what happens if shauni loses? he plays the next opponent with the same handicap? it's over?
also, for a handicaps
-expo nexus cannot be on the closest spot
-no shuttle
-no goon range
-2 only on gas
-no scouting probe until X time
Forum Index > Brood War Tournaments |
29 fps
United States5718 Posts
what happens if shauni loses? he plays the next opponent with the same handicap? it's over? also, for a handicaps -expo nexus cannot be on the closest spot -no shuttle -no goon range -2 only on gas -no scouting probe until X time | ||
Shauni
4077 Posts
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charcute
Canada419 Posts
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Ideas
United States8036 Posts
On September 16 2009 12:51 frogmelter wrote: I guess all zergs lose instantly since we start with 3 larvae But seriously Not 3 at a hat? Not even the dong has that kind of macro actually it wouldnt be THAT hard for a pro if they do a 2hatch build all-in sorta build or something. actually I'd say JD even has a good chance of playing a drawn-out game vs a much weaker player doing this, usually pros intentionally save up larva instead of not having the macro for it. | ||
Gustav_Wind
United States646 Posts
On September 16 2009 16:10 Pholon wrote: Nice to see so many subscriptions going :D Also, people, pleeeease keep in mind that I'm not gonna program any UMS maps for this. With 16 handicaps there are like, and I'm no math genius here, 16^7 possible combinations and I'm not gonna program each combination onto 8 maps, the last of which won't even be known until just before the event. I'm not saying it would be easy, but it's not an unreasonable amount of work to program a map with an "referee" player slot who is able to turn the handicaps on or off by moving a unit on or off a beacon. That way you'd only have to program one map, not every possible combination (which is 2^16). It would probably still be more work to make and to test than anyone would be willing to do for this, though. Doing it for 8 different maps would be pretty unreasonable though. | ||
Badjas
Netherlands2038 Posts
On September 17 2009 03:51 Gustav_Wind wrote: Show nested quote + On September 16 2009 16:10 Pholon wrote: Nice to see so many subscriptions going :D Also, people, pleeeease keep in mind that I'm not gonna program any UMS maps for this. With 16 handicaps there are like, and I'm no math genius here, 16^7 possible combinations and I'm not gonna program each combination onto 8 maps, the last of which won't even be known until just before the event. I'm not saying it would be easy, but it's not an unreasonable amount of work to program a map with an "referee" player slot who is able to turn the handicaps on or off by moving a unit on or off a beacon. That way you'd only have to program one map, not every possible combination (which is 2^16). It would probably still be more work to make and to test than anyone would be willing to do for this, though. Doing it for 8 different maps would be pretty unreasonable though. I'd say that's pretty reasonable what Gustav's talking about. Of course this is not a necessity for the first TL Arena. But it would form a good foundation for an orderly event. Anyway, I am not experienced with map editors other than Blizzard's one. Would it be possible to either copy the triggers from one map to another with a certain editor, or copy the terrain to a map with fully functioning triggers? This would reduce the amount of work to primarily a single working map with triggers, one set for each handicap. | ||
ZidaneTribal
United States2800 Posts
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leomon
Canada169 Posts
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3clipse
Canada2555 Posts
Not only is the UMS concept pretty unfeasible in terms of sheer workload, some of those restrictions can't even be incorporated into triggers. | ||
bumatlarge
United States4567 Posts
-build an additional nexus next to every expand you take :D -no shuttles -every unit used to attack a building must be invisible (mass arbiters :D) | ||
arb
Noobville17919 Posts
On September 17 2009 06:49 bumatlarge wrote: -build one of every unit before you kill a unit mining -build an additional nexus next to every expand you take :D -no shuttles -every unit used to attack a building must be invisible (mass arbiters :D) sorry but that last one is just dumb, suicide recall into terrans base, arbiter dies there goes the game because you cant attack. also discourges all pressure and stuff of that effect.(i.e making the game exciting) | ||
7mk
Germany10156 Posts
this sounds like so much fun, I'd love to participate in it or at least watch it live.. unfortunately I'm on vacation in korea during that time :/ You people better record this! | ||
baubo
China3370 Posts
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ForSC2
United States580 Posts
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wok
United States504 Posts
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da_head
Canada3350 Posts
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nttea
Sweden4353 Posts
handicap: player must set all scroll speeds to lowest Handicap: player must give opponent a head-start of 10 seconds. | ||
GhostKorean
United States2330 Posts
On September 17 2009 15:44 nttea wrote: Handicap: player must use mouse only handicap: player must set all scroll speeds to lowest Handicap: player must give opponent a head-start of 10 seconds. loool I love the mouse only one | ||
XeliN
United Kingdom1755 Posts
Player is not allowed to use any hotkeys Player is has to keep below X apm Player cannot worker scout the entire game Player cannot build a Templar Archives Around every minute, opponent can ask player a Yes No question about the game and player has to respond truthfally omnom goons: for every 3 dragoons that are made, 1 must be fed to the opposing player the entire game. Player may only attack buildings using air units. exemption made for buildings that can attack ground units. Player may not make cannons the entire game Player may make a maximum of 4 different type of attacking units the entire game Player is not allowed to take his natural expo for first 10 mins Player cannot worker transfer for any reason. Player must recite, through game chat,the entire lyrics to the song Bohemian Rhapsody by Queen before being allowed to split workers. | ||
XeliN
United Kingdom1755 Posts
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