Hotfix applied:
I recently noticed there was a problem with mining units. Since their size increased, as more and more of them piled up on a mineral line their mining capability significantly increased as well. I will be looking at a reasonable way to fix this issue but in the meantime miners have had their unit sizes reduced back to retail. All other units will remain unchanged.
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****Important:
I am looking to feature some nice clips in a youtube reel for the mod. Everyone please send me your replays. This will help me find some balance issues as well as make a nice reel for other people to get a feel for the gameplay.
Official channels to find other players playing this mod:
"No Deathballs"
and
"SC Pro"
There might not always be people in them, but stick around while you are on and someone might wander in. If im in there give me a shout out and ill gladly due some games(i have been really busy lately so you might not see me on much).
Thanks for all your feedback and support everyone. I am glad that so many people feel the same way as i do about Starcraft 2.
For everyone that is feeling uneasy, please rest assured i want whats best for the game and gameplay. This is not a rub in blizzards face or any of that. I grew up playing video games and I just want to do everything possible to make the game feel the way i would like it to. All i can say is give the mod a shot and post your feedback, good and bad is all appreciated.
UPDATE********:
Version .2 out now! Please check it out.
Changes:
- Roaches, Zealots and Sentries are now adjusted in size.
- Hellions, Marauders, Stalkers, Immortals and Hydras have had their sizes adjusted.
- New Map Available: "No Deathballs - Steppes of War"
Steppes of War has a wider open field and should allow for more open engagements.
I am looking for a bigger map that has even larger open spaces. If anyone has any suggestions please PM me or post them in this thread. It does not have to be a blizzard map.
No Deathballs(NOW AVAILABLE ON EU!!! Thank you woozie):
No deathballs is basically a mod where i tweaked radius settings down to the thousands place(X.XXX). The goal was to create a game that felt more like Starcraft 1. One of my biggest complaints about Starcraft 2 was the annoying "A-click your Deathball into my Deathball and then press a few buttons". The culprit behind this was how units tended to clump up together into giant balls of death. Although this is a simple change, this radius increase on every unit has so far worked out really well.
The irony: I was expecting the game to feel really unbalanced, due to the fact that it was balanced around this "deathball" fiasco. However, quite the opposite seems to have happened. With this increased radius, the game almost seemed to have balanced itself out:
- Melee units are doing great because the ranged units where not ALL shooting at once(deathball clusterfuck).
- some aoe's needed tweaking, but many felt even more balanced. The colossus still feels powerful, but it doesn't fry everything in sight in half a second(like retail).
- Psy Storm needed a slight radius buff, but it feels very balanced and similar to SC1.
- Engagements overall felt more persistent and continuous rather than rare and quick. Since it takes longer for units to create an arc, micro is important in making sure all your units are attacking. The A-click syndrome is severely diminished.
This is my first mini-mod. My ultimate goal is to create something i like to call, "SC Pro mod". For now this radius fix will hopefully make for some fun and memorable games, but in the future i plan to do even more to make SC 2 feel more competitive than it already is. Feel free to make suggestions.
Screenshots(sorry for the graphics. I had to take them on my laptop).
Please note: Screenshots really do not do this mod justice. You really just have to
play it to understand what really happens.
*These screenshots where not manipulated. The units where not manually separated or put through weird circumstances. All units where either a-clicked or right clicked into those positions in one form or another.
Since i only did in-house testing i am certain that i looked over a few things, so this is the beta version. Please feel free to report any bugs, balance issue's or weird unit sizes that don't make sense.
Some things i am watching closely:
Ultralisk + Archon splas
Tank damage vs light(again, this unit size seems to have balanced tanks out quite a bit. I feel as if the nerve to light damage could be reverted. Please test things out to see how it feels).
Zerg in general feel a lot more powerful, but i wouldn't say unbalanced. Please test this out.
Hydra's might be a bit too small.
Stalkers feel a bit large. At first i wanted to reduce their size, but i thought they walked in a very cool formation so i kept it that way. It might be a bit hard to kite stalkers one by one, but overall they still function well.
Units that are not changed:
Zealot
Roach
The roach might prove to be problematic, but the zealots size does not seem to affect the game to any degree. Roach hydra feels pretty potent but it wont be stomping over every unit mix. But i am not a pro gamer so well see.
If you have any balance suggestions, a replay is worth a thousand words(or more!) Please include replays with any balance problems you may find.
Thanks for reading this far. Enjoy the mod!
Unfortunately i do not have a website, so please just browse through the list.
The map is called:
"No Deathballs - Xel Naga"
To play:
Click create custom game, and in the search bar type in: "No Deathballs". It should be the first one to come up.