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[MOD] High Ground Advantage

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-11-01 00:03:22
May 07 2012 07:21 GMT
#1
The mods are no longer hosted on Battle.net. You may download them here, although they are no longer guaranteed to function after any given patch.


High Ground Advantage - Miss Rates
Added High Ground Ranger - Reduced Range
Added High Ground Defender - Reduced Damage

Don't use any of the mods together, they all edit very similar portions of the Liberty (Melee) data library.


High Ground Advantage


What is the High Ground Advantage Mod?

It's a plug and play mod that immediately adds Brood War style high ground miss rates to your map. It was created in order to offer it to Barrin who's working hard on his FRB idea, but I figured there's no reason not to offer it to anyone who wants to see it or use it.

What exactly does it do?

It adds an adjustable miss wrapper to all ranged ground attacks. This miss wrapper controls the chance that attack has to hit a ground target on higher cliff levels. The default setting for all affected attacks is a 53% chance to hit except for the Colossus' Thermal Lance and special attacks such as 250mm Strike Cannon and Sniper Round which default to 100%.

How do you adjust the chance to hit yourself?

After adding the mod to your map, open up the data module and go to the effects tab. Find the associated Miss Wrapper(s)* and change the Chance field to whatever hit rate you'd like.

[image loading]

Any special considerations?

Yes.
  • Attacks that strike multiple targets (Sieged Tank, Hellion, Colossus) or hit multiple times (Thor, Queen, Reaper) test whether they hit or not on each hit for each target separately
  • Colossus defaults to counting as an air unit for the purposes of missing/being missed, but you can change that
  • The mod is entirely data based, no triggers.
  • Even if an attack misses, players will still receive the normal "under attack" warnings
  • Several attack actors and weapons were adjusted to maintain the normal look of the game


Which units have miss wrappers?

+ Show Spoiler [These ones] +

Marine
Marauder
Ghost
Hellion
Siege Tank (Tank)
Siege Tank (Sieged)
Viking (Assault Mode)
Thor
Planetary Fortress
Missile Turret
Auto-Turret
Queen
Roach
Hydralisk
Spine Crawler
Spore Crawler
Infested Terran
Stalker
Sentry
Archon
Immortal
Colossus
Photon Cannon


How do I add the mod to my map?

  • Open your map in the editor.
  • File->Dependencies
  • Add Other (Battle.net, may have to log in)
  • Select High Ground Advantage
  • Optionally, make any adjustments to the miss wrappers you'd like



High Ground Ranger


What is the High Ground Ranger Mod?

A adjustable plug and play mod that reduces the range of ground units attacking up a cliff at other ground units.

How do you adjust the range difference yourself?

Change the Weapon - Range field of the corresponding Low Ground weapon.

Any special considerations?

Yes.
  • The default setting reduces all ground unit ranges by 1 when attacking up a cliff
  • Colossus defaults to counting as an air unit for the purposes of ranging/being ranged, but you can change that
  • The mod is entirely data based, no triggers.
  • The mod doesn't allow increasing high ground to low ground range because that would obviously cause major balance issues on most maps
  • Several attack actors and weapons were adjusted to maintain the normal look of the game


How do I add the mod to my map?

  • Open your map in the editor.
  • File->Dependencies
  • Add Other (Battle.net, may have to log in)
  • Select High Ground Ranger
  • Optionally, make any adjustments to the weapon ranges you'd like



High Ground Defender


What is the High Ground Defender Mod?

A adjustable plug and play mod that reduces the damage of ground units attacking up a cliff at other ground units.

How do you adjust the damage reduction yourself?

Change the Damage Response - Modify Factor field of the High Ground Defender buff. Additionally, you must change the Armor Reduction to be the same as the Modify Factor for all Low damage effects. Copy and paste is your friend.

Any special considerations?

Yes.
  • The default setting reduces all ground unit damage by 30% when attacking up a cliff
  • Colossus defaults to counting as an air unit for the purposes of damaging/being damaged, but you can change that
  • The mod is entirely data based, no triggers.
  • Several attack actors and weapons were adjusted to maintain the normal look of the game


How do I add the mod to my map?

  • Open your map in the editor.
  • File->Dependencies
  • Add Other (Battle.net, may have to log in)
  • Select High Ground Defender
  • Optionally, make any adjustments to the damage/armor factors you'd like
Who dat ninja?
50bani
Profile Blog Joined June 2009
Romania480 Posts
May 07 2012 07:29 GMT
#2
I hereby disagree with BW high ground and demand
-1 range for units on the low ground shooting high
+1 range for units on the high ground shooting low
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-07 07:34:28
May 07 2012 07:31 GMT
#3
On May 07 2012 16:29 50bani wrote:
I hereby disagree with BW high ground and demand
-1 range for units on the low ground shooting high
+1 range for units on the high ground shooting low

You just love marines, don't you? DON'T YOU?

I misread that as +/- 1 ranged damage.
Who dat ninja?
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-05-07 08:15:02
May 07 2012 08:14 GMT
#4
To be honest I really think you should first try to make this affect all units equally, because until then you will create some weird scenarios such as where people will be happy to harass cliffs with colossi but won't use siege tanks from the low ground. Don't get me wrong it is a nice experiment but I feel you're severely limiting the usefulness of it by not fixing these issues.
Ragoo
Profile Joined March 2010
Germany2773 Posts
May 07 2012 08:18 GMT
#5
Why do you want to make the gayest Deathball long range unit by Protoss highground independent? That seems kinda counterproductive.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 07 2012 08:24 GMT
#6
On May 07 2012 17:18 Ragoo wrote:
Why do you want to make the gayest Deathball long range unit by Protoss highground independent? That seems kinda counterproductive.


Clean up your language d00d.

But yeah, shouldn't it just be same miss chance?

Good work anyway. FF on ramps going to be so OP, aka fun. XD
Comprehensive strategic intention: DNE
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-07 09:32:32
May 07 2012 09:12 GMT
#7
On May 07 2012 17:18 Ragoo wrote:
Why do you want to make the happiest Deathball long range unit by Protoss highground independent? That seems kinda counterproductive.

The Colossus enjoys none of the limitations of a ground unit besides not being able to walk over the void. It has air vision, is attackable by air, and ignores cliffs. It is essentially the Protoss air unit. If it could miss against higher ground, people would complain. If it couldn't miss against higher ground, other people would complain.

It doesn't matter, though, because if you read the OP you'd see the part where anyone can set any of the values (including the Colossus') to whatever they want. That's the point of the mod. It's adjustable. All the work has been done, you just set a number.

On May 07 2012 17:14 XenoX101 wrote:
To be honest I really think you should first try to make this affect all units equally, because until then you will create some weird scenarios such as where people will be happy to harass cliffs with colossi but won't use siege tanks from the low ground. Don't get me wrong it is a nice experiment but I feel you're severely limiting the usefulness of it by not fixing these issues.

Only Blizzard can add things to the editor that aren't already there. There's no built-in high ground miss chance variable you can set, otherwise the mod would be pointless. If they should all be equal, set them all to be equal. Even if you could, it puts a smile on my face to read that "allowing variability" limits the usefulness. The exact opposite is true.

This is a tool, not a commandment. The mod adds the ability for you to very easily experiment with high ground miss rates. It doesn't force any of its default numbers on you. They're just default. You can edit them inside each map.

If you'd like a different default where all of the values are 33%, you are free to download the mod, change its values, and reupload it with the name "The Besterest High Ground Advantage"!
Who dat ninja?
devius26
Profile Joined October 2011
Sweden15 Posts
May 07 2012 10:00 GMT
#8
While the prospect of High Ground Advantage intrigues me, I can't say I approve of making it a chance to miss like in BW. Random elements like that have no place in a skill-based game. Imagine a scenario where a more powerful low ground army decides to rush against the high ground army and wins simply due to luck.

If a lesser skilled player can just say "screw it!", roll a dice and hope to win against a higher skilled player I don't see this mod catching on.
urashimakt
Profile Joined October 2009
United States1591 Posts
May 07 2012 10:43 GMT
#9
On May 07 2012 19:00 devius26 wrote:
While the prospect of High Ground Advantage intrigues me, I can't say I approve of making it a chance to miss like in BW. Random elements like that have no place in a skill-based game. Imagine a scenario where a more powerful low ground army decides to rush against the high ground army and wins simply due to luck.

If a lesser skilled player can just say "screw it!", roll a dice and hope to win against a higher skilled player I don't see this mod catching on.

Starcraft is pretty deep into chances. Did you know attack rates are dictated by chance? For example, the time required before a marine can fire its weapon after already having fired it once isn't set in stone.

When a lot of little chances occur very frequently, they tend to average out.
Who dat ninja?
S1eth
Profile Joined November 2011
Austria221 Posts
Last Edited: 2012-05-07 11:23:59
May 07 2012 11:22 GMT
#10
I agree with the way you handled the colossus's attack since it is treated as an air unit for the high/low ground mechanic in SC2. I cannot test it right now, but I have some simple questions regarding the colossus.

1. In SC2, air units (and the colossus) on the high ground are revealed if they attack units on the low ground. This would mean that, in your mod, there should be no miss chance when attacking a colossus. This is not currently the case, is it?

2. Does your mod affect "ground-to-air" attacks? Because photon cannon is on your list, but spore crawler and missile turrent aren't. Do units which can attack both ground and air targets such as the photon cannon treat the colossus as air (100% hit chance?) or ground unit (53% hit chance?).
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-07 13:31:51
May 07 2012 12:23 GMT
#11
On May 07 2012 20:22 S1eth wrote:
I agree with the way you handled the colossus's attack since it is treated as an air unit for the high/low ground mechanic in SC2. I cannot test it right now, but I have some simple questions regarding the colossus.

1. In SC2, air units (and the colossus) on the high ground are revealed if they attack units on the low ground. This would mean that, in your mod, there should be no miss chance when attacking a colossus. This is not currently the case, is it?

2. Does your mod affect "ground-to-air" attacks? Because photon cannon is on your list, but spore crawler and missile turrent aren't. Do units which can attack both ground and air targets such as the photon cannon treat the colossus as air (100% hit chance?) or ground unit (53% hit chance?).

The colossus is treated as a ground unit when being considered as a high ground defender (i.e., it can be missed). It is possible to count it is as an air unit instead by adding a Target Unit Type = Colossus validator to the Can't Miss validator.

That same Can't Miss validator also prevents attacks from considering a miss against flying units. So even if an attack has a miss wrapper, it's never used against flying units. If you exclude the Colossus from the high ground defender advantage, a Photon Cannon would always hit. The reason AA towers don't have a miss wrapper is because it would be redundant. They can only hit air, so the Can't Miss validator would always bypass the miss wrapper.

I want to emphasize that the mod is meant to be tweaked. The Colossus is an obvious lightning rod for argument one way or the other, so I don't consider it my place to tell you how that should work. If you believe that a trait of the Colossus definitely groups it with flying units in all aspects, that's very simple to do using the mod.

Edit: Actually, I see your point. GtA attacks should have miss wrappers so you can fully control how they behave while attacking Colossi.

The mod will be updated (once publishing servers are online) to add miss wrappers to the AA of Spore Crawler, Missile Turret, Thor, and Queen (all defaulted to 53%). In the same vein of giving full control to the mapper, miss wrappers have been added to 250mm Strike Cannon (damage only) and Sniper Round (both defaulted to 100%). Additionally, the Colossus now defaults to defending as an air unit (meaning it can't be missed no matter what the elevation difference is). You can revert this change simply by removing the "Is Colossus" validator from the "Can't Miss" validator.
Who dat ninja?
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
May 07 2012 13:42 GMT
#12
Can you make one map, I would like to try it.

Make one normal and one 6m.
Thank
urashimakt
Profile Joined October 2009
United States1591 Posts
May 07 2012 14:03 GMT
#13
On May 07 2012 22:42 Gyro_SC2 wrote:
Can you make one map, I would like to try it.

Make one normal and one 6m.
Thank

My map load is quite full of Bx Monobattle maps. You can make one for yourself though, just follow the instructions. It's very easy.
Who dat ninja?
Gyro_SC2
Profile Joined November 2010
Canada540 Posts
Last Edited: 2012-05-07 15:13:03
May 07 2012 15:07 GMT
#14
Ok , I made one!

6m hyg HA Cloud Kingdom LE
US server

HA stand for High Ground Advantage
urashimakt
Profile Joined October 2009
United States1591 Posts
May 07 2012 15:53 GMT
#15
Looks like you did it right. Thanks for putting one up, I suppose it'd let people see what it's like without too much bother.
Who dat ninja?
KazaDooM
Profile Joined November 2010
Austria32 Posts
May 07 2012 15:53 GMT
#16
I would much rather prefer a Damage reduction over miss chance,
but still I am very happy to see that people try to make the game better!
Sir! we are surounded! Perfect now we can attack in any direction :D
moskonia
Profile Joined January 2011
Israel1448 Posts
May 07 2012 16:02 GMT
#17
I think chances in an E-sport is just dumb, you should try to figure something new, not copy from BW. If you want to play BW go play it, but if you want to play SC2 you should think of something else, like -1 range to those hitting high ground units (this I think is the best thing to do).
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-05-07 17:21:32
May 07 2012 16:26 GMT
#18
On May 08 2012 01:02 moskonia wrote:
I think chances in an E-sport is just dumb, you should try to figure something new, not copy from BW. If you want to play BW go play it, but if you want to play SC2 you should think of something else, like -1 range to those hitting high ground units (this I think is the best thing to do).

I hate to break it to you, but there's already RNG programmed into quite a few things in SC2 already. And they're random things that can't be used to your advantage. Is it really so "dumb" that one random element be usable in a smart way?

The high ground miss chance doesn't guarantee X amount of advantage. What it does guarantee is an advantage.

And this isn't the only mechanic that's ever been used before. Increasing or reducing damage, increasing or decreasing range, these are all mechanics that would have been "copied" from a pre-existing RTS. I recommend that you try it first. It's not a roll of the dice at all.

I will, however, throw out another mod that reduces low ground range by 1. I suppose there's no harm in having something to compare it to.

And happy birthday.
Who dat ninja?
moskonia
Profile Joined January 2011
Israel1448 Posts
May 07 2012 18:42 GMT
#19
Thanks ^^ even though it is only tomorrow (time difference ).

About RNG, what random things exist today? I don't know any except the random spawn location and the random race.
urashimakt
Profile Joined October 2009
United States1591 Posts
May 07 2012 19:22 GMT
#20
On May 08 2012 03:42 moskonia wrote:
Thanks ^^ even though it is only tomorrow (time difference ).

About RNG, what random things exist today? I don't know any except the random spawn location and the random race.

You're probably reading about it in the FRB thread right now.

It seems I'll also be able to do one mod with straight up damage reduction, if my idea pans out. I'll have both that and the range mod up hopefully within a day or maybe two.
Who dat ninja?
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