• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:59
CET 12:59
KST 20:59
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
2026 KongFu Cup Announcement3BGE Stara Zagora 2026 cancelled10Blizzard Classic Cup - Tastosis announced as captains13Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18
StarCraft 2
General
Blizzard Classic Cup - Tastosis announced as captains BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement
Tourneys
RSL Season 4 announced for March-April 2026 KongFu Cup Announcement [GSL CK] Team Maru vs. Team herO StarCraft Evolution League (SC Evo Biweekly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea ASL21 General Discussion BW General Discussion Are you ready for ASL 21? Hype VIDEO
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
Mexico's Drug War US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2254 users

Modified Movement Test

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 32 33 34 Next All
There will obviously be balance shifts when gameplay values are changed. Nobody is claiming otherwise. This thread is about the effect these changes have on the clarity and spectator-friendliness of SC2.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2012-07-05 02:00:08
July 03 2012 09:55 GMT
#1
Chat Channel: mm

WE NEED MORE REPLAYS PLEASE!
-------
Replays:
http://drop.sc/214158 :Masters TvZ

-------

Maps:
MMDaybreak
MMCloud Kingdom
MMAntigaShipyard
MMCondemnedRidge
MMEntombedValley
MMKorhalCompound
MMMetropolis
MMOhana
MMTaldarim
MMShakurasPlateau
-------

I'm testing out how matches work with the movement modifed such as in this video.




This isn't the best example, but it's a match in mmDaybreak. Overall gameplay seems very similar, and not extremely different as many thought it would be, but if you look at how armies move and aren't forced to clump everytime you right click somewhere, it's pretty significant. It's much more spectator friendly. Although this game never got to that high of an army count, the armies seemed to look fuller in size. You can even tell in low army numbers when retreating, it doesn't force you to clump. Anyways, this was a match between 2 diamonds I guess(that's the rank I used to be at when I played). I'm definitely rusty, hope you can look past that. Also something to note is that the more open the map, the more obvious the difference would be. I'm just happy the autoballs are gone lol. I felt more in control of my army.


What it does: It makes units stay in formation when moving them rather than ball up. You can organize your army as you wish and SC2 won't force you into a balled up army. You can still ball up your army if you wish but it is a choice. Armies look more natural as they move around the map. And of course, your army still reacts to their environment, so if things are in the way your army formation will adjust.

This isn't some genius coding or anything, I don't deserve any credit, it's just a number change of a value in the map editor. I'm not the first to find this out either, but I don't think a match has ever been played using this modification.

I tested playing with a friend on a daybreak map i modified and it didn't seem to break anything. However, we're not that pro and honestly we just don't really play or watch anymore. So I'm in need of some players, hopefully masters that know what they're doing to play some competitive matches and upload some replays, and give feedback.

So if you would help me by looking for the MM maps, listed above, on SC2 and playing a match there I would really appreciate it. MM = Modified Movement. I'm really curious as to how competitive matches would change with this modification, if at all.

Goal: To inspire Blizzard into changing SC2's current unit movement. I HATE the ball up effect and this seems to remove that. You can still ball up your units but the game won't force you into that. So if anyone is interested, I'd like people to just play a regular match and upload some replays. It would even be awesome if some pros or streamers could take a moment and try it out and give their thoughts. A match between two pros with their opinions would be amazing.

Look for "DM Unit Tester" for a modified unit tester with this movement. Uploaded by SeiGG

==========================================================================
I have no idea whether this might break something since I haven't tested it enough and am honestly not as qualified to test it as players who currently play SC2 actively. I'm also not saying that this is the ultimate solution and that Blizzard should implement exactly what I've done. This might be a good solution, it might fail, but the goal is to get Blizzard to look at this and make some sort of change to unit movement that gives a similar result, whether it's through this type of method or another.

What I did:

"As to what I changed so others can do it too. Click the Data button in the editor. Then go on the Gameplay Data tab. Click on Default SC2 Gameplay Settings. Once clicked, on the right you will see some settings you can change. One of them is Formation Diameter(Mixed). Simply change this value to 50 to achieve what I've done. That's it
"
Kill the Deathball
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2012-07-03 10:01:58
July 03 2012 09:59 GMT
#2
Any chance of uploading MMdaybreak to EU?

And what needs to be done is indeed convince blizzard to change it but convince them in a way so that they realise it's not making the pathing worse or anything like that which it isn't either way but blizzard seems to love their "The pathing is better in sc2, clumbing is therefore good."
SilSol
Profile Joined April 2012
Sweden2744 Posts
July 03 2012 10:01 GMT
#3
I do agree with you that clumped up armé is bad even in game play. But i guess it's just how it is. If the armé composition doesn't clump up it will be for example a lot harder to fungal or storm? or do EMP with ghosts.
http://fragbite.se/user/117868/silsol since 2006 http://www.reddit.com/u/silsol77
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:01 GMT
#4
On July 03 2012 18:59 Darneck wrote:
Any chance of uploading MMdaybreak to EU?


This is the first time I've published a map so I apologize for not having uploaded it to EU and other regions. I'll try and do that now, hope it's not hard...
Kill the Deathball
Darneck
Profile Joined September 2010
Sweden1394 Posts
July 03 2012 10:02 GMT
#5
On July 03 2012 19:01 SilSol wrote:
I do agree with you that clumped up armé is bad even in game play. But i guess it's just how it is. If the armé composition doesn't clump up it will be for example a lot harder to fungal or storm? or do EMP with ghosts.

AOE would just need a buff in area and maybe damage too. I love AOE and it should be OP as hell.
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
July 03 2012 10:04 GMT
#6
get this map on the frontpage of custom games and blizzard may implement it.


now gogo test it!!
| Idra | YuGiOh | Leenock | Coca |
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:05 GMT
#7
On July 03 2012 19:01 SilSol wrote:
I do agree with you that clumped up armé is bad even in game play. But i guess it's just how it is. If the armé composition doesn't clump up it will be for example a lot harder to fungal or storm? or do EMP with ghosts.


This might be true, since the clumping is the reason why they have lower aoe radius in SC2. The radius might need to be increased if units don't naturally clump anymore. Hopefully we get good feedback as to how this affects gameplay as people play the map.
Kill the Deathball
urashimakt
Profile Joined October 2009
United States1591 Posts
July 03 2012 10:05 GMT
#8
My immediate thought is that the maintained formation shown in the video would significantly reduced the effectiveness of AoE across the board. It looked like you only needed to spread your army once and as long as you had them all selected and didn't go for Terrain they couldn't fit through, they'd maintain the spread. I feel like that'd alleviate the need for more constant unit micro if you're at a level where that's something you do.
Who dat ninja?
papaz
Profile Joined December 2009
Sweden4149 Posts
July 03 2012 10:06 GMT
#9
1. I actually like the death ball

2. Like it or not. Changing it will give Blizzard a balance headache of huge proportions. Suddenly the AoE is kinda worthless. MKP doesn't need to even marinesplit vs banelings. His units won't clump up -> problem solved.

This is one of those things that won't change in SC2.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2012-07-03 10:07:07
July 03 2012 10:06 GMT
#10
I really don't like the idea of changing something this fundamental to hwo sc2 works at this point in it's development as an ESPORTS.

If something like this should have been implemented it would have had to have been back in beta or before, now, especially with the kespa players coming in, there is so much invested in sc2 as it is now that it would be incredibly unfair to the players to change something as fundamental as how all the units move.

Imagine changing the football used in soccer by making is 25% larger, it's basically that. You can't have a stable Esports scene if the very fundamentals of the game can change with little to no warning, For sc2 to succeed as a sport it needs to be scene as a stable carreer, and large changes like this undermine that.

If the pro's who have been practicing with the current setup for almost two years now wanted a change then fine, but a lot of diamond and master non pros who just want matches to look prettier and force all the pros to relearn the game just so that can happen seems very unfair imo.

Just my opinion :p
SilSol
Profile Joined April 2012
Sweden2744 Posts
July 03 2012 10:08 GMT
#11
yeah changing this would affect gameplay so much it's unbelievable. All the AoE spells will just not be effective anymore at all.
http://fragbite.se/user/117868/silsol since 2006 http://www.reddit.com/u/silsol77
speknek
Profile Joined February 2012
758 Posts
July 03 2012 10:08 GMT
#12
Yes current aoe spells would be less effective vs permanently spread out units, thanks detectives. Let's think about less obvious things now.
Adonminus
Profile Joined January 2012
Israel543 Posts
July 03 2012 10:10 GMT
#13
It looks much nicer visually, however I believe it can make control a bit harder. That's not a bad thing after all, since pro players have the apm to either put the units in a deathball formation or into any other formation quite easily.

Just hope it won't make stalkers and immortals as stupid as dragoons.
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2012-07-03 10:14:43
July 03 2012 10:14 GMT
#14
very cool, this is how it should be, and the purpose of this is to make also, the AOE damage more powerful
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 03 2012 10:14 GMT
#15
On July 03 2012 19:06 killerdog wrote:
I really don't like the idea of changing something this fundamental to hwo sc2 works at this point in it's development as an ESPORTS.

If something like this should have been implemented it would have had to have been back in beta or before, now, especially with the kespa players coming in, there is so much invested in sc2 as it is now that it would be incredibly unfair to the players to change something as fundamental as how all the units move.

Imagine changing the football used in soccer by making is 25% larger, it's basically that. You can't have a stable Esports scene if the very fundamentals of the game can change with little to no warning, For sc2 to succeed as a sport it needs to be scene as a stable carreer, and large changes like this undermine that.

If the pro's who have been practicing with the current setup for almost two years now wanted a change then fine, but a lot of diamond and master non pros who just want matches to look prettier and force all the pros to relearn the game just so that can happen seems very unfair imo.

Just my opinion :p


I agree that something like this should have been back in beta but that's the past and we can't change that anymore. Now's probably a better time than we might ever get. Hots is coming and will change the game quite a bit anyways. The beta is starting soon. So with an expansion and with a new beta state, this is probably the best time to encourage Blizz to look at such a change. It shouldn't change the game THAT much, any practice you get now won't be wasted. There will be new things to learn, I'm sure, but it's really now or wait till LoV beta.
Kill the Deathball
sOda~
Profile Joined April 2011
United Kingdom441 Posts
July 03 2012 10:15 GMT
#16
but marine splitting is like the only cool thing in sc2
IM THE SHIT BITCH
DarkInfinity
Profile Joined July 2011
121 Posts
Last Edited: 2012-07-04 01:48:34
July 03 2012 10:16 GMT
#17
This would be a great change if implemented, but would require a lot of balancing to make AOE units work like they should.
Edit: I can't find the map, I searched "MMDaybreak" "daybreak" "mm" and your name on NA and none of them worked.
I tested the unit test map and was very pleased with the results. I found that properly splitting an army beats a deathball, while an improperly split one would lose. In some situations (lings against marine), the split lead to a greater surface area leading to the split army doing worse than the deathball, while against banelings the pre-split helped a lot, but was inferior to top quality marine splitting, as with that more marines can fire at once. Overall I think that this will increase the skill cap of the game, and result in better fights. (However there would need to be changes so a player (or at least observers) can zoom out and view the whole battle at once
And you will know my name is the Lord when I lay my vengeance upon thee!
urashimakt
Profile Joined October 2009
United States1591 Posts
Last Edited: 2012-07-03 10:16:44
July 03 2012 10:16 GMT
#18
On July 03 2012 19:08 speknek wrote:
Yes current aoe spells would be less effective vs permanently spread out units, thanks detectives. Let's think about less obvious things now.

You shouldn't ignore the showstopping issue just because it's inconvenient.

On July 03 2012 19:10 Adonminus wrote:
It looks much nicer visually, however I believe it can make control a bit harder. That's not a bad thing after all, since pro players have the apm to either put the units in a deathball formation or into any other formation quite easily.

Just hope it won't make stalkers and immortals as stupid as dragoons.

The value change doesn't affect movement AI, just the target location for each unit relative to the group command.

On July 03 2012 19:15 sOda~ wrote:
but marine splitting is like the only cool thing in sc2

I concur.
Who dat ninja?
Rabiator
Profile Joined March 2010
Germany3948 Posts
July 03 2012 10:21 GMT
#19
Spreading out your units via this method is OPTIONAL and you can still have the same clumped up Deathball as ever. It isnt called deathball for nothing, because it is still the most concentrated firepower per area you can have. Any defender will be at a disadvantage if he doesnt do it as well simply because you can kill off part of your opponents (spread out) army with your deathball and superior firepower.

To make a long story short: Without adjusting AoE damage (and radius) upwards dynamic unit movement doesnt matter ... except for feeling much more natural.
If you cant say what you're meaning, you can never mean what you're saying.
Fus
Profile Joined August 2010
Sweden1112 Posts
July 03 2012 10:23 GMT
#20
This would never be implemented in SC2 there is no point in discussing it. The balanced changes this would make would make sc2 look like a new game.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
1 2 3 4 5 32 33 34 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 4: Group B
MaxPax vs Rogue
Clem vs Bunny
Tasteless1229
IndyStarCraft 205
Rex134
LiquipediaDiscussion
CranKy Ducklings
10:00
Master Swan Open #101
CranKy Ducklings66
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1229
Lowko288
IndyStarCraft 205
Rex 134
StarCraft: Brood War
Sea 102247
Calm 13842
Zeus 4409
Jaedong 1185
BeSt 528
yabsab 457
Stork 304
actioN 251
EffOrt 218
Last 190
[ Show more ]
Light 162
Dewaltoss 151
ToSsGirL 78
Backho 49
Mind 42
sSak 39
JulyZerg 28
GoRush 24
IntoTheRainbow 22
soO 10
SilentControl 9
Bale 8
Terrorterran 1
Dota 2
XcaliburYe247
Gorgc244
resolut1ontv 98
febbydoto4
Counter-Strike
zeus274
Super Smash Bros
Mew2King74
Heroes of the Storm
Khaldor147
Other Games
singsing1679
B2W.Neo685
Fuzer 176
crisheroes111
Organizations
Dota 2
PGL Dota 2 - Main Stream14916
Other Games
gamesdonequick1085
ComeBackTV 294
StarCraft 2
WardiTV108
StarCraft: Brood War
UltimateBattle 80
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt1051
• Jankos881
Upcoming Events
WardiTV Team League
1m
uThermal 2v2 Circuit
5h 1m
BSL
8h 1m
Sparkling Tuna Cup
22h 1m
RSL Revival
22h 1m
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
1d
Patches Events
1d 5h
BSL
1d 8h
Replay Cast
1d 12h
Replay Cast
1d 21h
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Team League
3 days
GSL
3 days
The PondCast
4 days
WardiTV Team League
5 days
Replay Cast
5 days
WardiTV Team League
6 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Proleague 2026-03-13
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
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 © 2026 TLnet. All Rights Reserved.