru - Greatest Players of All Time Maestros of the Game: Week 1/Play-in Preview Weekly Cups (Aug 11-17): MaxPax triples again! 2024/25 Off-Season Roster Moves
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Monday Nights Weeklies LiuLi Cup - September 2025 Tournaments 🏆 GTL Season 2 – StarCraft II Team League
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
ASL20 General Discussion Starcraft at lower levels TvP No Rain in ASL20? Victoria gamers BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Is there English video for group selection for ASL [ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined! Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Mechabellum Nintendo Switch Thread Stormgate/Frost Giant Megathread Teeworlds - online game General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 690 users

Accidents, GunZ: The Duel, and StarCraft II

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 12 13 14 Next All
Phrujbaz
Profile Blog Joined September 2008
Netherlands512 Posts
May 09 2010 13:45 GMT
#1
Let me tell you a little bit about GunZ: The Duel.

It is February 2004. It's been six years since MAIET was founded in South Korea. The name stands for "Team Innovation." It's also been jokingly referred to as "putting the I back in TEAM." As you can see MAIET is team spelled backwards, with the "I" added. MAIET originally started as a team of five researches that wanted to create innovate games.

[image loading]

For the past year, the company has been working very hard on what will later turn out to be MAIET's breakthrough into international fame. The team members are excited. The Project GunZ: The Duel is about to go into beta testing.

[image loading]

GunZ: The Duel is a first person shooter game. MAIET's wanted to give gamers a chance to do the same stylish moves that you can also see in movies. Gun-wielders can shoot while rolling around, run on walls, and perform wall-jumps.

However, true freedom of movement is achieved when you are holding a sword. With a sword, you can dash out of the way with lightning speed like a ninja. You can launch your opponents into the air, where they are sitting ducks. And you can even block bullets with your sword.

The game was rapidly growing in popularity. And then, during beta-test, a critical flaw in the game engine was discovered. MAIET started getting emails. The forums were being flooded with protests.

What had happened? Somebody had discovered that you can switch to your gun instantly during the "slashing" animation of a sword. This led to the development of new moves not in the original game, for example, the aptly named "slash shot." Hit somebody with your sword, then switch to your shotgun and hit them at point blank range while they are stunned by sword hit.

The game had been balanced for sword vs gunfights. Sword-wielders need to get in range to hit, but they also move around much faster than gun-wielders. Now, it had become possible to move around like a sword-wielder and then switch to your gun instantly whenever you need to shoot.



People developed moves like the "half-step:" You jump up into the air holding your sword. Then you do a "dash" to move at lightning speed. During your dash, you slash, switch to your gun, shoot, and switch back to your sword. Here the sword slash is not even intended to hit anyone, you just use it to exploit the game-engine bug.

Now people who did these new moves were practically invincible. They moved around much faster than allowed by the game engine, and they were able to shoot from a distance too. They were impossible to hit and their shotguns and revolvers took your hp off fast.

These moves were very difficult to perform. You need a lot of keypresses in a short amout of time (high apm) and your timing needs to be very good. Most starcraft players would be able to do it, but among the newcomers to GunZ, the beta testers, there were not many that could do it.



The game's playerbase was still expanding fast, but so were the amount of complaints on the forums and in MAIET's email box. MAIET realized that, with such a steep learning curve, the existence of the exploit could potentially turn off new people trying GunZ. They were getting destroyed by the more experienced players that exploited the game engine. And besides, the programmers felt embarrassed that their engine allowed such an exploit.

After enough criticism from the players, MAIET finally decided to listen to the community. MAIET patched GunZ to fix the exploit. And so, they made the biggest mistake of their career. Almost instantly, hundreds of players left GunZ never to come back. And hundreds more were leaving every day. Far from making the game more appealing to new players, GunZ: The Duel almost vanished off the radar.

MAIET hadn't realized that the exploit was what had allowed the game to grow so fast. The exploit turned an otherwise ordinary and boring game into an action-packed, frantic shooting game, where you need to have lightning quick aim in your right hand and very good consistency in your left. One slip-up and you don't complete the move you intended, and you are taking the full damage of a shotgun hit for sure. And with the people moving around so fast, you BETTER have fast and accurate aim.

To their credit, MAIET realized their mistake and immediately published a letter of apology to the community. They promised that the "Korean style," as it was called, was to have a place in the game forever and they'd written code to ensure it would never accidentally be broken in later releases. Their open-mindedness is what allowed MAIET to grow from a small South Korean no-name into a game development company with international fame.

The moral of the story? Game producers don't know what it takes to produce a good, competitive game. An e-sport game. To complicate the matter, they get inaccurate feedback from the community. It seems very, very hard to make a good game "on purpose." It only happens by accident. With exploits. Like strafe-jumping in Quake, Korean style in GunZ, and all the things we've learned about the StarCraft engine over the years.

Deliberately programmed in stuff like "blink" simply isn't as amazing as discovered tricks like "muta stack."
Caution! Future approaching rapidly at a rate of about 60 seconds per minute.
craaaaack
Profile Blog Joined June 2009
479 Posts
May 09 2010 13:54 GMT
#2
Nice read, I fully agree.
▲ I was really thirsty while playing a match. All my teammates were gone, so I drank from the water bottle that was next to me. It was very good. I thank the owner of the bottle.
shalafi
Profile Joined July 2008
394 Posts
May 09 2010 13:56 GMT
#3
Agreed.

And the bad thing about the new, consistent 3D engine of SC2, is that there aren't many glitches possible. They units will behave the way the programmers wanted to.
Invictus
Profile Blog Joined September 2009
Singapore2697 Posts
May 09 2010 13:58 GMT
#4
Completely agreed. Things that make or break a game is not something that is purposefully put in to make the learning curve steep. Half step, slash shot are all techniques that evolved through the exploit of the bug and made the game much more fun and enjoyable
Lee Jaedong Fighting!
Angra
Profile Blog Joined May 2009
United States2652 Posts
Last Edited: 2010-05-09 14:07:27
May 09 2010 14:05 GMT
#5
I completely agree and I think this combined with that one article that was written about Broodwar having many "overpowered" things in it to make it dynamic and exciting but still balanced is what SC2 needs. It seems that Blizzard thinks they can make an exciting and compelling game simply by tweaking numbers back and forth until everything is perfectly "balanced", but that's not what is going to make an exciting game. It's going to make an incredibly balanced, bland, boring game. If they continue on the path they are right now with making sure to take care with every single unit and number in the game and tweaking numbers and ONLY numbers, they are going to end up with a game that isn't going to last because it won't be exciting to play or watch at all. It isn't the fact that marauders do 10/20/30 damage, or the fact that broodlords have 150 or 130 or whatever health that is going to make a competitive game. It's tweaking the actual characteristics of units to make them not so boring and push the boundaries of what is considered "overpowered" while still keeping a balance between the three races that is going to turn SC2 into an esport.
MindRush
Profile Joined April 2010
Romania916 Posts
May 09 2010 14:05 GMT
#6
Agreed, but if sc1:bw had dozens of units in one control group, muta stacking would be OP, so for the game to be competitive, Blizzard should have fixed this glitch, like they fixed many others.

So now, with this 3d engine, MBS, dozens of units in 1 group, things are pretty much different. I am not sure exploits would be beneficial , but i may be wrong
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
btlyger
Profile Blog Joined February 2010
United States470 Posts
May 09 2010 14:12 GMT
#7
I started playing GunZ when it first came out. The first time I saw someone slash canceling i was like WTF YOU HACKER!!! But then when I learned how to do it I rocked all the nubs. It really felt awesome because it was something that not a lot of people could do at that point, and it just made you such a strong player. Doing it perfectly was hard, but when you did it you were seen as either a Hacker or a Pro.

Dangit, GunZ was so good. Did the game ever officially come out?
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
karebear
Profile Joined March 2010
United States36 Posts
May 09 2010 14:14 GMT
#8
damn, i used to be soo good at that game. but i agree with your point fully. what made gunz and BW popular was its personality. watching a terran army move over your 4-5 lurkers just waiting to pounce on them is just unmatched in SC2.
stranger danger power ranger
IrT4nkz
Profile Joined May 2010
229 Posts
May 09 2010 14:20 GMT
#9
Wow, I used to play this in 2005/6 seems like it's still alive
Angra
Profile Blog Joined May 2009
United States2652 Posts
May 09 2010 14:20 GMT
#10
On May 09 2010 23:14 karebear wrote:
damn, i used to be soo good at that game. but i agree with your point fully. what made gunz and BW popular was its personality. watching a terran army move over your 4-5 lurkers just waiting to pounce on them is just unmatched in SC2.


Not only that, but the fact that with superior micro the terran player could then possibly still beat those lurkers that initially seem "overpowered" to the casual observer. What made games like Broodwar and I'm assuming Gunz (never played it) so amazing was the fact that while they had so many seemingly overpowered things in them (dark swarm, lurkers, reavers, spider mines, siege tanks, etc etc) you could overcome them by having superior control and micro and being a better player in general. Now all there is left is completely straightforward units in SC2 that can't be overcome by superior control or microing, and can only be overcome by superior macro and just having more units than your opponent. Big blob armies clashing isn't exciting gameplay and it's what is going to kill SC2 in the long run as a competitive game.
Redmark
Profile Joined March 2010
Canada2129 Posts
May 09 2010 14:22 GMT
#11
This isn't as useful as you might think.
How are you supposed to know, as a game developer, which glitch is helpful and which is truly destructive? As you say, community feedback is almost useless; it's all reactionary 'oh no oh no a bug we are doomed'. So how does Blizzard distinguish between an unstoppable 6-pool rush and mutalisk stacking? Between a larva bug and hold lurkers? We see here on TL constant complaints of imbalance here and there; how could Blizzard tell, if a bug truly walked the line? It would need the star sense of the BW pros.
It may be that glitches give a sense of character to a game, but to rely on them is to rely on luck. I would much rather let my own game design decide whether my game sinks or swims.
anmajaeyoon
Profile Joined March 2009
19 Posts
May 09 2010 14:32 GMT
#12
Yay a game company fucked up, lets make an induction; every game company fucks up when it comes to esports!

You even mentioned strafe jumping, MAIET may have been incompetent idiots by taking out something that made the game great. Now theres ID software which actually made strafe jumping a centerpiece in their future games, in Quake Live you actually have to use this "glitch" to finish the practice halls.

Using this for Blizzard is also a bit flawed, we've seen numerous times that they listen to the community and know that the competitive gaming community is very different from the casual community. The whole phoenix moving shot thing appeared in the game like a week after there was huge discussion about the moving shot here, sure the mechanic wasn't exactly what we wanted but they might even fix that. They do listen and aren't going to fuck up like MAIET.
Ballistixz
Profile Joined January 2010
United States1269 Posts
May 09 2010 14:32 GMT
#13
this is how it is on any video game u play competitively whether it be console or pc. games that were made to be played just for fun will turn into a heavily competivie game because of unintentional flaws the game has that can be exploited. those flaws being so small/complicated only a few ppl will be a ble to pull off and thus earn the name of being "pro" at that game because it sets a huge gap between the normal players and the pro players who exploit these things.

i used this example before but i still believe super smash bros is the biggest example. the game was never meant to be played on at a competitive level and infact the head designer hated the fact that it was. SSBM became huge at the competitive level despite the fact that it never was meant to be played competitively. when brawl came out they tried to erase what made melee so competitive (the wave dashing just as one of many examples) so the game can be enjoyed equally among all player types. yet it still failed, brawl still became competitive and alot of "new" tricks were found to distinguish the pro players from the normal players.

its like this in all games. basically all the devs have to do is worry about balance and once thats out the way the game will evolve in the competitive scene on its own.
101TFP
Profile Blog Joined May 2010
420 Posts
May 09 2010 14:32 GMT
#14
blizzard should not try to keep the glitches from sc bw as features in sc2, the only thing we can hope for is to find new cool glitches in sc2
People get what they get, this has nothing to do with what they deserve.
Deleted User 55994
Profile Blog Joined December 2009
949 Posts
May 09 2010 14:36 GMT
#15
Fantastic post, but SC2 isn't gunz. SC2 being easier will only bring in more sales for blizzard. I completely agree that all the non intetional micro bugs are what made SC1 a truly amazing e-sports game, but I still 100% believe SC2 will be a good e-sports game and also a fantastic game for the casual player, unlike SC1, where to be even D+ level (without cheesing every game) it required a ton more skill than just about any other RTS on the market save WC3.
Fizban140
Profile Joined March 2010
Korea (South)129 Posts
May 09 2010 14:39 GMT
#16
Games can be competitive and glitchless. Look at Counter Strike, one of the first huge team games that really doesn't have any glitches that brought it to where it is. It is good because of solid gameplay that reinforces skill, teamwork and decision making. The better player will win.
Orpheos
Profile Joined April 2010
United States1663 Posts
May 09 2010 14:39 GMT
#17
sounds like the awesomeness that was SSBM once it was broken by all the animation canceling at the high level. them crazy foxs
johnnybrav0
Profile Joined March 2010
United States61 Posts
May 09 2010 14:48 GMT
#18
..Except nobody is leaving SC2.
nihoh
Profile Blog Joined May 2010
Australia978 Posts
Last Edited: 2010-05-09 14:56:38
May 09 2010 14:54 GMT
#19
Fizban140: Counter-strike has many bugs that makes 1.6 the superior game to Source.

First of all, spammable walls are a side effect from the engine of GldSrc - you can't get unspammable walls in 1.6. In source, spammable walls are removed, dumbing down gameplay.

Secondly, AWP quickswitch in 1.5 was basically a bug which was popularised by Ksharp. This bug involved animation cancelling of the AWP-afterfire. Swapping to a deagle and back to hte AWP would allow a quicker firing rate for the AWP rather than not switching.

Thirdly, and most important of all.. Duckrunning. Duckrunning is a technique used to run without making sound, it also screws up hitboxes, increasing the skill ceiling. Valve fixed Duckrunning in 2008, causing it to make sound when duckrunning, but prior to that it was super abused, and a very big part of Counter-strike - it still is, players regularly use duckrunning to muck up their own hitboxes, making it hard for the enemy to hit them.

Fourth.. HE grenade EXPLOSIONS pass through walls.

Fifth... Dropping guns or throwing nades at doors will open them - this bug is removed in Source, making it less viable to rush through doors such as nuke squeeky.

Sixth ... Bunnyhopping, no need to say anything about this.

Seventh - on de_nuke you can boost through nest roof by stacking two players and you go up through the roof.

Eighth.. Throwing grenades THROUGH walls.

Nineth ... There are many rooftop, skybox routes abused by top teams that make it part of the game.. Banana on inferno has one, Yard on nuke has one, you can defend dust2 short by boosting up to the roof that was NEVER intended to be a spot. 3 out of the 4 majorly played maps on Counter-strike have bugs that define and refine them.

All the bugs i've mentioned might not mean much to you, but Counter-strike is a game that is also built on bugs.

Now having said all that, I do disagree with the point being made that there has to be bugs for a great game to be made. WC3 didn't have any NOTEWORTHY bugs, and it was still the most internationally played RTS. (I said internationally, dont' rage at me)
Dont look at the finger or you will miss all that heavenly glory.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
May 09 2010 14:56 GMT
#20
Nice read yo. I agree man. If it weren't for stuff like muta stack, then there wouldn't be this high level playing in sc1 today!

I've tried gunz, and i suck at it ^^; i cant quite get a hang of the k-style T.T
I like haikus and / I can not lie. You other / brothers can't deny
1 2 3 4 5 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko492
Vindicta 118
mcanning 98
Creator 22
SC2Nice 21
StarCraft: Brood War
Calm 4737
Rain 2474
Jaedong 2037
Bisu 1893
Flash 1844
Horang2 1580
Mini 625
EffOrt 574
Stork 491
Larva 462
[ Show more ]
ZerO 439
actioN 259
Snow 252
Barracks 208
hero 200
ggaemo 177
Rush 118
Leta 114
Mong 95
Mind 94
Soma 92
sSak 83
sorry 74
PianO 73
yabsab 68
Hyun 67
Sea.KH 52
Movie 50
Sharp 50
sas.Sziky 37
JYJ32
soO 27
scan(afreeca) 23
Sacsri 21
Nal_rA 20
zelot 19
HiyA 19
Shine 15
Terrorterran 11
SilentControl 9
JulyZerg 8
ajuk12(nOOB) 7
ivOry 7
Soulkey 0
Dota 2
qojqva3896
Dendi1368
420jenkins414
XcaliburYe260
Counter-Strike
byalli307
markeloff146
Super Smash Bros
amsayoshi41
Heroes of the Storm
XaKoH 94
Other Games
B2W.Neo1244
hiko763
crisheroes362
DeMusliM292
oskar131
Mew2King124
SortOf77
QueenE49
rGuardiaN23
ZerO(Twitch)12
Organizations
Other Games
Algost 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3440
• WagamamaTV593
League of Legends
• Nemesis2234
• Jankos1592
Upcoming Events
PiGosaur Monday
9h 31m
LiuLi Cup
20h 31m
Replay Cast
1d 9h
The PondCast
1d 19h
RSL Revival
1d 19h
Maru vs SHIN
MaNa vs MaxPax
Maestros of the Game
2 days
OSC
2 days
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
2 days
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
3 days
BSL Team Wars
3 days
Team Bonyth vs Team Dewalt
[ Show More ]
CranKy Ducklings
3 days
RSL Revival
3 days
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
3 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
4 days
[BSL 2025] Weekly
4 days
RSL Revival
4 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
5 days
BSL Team Wars
5 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
EC S1
BLAST Rivals Fall 2025
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
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 © 2025 TLnet. All Rights Reserved.