ANNOUCEMENT: US Battle.net version has been updated! Look for Team Monobattles maps uploaded by me (Klishu) to ensure you're always playing on the latest version of the mod. For more info, read http://www.teamliquid.net/forum/viewpost.php?post_id=12127471.
Day9's Team Monobattles Mod
In response to a request over on the EU Custom Map forums, I present to you the Day9 Team Monobattles Mod! This is a freely available mod so if you're a map author read below to see how you can download the mod for your map as well as look through how it was implemented.
Backstory & How to Play
Some months ago, Day9 challenged his viewership to play some 3v3 or 4v4 team games where each player announces a single unit just as the game starts. For the rest of the game, each player can only build the unit they selected as well as workers, overlords, overseers and observers. It's that simple! Go ahead and try to find the best combination of units for your team. Have fun!
Some other special rules: Zerg cannot have more Queens than Hatcheries, including those under construction, unless they have selected the Queen as their unit. For certain selections that require a morphing unit (ie. Baneling, Brood Lord and Archon), the "pre-unit" (Zerglings, Corruptors and Templar respectively) cannot attack or use abilities. Computer players do not have any restrictions and will play normally. Warp Prisms can load friendly players' Protoss units. Medivacs can load friendly players' Terran units. There are no restriction on buildings or upgrades.
If you're up for even more fun, you can have the game select a unit for you randomly.
Play it on Battle.net
To play Team Monobattles look for the following maps on Battle.net EU:
Make sure you share any epic replays with the community! Also, join the "Monobattles" channel on Battle.net!
Spice it up!
If you host the game yourself using the "Create Game" button, you can change the "Unit Selection mode to one of the following to make the game even more fun!!
Standard: A standard game of Team Monobattles; each player selects a unit and it is shown to the opposing team when the game starts. Random: In this variant, players are not allowed to select their unit but it will be chosen randomly by the game at the start! Hidden: Do you think you're pro at Team Monobattles? Then this is the mode for you! In this variant, the opposing team's chosen units are not shown during the game. Classic: Team Monobattles as Day9 intended. In this mode, only Team 1 is affected by the Monobattle constraint. All other teams can build anything they like throughout the game.
Get the Mod for your Map
If you're a map author and you would like to turn your map into a Team Monobattle: 1. Go to the Dependencies (File>Dependencies). 2. Click on "Add Other..." 3. Press on the Battle.net tab. 6. Select "Map/Mod Name" from the dropdown. 5. Search for "Team Monobattles". 6. Add the "Day9 Team Monobattles Mod" ("Day9's Team Monobattles Mod US" on Battle.net US).
That's it! Your map is now a Team Monobattle. The game is most fun when it is of the 3v3 or 4v4 variants.
Otherwise, you can even download the mod to look through it. Simply go to the Open Document dialog (File>Open) and follow the instructions above from step 3.
We select banelings for this match. We can only make as many queens as we have hatcheries. Zerglings have discovered a new purpose in life since we didn't select them. And here are our banelings. Protoss are spoilt for choice! Thor only. So nothing in the Starport. Nothing in the barracks neither. THOR IS HERE!
lol I've seen this in the enemy team in a 4v4 last week, it was weird since they all had only sentries/infestors/stalkers/ravens and also said in chat when the game started, they never attacked and got destroyed :')
kind of silly to not have more queens than hatches. not only would you wanna build queens while your hatch is still building (so you can spawn larva right away), but you often want an extra queen or 2 for creep tumors/antiair/transfusion
Does this somehow disable the attack function on zerglings if you choose banes or corruptors for broods, if not and this is possible you should do this.
that's so funny. i floated an idea in this very forum for this map not two days ago
I guess I don't need to bother then - however if you want some help let me know.
BTW - you should probably disable move for the pacifist behaviour, because if you select banelings as your only unit, you could still get a really quick scout with the zergling, even though you can't attack; you didn't select that unit, so you shouldn't be able to use it for scouting either.
I think the Queen restriction will hamper a Zerg's ability to spread creep and you should increase the limit to Hatcheries+1, so you can have a spare queen for creeping. Queens are also a large part of the Zerg's early game defense, so Hatchery+1 will mean you can make two queens to start, or start making your second queen when your second hatchery is being morphed in - a standard in Zerg builds.
Also there could be a leaderboard which details everyones choices - in case you forget
On October 28 2010 09:01 kxr1der wrote: Does this somehow disable the attack function on zerglings if you choose banes or corruptors for broods, if not and this is possible you should do this.
On October 28 2010 11:21 thenk wrote: that's so funny. i floated an idea in this very forum for this map not two days ago
I guess I don't need to bother then - however if you want some help let me know.
BTW - you should probably disable move for the pacifist behaviour, because if you select banelings as your only unit, you could still get a really quick scout with the zergling, even though you can't attack; you didn't select that unit, so you shouldn't be able to use it for scouting either.
I think the Queen restriction will hamper a Zerg's ability to spread creep and you should increase the limit to Hatcheries+1, so you can have a spare queen for creeping. Queens are also a large part of the Zerg's early game defense, so Hatchery+1 will mean you can make two queens to start, or start making your second queen when your second hatchery is being morphed in - a standard in Zerg builds.
Also there could be a leaderboard which details everyones choices - in case you forget
EDIT: Also I can publish it on SEA if you want!
I think the scouting advantages of zerglings and corrupters are a reasonable advantage, given that morphed units are somewhat difficult to mass. Hydra Broodlord Hightemplar Zealot is a combo I want to see.
Yeah, please put this on the US servers. I've been dying to play more of these games. Btw, will there only be one map? I think having map choices would be awesome.
Team Monobattles can now be played on Battle.net EU! Get your friends together and let's see who comes up with the best unit mixtures.
Regarding the Queen: The Queen is a mixture between a unit and a macro mechanic. Now, to remove the unit part I tried limiting one queen per hatchery as if you're building a single unit you still won't be needing too much larva anyway. We'll see how it works out; if need be, I'll change it.
Regarding the morphing units: When choosing what to do with these, I considered, say banelings, as having the ability to be zerglings, if you understand me. Being able to be a zergling is part of what makes them banelings so I simply removed the ability for zerglings to attack offering a choice for the player between either the Zergling attack or having Banelings.
P.S.: The mod is technically a Release Candidate but it should work.
Edit: Also, when I'm sure the mod works fairly well I'll see what I can do to get it on the other regions.
While i love the idea, half the magic is lost... The best part about it is that your team is restricted, and your going up against a team that isnt. This makes comedy not only from the game when your team wins against all odds, or when an odd unit combination works against a standard one, but when your standard opponents become horribly confused at what is happening. Now everyone is in on it, and this kind of magic doesnt happen.
On October 29 2010 09:29 DocM wrote: While i love the idea, half the magic is lost... The best part about it is that your team is restricted, and your going up against a team that isnt. This makes comedy not only from the game when your team wins against all odds, or when an odd unit combination works against a standard one, but when your standard opponents become horribly confused at what is happening. Now everyone is in on it, and this kind of magic doesnt happen.
Yeah the first time we tried it there were a lot of people who were just like WTF are you guys talking about?
The second time people saw us doing day9 and they'd just rush knowing it was tough for us to hold it off. People knew how to beat it the second time around much easier which made it harder and we couldnt use as crazy of unit combinations.
On October 29 2010 09:29 DocM wrote: While i love the idea, half the magic is lost... The best part about it is that your team is restricted, and your going up against a team that isnt. This makes comedy not only from the game when your team wins against all odds, or when an odd unit combination works against a standard one, but when your standard opponents become horribly confused at what is happening. Now everyone is in on it, and this kind of magic doesnt happen.
Yeah the first time we tried it there were a lot of people who were just like WTF are you guys talking about?
The second time people saw us doing day9 and they'd just rush knowing it was tough for us to hold it off. People knew how to beat it the second time around much easier which made it harder and we couldnt use as crazy of unit combinations.
Now we can perfect the art of monobattles for the best combination. It will almost definitely involve all three races. There's now some potential for meta game eg. Mass infestor is very popular, you pick high templar on your team to counter that.
On October 29 2010 22:47 gogogadgetflow wrote: For the terran going Thor (for example), he should be allowed raven for passive detection, just remove all other abilities.
That wasn't a part of day9's rules. Terran has scans.
But the queen limitation wasn't a part of his rules either, so I don't know.
For queens just give them pacification if they aren't selected (so they can't attack). You could also possibly try to disable the transfuse ability. Zerg should still have access to things like 2 queens from the main hatch to do tumors.
best single units to make are probably marauders for terran, stalkers for protoss and hydra's for zerg.
It is highly unlikely that any player picks a unit capable of doing area of effect damage as their availability and cost makes it very unlikely for them to be effectively made. The basic ranged unit generally works the best on it's own and they also have the best mineral/gas ratio for massing as a single unit. Marauders, stalkers and hydra's also have decent upgrades to back them up which certainly helps.
With both teams doing this Funday and the map enforcing this it might actually be more interesting to not announce the units to the enemy team. One would have to scout to figure out the unit made, and someone might even be motivated to do something as wacky as hide all of their production/tech to hide their unit as long as possible.
But yeah, this whole idea loses a bit of its magic when it's not about overcoming the enemy being able to counter your units freely.
"Regarding the Queen: The Queen is a mixture between a unit and a macro mechanic. Now, to remove the unit part I tried limiting one queen per hatchery as if you're building a single unit you still won't be needing too much larva anyway. We'll see how it works out; if need be, I'll change it."
Why not just make the queen unable to attack unless it's chosen as your "one" unit? That way you can still make extras for spreading creep etc. Although I'm not sure massing, say, roaches, AND having mass queens for transfuse follows the spirit of Day9's limitations. Maybe disable xfuse as well?
now, this might be a really stupid question, but how do i search for a map when joining? I can search for maps if i want to create a game, and that works fine, but when looking for a game to join, i can't find such an option. i can only scroll through the list, which doesn't really help.
btw: have a game on citadel open right now. if anyone on eu wants to join, go ahead. Seems like there's not too many ppl looking for games on this map yet - i'm alone in there since like 10 mins
Ok, I've contacted some people who volunteered to publish it on Battle.net US and Battle.net SEA. Watch this thread to see when the mod is uploaded for your region. If you want to volunteer uploading it for more regions, feel free to reply here or send me a PM.
About the queen's rules: I understand that the queen is the controversial unit in the whole mod (and I've had comments about the Warp Prism too but who am I to not let you choose Warp Prism?). For now, I'll leave it as it is because it is not game-breaking but later on, I'll review it. I still wanted to retain the essential defence capabilities and macro mechanics of the Queen without letting the player mass it, unless they selected it. I'll try to find better ways to do it later on. (Unless Day[9] himself tells us what exactly the rule should be, in which case: Hi Day[9], humble fan here).
I encourage you to continue posting your suggestions. Unfortunately, it is not yet as "popular" as I would like it to be on EU so there still weren't many plays on it because it is at the bottom of the list. I suggest you build mass friends and have them play it with you. It's a lot of fun!
Edit:
now, this might be a really stupid question, but how do i search for a map when joining? I can search for maps if i want to create a game, and that works fine, but when looking for a game to join, i can't find such an option. i can only scroll through the list, which doesn't really help.
As I said, it's not popular so you have to scroll down quite a while to get to it in the list. After it gets around 10 plays an hour, it should start rising through the pages though.
On October 30 2010 01:16 Markwerf wrote: best single units to make are probably marauders for terran, stalkers for protoss and hydra's for zerg.
It is highly unlikely that any player picks a unit capable of doing area of effect damage as their availability and cost makes it very unlikely for them to be effectively made. The basic ranged unit generally works the best on it's own and they also have the best mineral/gas ratio for massing as a single unit. Marauders, stalkers and hydra's also have decent upgrades to back them up which certainly helps.
Someone has CLEARLY never actually done a Team Monobattle. "Best units" is totally not the purpose :D Medivac Hydralisk Zealot was pretty friggin terrifying though.
On October 28 2010 08:45 Zelniq wrote: kind of silly to not have more queens than hatches. not only would you wanna build queens while your hatch is still building (so you can spawn larva right away), but you often want an extra queen or 2 for creep tumors/antiair/transfusion
the whole point is you are only allowed 1 attacking unit.... you can't use your queens for AA unless that is the unit you selected...... you have to run away any units that not the one you called at the start... including queens. You also can't transfuse.... since that would be using a unit other than the one you called. You can spread creep and inject lavae... thats it
On October 28 2010 08:45 Zelniq wrote: kind of silly to not have more queens than hatches. not only would you wanna build queens while your hatch is still building (so you can spawn larva right away), but you often want an extra queen or 2 for creep tumors/antiair/transfusion
the whole point is you are only allowed 1 attacking unit.... you can't use your queens for AA unless that is the unit you selected...... you have to run away any units that not the one you called at the start... including queens. You also can't transfuse.... since that would be using a unit other than the one you called. You can spread creep and inject lavae... thats it
why couldnt he just remove the queen attack and transfusion like he did with the zergling, then you could make more queens purely for macros sake
Thanks to Arkeia, the Mod is now available for play on Battle.net US. Get your friends together and give it a try by searching for "Extinction (Team Monobattles)" or "Arakan Citadel (Team Monobattles)".
Don't forget to tell me what you think, as well as share any super replays of your Monobattles!
On October 28 2010 08:45 Zelniq wrote: kind of silly to not have more queens than hatches. not only would you wanna build queens while your hatch is still building (so you can spawn larva right away), but you often want an extra queen or 2 for creep tumors/antiair/transfusion
the whole point is you are only allowed 1 attacking unit.... you can't use your queens for AA unless that is the unit you selected...... you have to run away any units that not the one you called at the start... including queens. You also can't transfuse.... since that would be using a unit other than the one you called. You can spread creep and inject lavae... thats it
why couldnt he just remove the queen attack and transfusion like he did with the zergling, then you could make more queens purely for macros sake
I think this is what should happen. Unless the zerg chooses the queen of course.
Queens should be hatcheries +1 so I can have a creep spreader and pre-build a queen for my expos... and also be able to defend early air / defend from reapers
Just a small update: I've noticed a few bugs which I'll fix for the next update: - Zerg players may mass queens regardless of whether they chose it as their unit or not. - High Templar and Dark Templar can morph into Archons, even though the player hasn't selected Archon as their unit. - The unit composition GUI does not use correct ordering sometimes (when the game is not full).
Otherwise, I'm having awesome times! Will try to post some replays although I don't know if the Battle.net system let's you view EU maps on the US servers.
On November 01 2010 07:06 Kurt_Russell wrote: Is it just me, but the Z selection is lacking the infester :/
That's just in the screenshot from an old alpha version of the mod. In-game, you can select the infestor and there's also a "random" button. I'll update the screenshots when I get the chance.
I've updated the Mod and maps now. I've fixed some bugs as well as changed the Queen rules slightly. I still have not made up my mind about how exactly queens should work so feel free to suggest alternatives.
You can now have as many Queens as you have hatcheries, including ones that are still under construction letting players start a Queen while their new hatchery is building.
The problem is that here both sides have to pick one unit. What i like in the dailys is that one side play this but the other side plays normal .. thats makes it so interesting.
I mean if someone choose only mutas versus only zealots its not that kind of fun anymore.
On November 01 2010 17:43 CoR wrote: The problem is that here both sides have to pick one unit. What i like in the dailys is that one side play this but the other side plays normal .. thats makes it so interesting.
I mean if someone choose only mutas versus only zealots its not that kind of fun anymore.
Well, that's why it's most fun when there are 8 players.
Personally, I found that, with everyone restricted, it's even more fun to play.
On November 01 2010 19:16 Arkeia wrote: Added for monobattles
Dig Site (6) The Bio Lab (6) Colony 426 (6) Typhon (6) Megaton (8) High Ground (8) Sand Canyon (8)
The problem is the more maps there are the less popular they are so you cant play with strangers. I tried joining the most popular monobattles but it only had 16 games in last hour and no - one joined.
That's really cool. I thought of something similar around the 1st monobattles daily but my SC2 editor skills are non existent. I'll be checking that mod pretty soon.
On November 01 2010 19:16 Arkeia wrote: Added for monobattles
Dig Site (6) The Bio Lab (6) Colony 426 (6) Typhon (6) Megaton (8) High Ground (8) Sand Canyon (8)
The problem is the more maps there are the less popular they are so you cant play with strangers. I tried joining the most popular monobattles but it only had 16 games in last hour and no - one joined.
I've been playing some of these with a cool group of people and I've noticed that Team Monobattles are strangely addictive. They're very unpredictable as well.
Unfortunately, it's not as popular as it could be so I suggest you get yourself a group of friends and join en masse.
Also, I have plans to try and "connect" people more in some way.
It could use an option to choose to play normally, so the element of playing a team doing this against a team that isn't is still there. Seems like it wouldn't be a very difficult feature to implement either.
Just wanted to mention I'll be uploading this mod to SEA as soon as Klishu sends it through - he actually sent me a message a while ago and I just have neglected to check my PMs!
I also have an NA account, but it looks like that's already taken care of by someone else.
If any of you ever want a Team Monobattle pop into the "Team Monobattles" channel on Battle.net. I'll be there occasionally (on the EU one). In the mean time, I'm teaching the computer to play Team Monobattles so in the next update the AI will be able to stick to the rules.
I've updated the Mod over on the EU Battle.net so that it now sports a fancy new UI. I've also added the often requested "Random unit only" feature which you can set by first creating a game yourself, set the Unit Selection to "Random" and then Open To Public.
Now unfortunately, I have lost contact with the other people who were hosting the mod on the other servers. I'd appreciate any volunteers who would like to help me host the mod on the other servers. The Team Monobattles Mod is "by nature" not something I update a lot and it also lets other map authors use it for their maps.
If you want to upload the Mod on your server, please PM me and I'll send you the latest version.
On July 02 2011 11:04 Nefariously wrote: Please remove Warp Prism from Protoss selection.
Agreed. Although with Warp Prisms you can cannon rush at least, randoming into Medivac is usually worse. The random shouldn't pick either of those imo, although they could still be left as options for those who don't random. Maybe do the same thing for Mothership too?
To whoever made this mod: If someone chooses infestor and neural parasites a probe, they can build a nexus and eventually make and protoss unit they want, without being restricted by the mod.
Me and my buddies have a really cool strat. If we see they are all going tech heavy which requires gas units, we all send two drones or 1 worker and double gas steal all of our opponents and then they will have to use their workers to kill the geysers :D
Not really enjoying the team monobattles maps anymore, it seems ladder is the only place to have some good mono action. Every game on the map there will be a good portion of trolls picking marines and stalkers and zerglings; completely takes the fun out of it. I would suggest removing the ability to pick units, and removing from random the units like warp prism that aren't really units.
when I read: "pre-units that are required to morph your unit cannot attack or use abilities" I immiedietly thought: -while dark templars cannot attack which is fine, can they still block ramps? should they be allowed to?
and also, there seems to be several people complaining about the use of early units (such as zergling) perhaps add an option to only be able to use units of a certain tech or higher alternatively add a restriction that you cannot build attacking units at all until X minutes? where X is configureable.
also, the random unit selection seem weird, there are obviously people complaining about the mothership, warp prism and medivac as choices for random, I personally am torn about this, a warp-prisming player would make a hell of a gas-sender since they can aggressively take control of territory thus enabling mass expansion, mothership is extremely useless of a unit choice but the teammates will be able to use an additional players income, the medivac though I do not know wha kind of funky play could happen, as far as I see it there would be no way to utilize it unless your allies go mass biological units (zerg, templars, zealots, MM, scv, these are all the biological units in the game).
On July 05 2011 23:34 PhatsMahoney wrote: To whoever made this mod: If someone chooses infestor and neural parasites a probe, they can build a nexus and eventually make and protoss unit they want, without being restricted by the mod.
^This, plus the same thing for SCV's if you manage to chain control one and build a CC. It allows any tech tree to be explored, which is not the purpose of this.
On July 06 2011 04:57 Roblin wrote: when I read: "pre-units that are required to morph your unit cannot attack or use abilities" I immiedietly thought: -while dark templars cannot attack which is fine, can they still block ramps? should they be allowed to?
and also, there seems to be several people complaining about the use of early units (such as zergling) perhaps add an option to only be able to use units of a certain tech or higher alternatively add a restriction that you cannot build attacking units at all until X minutes? where X is configureable.
also, the random unit selection seem weird, there are obviously people complaining about the mothership, warp prism and medivac as choices for random, I personally am torn about this, a warp-prisming player would make a hell of a gas-sender since they can aggressively take control of territory thus enabling mass expansion, mothership is extremely useless of a unit choice but the teammates will be able to use an additional players income, the medivac though I do not know wha kind of funky play could happen, as far as I see it there would be no way to utilize it unless your allies go mass biological units (zerg, templars, zealots, MM, scv, these are all the biological units in the game).
Frankly, the same could be said of any unit that attacks only ground/air. If I go random and get banshee, but they have all air, including phoenix, then should I just leave the game in frustration? Absoloutely not - instead, I funnel cash to other players who DO have AA ability. Additionally, I get an Ebay, build turrets, get hi-sec, and mass expand with PF's. This allows my team to macro attacking units like crazy and micro them around the map for maximum damage. I have won so many of these matches in this manner when I get a less than useful unit. It's all about adapting and working together as a team. It's a custom game, designed to be fun. If you don't like it, then choose a unit rather than going random.
This needs one simple update regarding floating buildings.
There are many places in the map where buildings can be floated. My suggestion is, if a team controls no buildings except for landed buildings, allow the other team to make air units.
I have had several games where we had easily won turn into long stall wars, because the other team float a building to the corner of the map. You think 'choose better units' but unless you choose viking, BC, corruptor, muta, or protoss air, you can't win.
If one team only controls flying buildings, let the other team build flying units. Or, If one team only controls flying buildings/have buildings floating over non-solid ground, make them burn to death.
It would be cool if the host would be able to ban certain units, or just make it a "no tier 1" game and similar. Because it is very annoying if you agree on a fun game with not-so-good units beforehand and one troll picks marine and bunker rushes or shit like that.
On July 06 2011 02:20 birdkicker wrote: Me and my buddies have a really cool strat. If we see they are all going tech heavy which requires gas units, we all send two drones or 1 worker and double gas steal all of our opponents and then they will have to use their workers to kill the geysers :D
It is because of people like you tht monobattles are no fun.. I am not blaming you for using that strat. But then again, monobattles should have no strat..it shud be my tech against yours Tier 1 units should be disabled lings,marines, zealots etc.
has anyone else noticed that the Megaton map seems to drop people like flies? It seems that every other game I play someone (or multiple someones) desync's. Map problem? Bnet problem?
On July 12 2011 01:42 wo1fwood wrote: has anyone else noticed that the Megaton map seems to drop people like flies? It seems that every other game I play someone (or multiple someones) desync's. Map problem? Bnet problem?
Most likely a Bnet problem, since I think all the desyncs are a Bnet bug.
I played the megaton monobattles a few times and I noticed that more often than not either you get cannon rushed our your team tries to cannon rush, its pretty silly and kind of defeats the concept of this whole thing...
Warp Prism definitely needs to be removed as an option, without other units they make no sense at all. Whenever someone randoms it they just cannon rush, and build 0 prisms. Either that or (more often than not) they just quit. It would also be good to uncap Motherships (or increase the cap to say, 5 or 10), because only getting one unit, a very slow and squishy unit at that, is pretty lame and basically an auto-lose for your team.
An essential improvement would be allowing you to see what your allies pick as they pick them, and not have to depend on them informing you by chat (happens sometimes but not enough). This would avoid very stupid matches like Roach, Roach, Tank, Tank against Marine, Zergling, Ultralisk, Brood Lord (I've had this).
I don't like how people act as if just because it's a fun custom map, you shouldn't use any strategy at all and just a-move your armies at each other. Booooooring. If your team has no tier 1, you need static defense, and if you die it's because you're foolish and lack foresight or teamwork. If you're playing zealot or marine it makes no sense not to proxy, and zergling should always make a somewhat early pool.
Overall though I lose this map, I play it all the time! :D
there should be an option for host to select all random... its not very fun when your team randoms and the other team doesnt. Oh and I hope the other maps become more popular soon cuz im tired of that one map
It is a fun map in public, but if you join with a party it is near a guaranteed win due to the fact that you can see their races and you can pick the same unit more than once. I suggest giving Terran to ability to make 1-2 Marines max, as their static defense early game is pretty much useless, and if they spawn in one of the posterior positions they can be in trouble against units such as Reapers and Blink Stalkers. (Assuming Extinction)
On July 13 2011 10:34 Esel wrote: proll should disable t1 and t1,5 makes is kinda silly
It's supposed to be silly. You are supposed to find interesting ways to integrate t3/t2 units with t1 units and survive until you get that money composition. It's all part of the fun. Sure if everone goes zergling/zealot/marine/stalker it will get dull quick, but it's your choice how you play it.
On July 13 2011 09:43 Alzadar wrote: An essential improvement would be allowing you to see what your allies pick as they pick them, and not have to depend on them informing you by chat (happens sometimes but not enough). This would avoid very stupid matches like Roach, Roach, Tank, Tank against Marine, Zergling, Ultralisk, Brood Lord (I've had this).
I've implemented all these changes long ago including a better UI and even letting the host force everyone to pick random. There's also some bugs I've fixed along the way. Unfortunately, I've lost contact with my US friend so the US is stuck with an old version of the mod at the moment. Even if I purchase a US license, it won't let me reuse the currently uploaded map's name. I'm still trying to think of a way how to get it over there.
This is a great map, pleased to find that you can get a game quite quickly on the EU servers. Was pretty funny randoming Marines, going 7 rax and getting annihilated by the quickest Infestors I've ever seen :D
On July 13 2011 09:43 Alzadar wrote: An essential improvement would be allowing you to see what your allies pick as they pick them, and not have to depend on them informing you by chat (happens sometimes but not enough). This would avoid very stupid matches like Roach, Roach, Tank, Tank against Marine, Zergling, Ultralisk, Brood Lord (I've had this).
I've implemented all these changes long ago including a better UI and even letting the host force everyone to pick random. There's also some bugs I've fixed along the way. Unfortunately, I've lost contact with my US friend so the US is stuck with an old version of the mod at the moment. Even if I purchase a US license, it won't let me reuse the currently uploaded map's name. I'm still trying to think of a way how to get it over there.
Oh man I would love it if you updated the US with those changes, setting everyone to random is what my group of friends has been wanting forever. Theres nothing worse than an arranged team vs a random team. Good Luck, and if theres anything you need us US people to do to help you out let us know!
I played a few of these the other day on NA server. It was pretty fun. Going banelings sounds like it would be fun, but you can only make as many queens as you have hatches so you have to blow blings on random builings here and there to kill them Do not want vs mass tank + turrets!
my first game i went random, random and got warp prisms. needless to say we dominated :D lol next game i got ultralisks. 200 supply of those puppies are bad ass. i approve of this mod!
This map is so fun going say phoenix, or another harassment unit just to see how they fair in a real battle. Every time I random phoenix and I happen to get blunked upon by a stalker player I can lift up his entire army and it is hilarious.
Or I just lose
To everybody complaining about the number of queens, that is how it originally was. Go watch the original daily. If it were not like that, every team would go mass Ultra/ Brood Lord and make a bagillion queens for defense and transfuse. Part of the fun is that you can't mass creep everywhere, or transfuse anything that moves. If you want to do that, go queen. It is really fun by itself
But i noticed a bug. Don't know if someone already wrote this, but when an infestor mindcontrolls a worker, it can build every unit in the game that way. Don't know if this is intended, but it really shouldn't work.
I think they should be able to build what the other person can build, but not every unit. Like, for example, we had voidrays in a game where noone chose voidrays, and i don't think it should work that way.
Though i have no idea whether that would be hard to programm, since i basically have no idea how the editor works.
I played with 2 other people in a party and one guy ended up on the other team. After all of the units were picked, it showed 5 units on our team (the team+the guy in our party on the other team) and 3 on theirs.
I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
Just tried two games in a row. The first my three teammates were dropped and two players on the opposite team were dropped. The next game I was dropped.
Is this a patch issue? I only played one game pre-1.3.4 and I had no problems.
On July 20 2011 19:38 SpiffD wrote: Okay just played a game with no problems.
However, I got void prism while picking random. Really? Void prism?
You probably mean Warp Prism. Basically if you get warp prisms, you fly a probe around and build cannons everywhere on the map and/or go for 200 probes and dump your money to the teammates. The worst is getting medivacs in a no-bio team.
On July 20 2011 11:46 TehTemplar wrote: I played with 2 other people in a party and one guy ended up on the other team. After all of the units were picked, it showed 5 units on our team (the team+the guy in our party on the other team) and 3 on theirs.
This was a bug in the older version of the Mod that is currently on the NA Battle.net. Unfortunately, even though it was fixed over on the EU side, I can't upload it on NA.
On July 20 2011 19:38 SpiffD wrote: Okay just played a game with no problems.
However, I got void prism while picking random. Really? Void prism?
You probably mean Warp Prism. Basically if you get warp prisms, you fly a probe around and build cannons everywhere on the map and/or go for 200 probes and dump your money to the teammates. The worst is getting medivacs in a no-bio team.
On July 20 2011 19:38 SpiffD wrote: Okay just played a game with no problems.
However, I got void prism while picking random. Really? Void prism?
You probably mean Warp Prism. Basically if you get warp prisms, you fly a probe around and build cannons everywhere on the map and/or go for 200 probes and dump your money to the teammates. The worst is getting medivacs in a no-bio team.
good thing there are very few NO bio teams
Well, i had once medivacs while my allies were Stalker, Thor, Tank... That really sucked :p
On July 20 2011 12:31 MonkSEA wrote: I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
You could always just leave the game... it's not like you lost some virtual points or anything even. Consider it a win and join another game
On July 20 2011 19:38 SpiffD wrote: Okay just played a game with no problems.
However, I got void prism while picking random. Really? Void prism?
You probably mean Warp Prism. Basically if you get warp prisms, you fly a probe around and build cannons everywhere on the map and/or go for 200 probes and dump your money to the teammates. The worst is getting medivacs in a no-bio team.
good thing there are very few NO bio teams
Well, i had once medivacs while my allies were Stalker, Thor, Tank... That really sucked :p
I had medivacs, and my team mate had corruptors, so we just flew around against marine, thor, baneling, stalker.. atleast we killed some overlords :/ And medivacs are good at healing corruptors.
On July 20 2011 12:31 MonkSEA wrote: I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
You could always just leave the game... it's not like you lost some virtual points or anything even. Consider it a win and join another game
This is exactly what I started doing, no sense wasting time when someone is being a [insert colorful pejorative here]. It would be nice if there was a fix though, if there isn't already.
Is anyone else having problems with playing on this mod on the EU server?
The first issue is that it seems to drop players while they are loading really frequently - like 2/3 of the time. This can mean it's a pain to find a game.
The second issue is that it seems a bit random as to when every player is forced to random, and when every player is allowed to choose (but can choose random). It's just weird that sometimes the game loads and everyone is randomed and sometimes the game loads and you can choose.
Those are the only problems I've been having. Thanks for the mod though ^^
On July 20 2011 12:31 MonkSEA wrote: I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
You could always just leave the game... it's not like you lost some virtual points or anything even. Consider it a win and join another game
People like the satisfaction of achievement. Thats why (imo) majority of people find a game fun
On July 20 2011 12:31 MonkSEA wrote: I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
You could always just leave the game... it's not like you lost some virtual points or anything even. Consider it a win and join another game
People like the satisfaction of achievement. Thats why (imo) majority of people find a game fun
I agree but when you have nothing that hits air and they float their buildings, consider it a win. You really want the Victory! box to pop up?
On July 20 2011 12:31 MonkSEA wrote: I think there should be some anti-douche protection
I played a game where it was Ultra/Ultra/Banshee/Immortal for us, and they had no rush units and I was immortal and I ended up ending the game with getting money dumped for fast immortals, and their Terran just lifted up buildings in all corners and went afk, I think there should be some type of system to detect if their being a douche, or some vote-kick option.. Dunno it was pretty sad that some people are ass holes over a game that didn't have any impact on their sc2 life.
You could always just leave the game... it's not like you lost some virtual points or anything even. Consider it a win and join another game
People like the satisfaction of achievement. Thats why (imo) majority of people find a game fun
I agree but when you have nothing that hits air and they float their buildings, consider it a win. You really want the Victory! box to pop up?
Hahahaha, personally I dont but I guess some people do
On July 28 2011 03:27 wristuzi wrote: Is anyone else having problems with playing on this mod on the EU server?
The first issue is that it seems to drop players while they are loading really frequently - like 2/3 of the time. This can mean it's a pain to find a game.
The second issue is that it seems a bit random as to when every player is forced to random, and when every player is allowed to choose (but can choose random). It's just weird that sometimes the game loads and everyone is randomed and sometimes the game loads and you can choose.
Those are the only problems I've been having. Thanks for the mod though ^^
Regarding the first issue: There is nothing I can do about this. It's a known problem that occurs with all custom maps but is obviously more apparent in more frequently played maps. As I said, this is a Battle.net issue that map authors have no control of.
About the second issue: That is a hidden feature of the mod which I introduced a few weeks ago. The host can force everyone to select a random unit. To do this yourself, click on the "Create Custom Game" button to bring up the list of custom games. Now search for "Team Monobattles" and pick the map you want to host it on. On the right hand side of the screen, you can select the Unit Selection mode (eg. "Random" to force everyone to pick a random unit). When you're ready, click on "Open to Public." While locked, the game's settings are locked and cannot be changed.
What you encountered is a game with a host who has done the process above.
I really enjoy the Monobattle Mod, but I'm sure I'm not the only one getting sick of the Megaton map. I know there are other maps mods out there but they aren't popular so they don't get played at all. Is it possible to implement a map-voting feature in the beginning like in Zealot Frenzy/Hero Battle.
I'm positive that will make the games more interesting.
Edit: Also if there is no intention in removing useless units like the warp prism or medivac, make them usable for the other players. Aka blue can load red's marines in his medivacs or red can warp into blue's warpprism field.
On July 29 2011 05:38 Luzon wrote: I really enjoy the Monobattle Mod, but I'm sure I'm not the only one getting sick of the Megaton map. I know there are other maps mods out there but they aren't popular so they don't get played at all. Is it possible to implement a map-voting feature in the beginning like in Zealot Frenzy/Hero Battle.
I'm not sure I understand your suggestion. Since maps like Extinction are already quite large, it's difficult to have more than one "map" in the same map for the players to vote on.
This is how it will probably work, anyway: People will eventually tire out of the Megaton and Extinction maps. They'll search for another Team Monobattles map. It'll get popular. Etc.
I think that taking the initiative is much better than letting certain maps phase in and out of popularity. For a great example, look up the game "Hero Attack". Basically before the game starts (during the time everyone is choosing their units) there is another voting block that has an option of 4 different maps to play on. Whichever gets the most votes is the map that is played.
Those maps seem pretty large but they are still viable options. I don't know a lick about making maps but it would be cool to have that feature.
On July 28 2011 03:27 wristuzi wrote: Is anyone else having problems with playing on this mod on the EU server?
The first issue is that it seems to drop players while they are loading really frequently - like 2/3 of the time. This can mean it's a pain to find a game.
The second issue is that it seems a bit random as to when every player is forced to random, and when every player is allowed to choose (but can choose random). It's just weird that sometimes the game loads and everyone is randomed and sometimes the game loads and you can choose.
Those are the only problems I've been having. Thanks for the mod though ^^
Regarding the first issue: There is nothing I can do about this. It's a known problem that occurs with all custom maps but is obviously more apparent in more frequently played maps. As I said, this is a Battle.net issue that map authors have no control of.
There is definitely something wrong with the map though. It is pretty much unplayable due to like 70% of the time, lots of players will drop during loading (some kind of split possibly). I've never ever had this happen with any other map (and I do play maps that are several times more popular). However, it happens pretty much always with your map, which lots of people have noticed. This is also on the EU server.
It is a shame really since it is a good map but in its current state it is pretty much unplayable.
Also, when picking random you shouldn't be able to get the medivac (or warp prism, if you can get that). Getting a medivac is pretty much useless, especially since sometimes you don't even have anything that you can heal.
Can we get rid of warp prisms as a unit though? They are essentially the same as nydus networks or overlord drops, and unlike medivacs they can't actually participate in the battle.
Its really lame to have a teammate floating around making cannons everywhere while the other team just masses a deathball and rolls everything.
The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admittedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
* Warp Prisms can load allied Protoss units. * Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
Closing comments
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency.
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
* Warp Prisms can load allied Protoss units. * Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
The issue isn't that you can pick warp prism or medivac. The issue is that you can random it.
Lets say you random medivac and your team mates get colossus and immortal. At that point, the medivac player will drop from the game. As such, I doubt you could come up with any reason why he should stay and "enjoy" the game.
Same thing with warp prism (except it is even more useless as it can't even heal). Having it as a randomly selected unit just means that very often the player who gets it will just leave the game and the entire game is pretty much GGed as no one wants to play with less players on their team.
Also, I've played 4 games in a row now where more than half the players split/disconnected during loading each time. This on extinction EU. As such, this map has to be considered unplayable.
On July 28 2011 03:27 wristuzi wrote: Is anyone else having problems with playing on this mod on the EU server?
The first issue is that it seems to drop players while they are loading really frequently - like 2/3 of the time. This can mean it's a pain to find a game.
The second issue is that it seems a bit random as to when every player is forced to random, and when every player is allowed to choose (but can choose random). It's just weird that sometimes the game loads and everyone is randomed and sometimes the game loads and you can choose.
Those are the only problems I've been having. Thanks for the mod though ^^
Regarding the first issue: There is nothing I can do about this. It's a known problem that occurs with all custom maps but is obviously more apparent in more frequently played maps. As I said, this is a Battle.net issue that map authors have no control of.
About the second issue: That is a hidden feature of the mod which I introduced a few weeks ago. The host can force everyone to select a random unit. To do this yourself, click on the "Create Custom Game" button to bring up the list of custom games. Now search for "Team Monobattles" and pick the map you want to host it on. On the right hand side of the screen, you can select the Unit Selection mode (eg. "Random" to force everyone to pick a random unit). When you're ready, click on "Open to Public." While locked, the game's settings are locked and cannot be changed.
What you encountered is a game with a host who has done the process above.
Thanks for the answer, I had a feeling it was a problem on Blizzard's end, but just felt it was worth mentioning since it doesn't seem to happen on other custom maps.
And thanks for the explanation of the all random I do think a voting/choice system at the beginning of the map (for both unit selection and map selection) would be useful, as it's a little confusing not knowing what kind of game you're going into. I understand that there would be a problem with the map sizes though, so it's no big deal.
The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admittedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
* Warp Prisms can load allied Protoss units. * Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
Closing comments
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency.
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
Are we ever going to see units such as lurkers, vultures, or goliaths added to the unit selection in the near future?
The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admittedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
* Warp Prisms can load allied Protoss units. * Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
Closing comments
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency.
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
Are we ever going to see units such as lurkers, vultures, or goliaths added to the unit selection in the near future?
Please do NOT do this. This mod should be about picking only one unit that is actually in the game, otherwise it just becomes a random custom map with extra units. It's like Desert Strike with made-up units, completely defeats the point of the game.
On August 07 2011 14:54 Zruku wrote:Are we ever going to see units such as lurkers, vultures, or goliaths added to the unit selection in the near future?
I have no plans to include any additional units except those found in the standard melee format. If I do that, it would become a completely different mod.
I didn't read through all the comments, (sorry if this has been brought up) but game kinda stinks when you have no air units on your team (since we all went random) and the other team just lifts off and starts bm'ing everyone. Kinda takes the fun out of the game.
Is there some kind of game timer that says if one team doesn't mine/build units for so many minutes they lose?
Added two new modes: Classic: In this mode, the Monobattle constraint applies only to Team 1's players. All opposing players can build anything they want to defeat the Monobattling players. Hidden: Time to sharpen your scouting skills for this mode! Players cannot see what their opponents have chosen in this mode.
Edit: Let me remind you how to set the Monobattle mode:
Create a game yourself using the "Create Custom Game" button. Select any of the Team Monobattles maps which use the latest mod version (eg. Extinction, Arakan Citadel or Megaton). Use the drop-down on the right to change the "Unit Selection" setting to Standard, Random, Classic or Hidden. Click on "Open to Public" to let people join your game (this locks the Unit Selection setting).
On August 15 2011 05:34 Klishu wrote: Updated to version 1.28 on EU!
Added two new modes: Classic: In this mode, the Monobattle constraint applies only to Team 1's players. All opposing players can build anything they want to defeat the Monobattling players. Hidden: Time to sharpen your scouting skills for this mode! Players cannot see what their opponents have chosen in this mode.
On August 12 2011 12:35 Schoenhole wrote: I didn't read through all the comments, (sorry if this has been brought up) but game kinda stinks when you have no air units on your team (since we all went random) and the other team just lifts off and starts bm'ing everyone. Kinda takes the fun out of the game.
Is there some kind of game timer that says if one team doesn't mine/build units for so many minutes they lose?
... What if you lose your whole !@#$ing base but then own the other team? "YES WE"RE GOING TO WIN" *We are sorry, but you auto-lose because you aren't mining* "..." "FUUUUUUUUUUUUU-"
On August 15 2011 05:34 Klishu wrote: Updated to version 1.28 on EU!
Added two new modes: Classic: In this mode, the Monobattle constraint applies only to Team 1's players. All opposing players can build anything they want to defeat the Monobattling players. Hidden: Time to sharpen your scouting skills for this mode! Players cannot see what their opponents have chosen in this mode.
Best update ever.
Seriously this is awesome! Thanks for creating such an terrific custom.
Ok so tomorrow how would people like to have a big group play and maybe have a tournament sort of deal? Not sure how it would work but that is all I did today and would like to tomorrow. So add me and just message me to play tomorrow if you are interested
On August 16 2011 09:50 Flossy wrote: I found that mass siege tank=win :D
haha yeah, about that btw if you have absolutely nothing to deal with them and you have a zerg player, you can just research zerg drop and drop them on the tanks to deal quite a bit of damage if you load enough units
On July 08 2011 20:46 Jahikoi wrote: This needs one simple update regarding floating buildings.
There are many places in the map where buildings can be floated. My suggestion is, if a team controls no buildings except for landed buildings, allow the other team to make air units.
I have had several games where we had easily won turn into long stall wars, because the other team float a building to the corner of the map. You think 'choose better units' but unless you choose viking, BC, corruptor, muta, or protoss air, you can't win.
If one team only controls flying buildings, let the other team build flying units. Or, If one team only controls flying buildings/have buildings floating over non-solid ground, make them burn to death.
This. Two hour game the other day while being flamed by the losers who flew their buildings away, stating our team "chose" the best units (we all randomed).
On July 08 2011 20:46 Jahikoi wrote: This needs one simple update regarding floating buildings.
There are many places in the map where buildings can be floated. My suggestion is, if a team controls no buildings except for landed buildings, allow the other team to make air units.
I have had several games where we had easily won turn into long stall wars, because the other team float a building to the corner of the map. You think 'choose better units' but unless you choose viking, BC, corruptor, muta, or protoss air, you can't win.
If one team only controls flying buildings, let the other team build flying units. Or, If one team only controls flying buildings/have buildings floating over non-solid ground, make them burn to death.
This. Two hour game the other day while being flamed by the losers who flew their buildings away, stating our team "chose" the best units (we all randomed).
The thing is, it is a custom and there is no real reward for staying for a finish. Its just a e-penis thing. Just leave, accept you won in your mind and do more customs.
I just wish all these monobattle updates would go to the US
I'm in a game right now with one enemy CC left floating in a corner
one teammate immediately left before choosing a unit, and the other 2 left right away and we ended up with zero anti-air. I killed everything with zerglings but now we are at a bit of an impasse
More people need to play this ^_^ it could be really great if you could actually get games in a reasonable amount of time, but I guess the most appealing customs are the DotA clones and games that are just a quick dose of fun :X
My friends and I totally love these maps. Since we have a huge skill difference in our group, we always do FFA's on them. I was wondering if it's possible to build an FFA mode into them; something like a player can gg out of, and then that player gets sight of everything.
On July 08 2011 20:46 Jahikoi wrote: This needs one simple update regarding floating buildings.
There are many places in the map where buildings can be floated. My suggestion is, if a team controls no buildings except for landed buildings, allow the other team to make air units.
I have had several games where we had easily won turn into long stall wars, because the other team float a building to the corner of the map. You think 'choose better units' but unless you choose viking, BC, corruptor, muta, or protoss air, you can't win.
If one team only controls flying buildings, let the other team build flying units. Or, If one team only controls flying buildings/have buildings floating over non-solid ground, make them burn to death.
This. Two hour game the other day while being flamed by the losers who flew their buildings away, stating our team "chose" the best units (we all randomed).
The thing is, it is a custom and there is no real reward for staying for a finish. Its just a e-penis thing. Just leave, accept you won in your mind and do more customs.
I just wish all these monobattle updates would go to the US
I agree. We were, however, being taunted and verbally abused. I felt like giving in would just make them feel better. :/ Oh well.
Was the Infestor exploit fixed? Previously you could MC a Probe and then have access to the entire Protoss tech Tree, enabling you to build any units. I haven't seen it lately, so just Curious.
On August 18 2011 01:59 vlnplyr wrote: Was the Infestor exploit fixed? Previously you could MC a Probe and then have access to the entire Protoss tech Tree, enabling you to build any units. I haven't seen it lately, so just Curious.
On August 18 2011 01:59 vlnplyr wrote: Was the Infestor exploit fixed? Previously you could MC a Probe and then have access to the entire Protoss tech Tree, enabling you to build any units. I haven't seen it lately, so just Curious.
Both the chronoboost bug and the unit choice glitch (where the units aren't spread out into two teams correctly) have been fixed a long time ago on the EU realms. When the updated version is available on the NA realms, these should be fix.
With regards to the update, I'm preparing and sending the files over to the new NA volunteer so it should be available anytime these couple of days.
I'm not sure if this is a bug but if you have infestors and you neural an enemy worker you can build any unit from that race's tech tree.
Also, anyone getting annoyed at people lifting off into the corner, a missile turret with the hi-sec auto tracking upgrade can reach right into the corner of the map so as long as you have a terran you can kill it
On September 02 2011 07:08 Quaterno wrote: I'm not sure if this is a bug but if you have infestors and you neural an enemy worker you can build any unit from that race's tech tree.
Also, anyone getting annoyed at people lifting off into the corner, a missile turret with the hi-sec auto tracking upgrade can reach right into the corner of the map so as long as you have a terran you can kill it
pft, if you have infestors and you neural an enemy owrker and manage to build a nexus or w/e with it, then you SHOULD be able to build any unit you want because that's just boss to be able to do that
On September 02 2011 07:08 Quaterno wrote: Also, anyone getting annoyed at people lifting off into the corner, a missile turret with the hi-sec auto tracking upgrade can reach right into the corner of the map so as long as you have a terran you can kill it
This is incorrect for the far top-left and top-right corners, along with a few other wide open areas. A thor with a range of 10 can't reach a floating CC in these corners (top-left one at least), let alone a range 8 turret. The only ways that I know of are:
(1) Neural an enemy worker and build an air to air unit. (2) Nuke it. (3) Play the waiting game.
We had a game where someone floated a CC to the top left corner. We got it in the end with a thor and a friendly barracks. Get the barracks to fly back and forth between the CC and the edge of the thor's range. Then get someone to spam a-attack with the thor on the friendly barracks until it fires and then quickly have the barracks fly back to nearer the CC. If done correctly, the splash sould do some damage to the CC. I know it takes ages, but can be better than waiting for your opponent to quit.
so this map on eu is uploaded 2 times and both maps are on the same page (3) for some reason one is more popular than the other, and the more popular map has default starting speed set as "fast" instead of faster so every time i want to play monobattles and not wait for 10minutes to get a full lobby i need to get to the more popular one and play on slower speed than normal, for some reason most people who play it dont even realise that they are playing on slower ;-( fix plzzz
@oh and most of the players end up being dropped in about 50% of the games... is that the case for everyone or has this been updated but not uploaded to eu?
On September 02 2011 23:25 pycho wrote: so this map on eu is uploaded 2 times and both maps are on the same page (3) for some reason one is more popular than the other, and the more popular map has default starting speed set as "fast" instead of faster so every time i want to play monobattles and not wait for 10minutes to get a full lobby i need to get to the more popular one and play on slower speed than normal, for some reason most people who play it dont even realise that they are playing on slower ;-( fix plzzz
@oh and most of the players end up being dropped in about 50% of the games... is that the case for everyone or has this been updated but not uploaded to eu?
Since the last Starcraft II update, Monobattles did indeed start appearing more than once in the map list. I specifically made it so that Faster mode is the default choice but for some reason it appears twice in the list. Don't know why it happened but I didn't touch it.
Regarding the disconnects, that's a Battle.net problem which is evident in all maps.
I just wish a different Monobattle map was more popular, stupid blizz custom system, if you host your own game nobody ever even sees it. Megaton is getting mighty boring.
On September 02 2011 23:25 pycho wrote: so this map on eu is uploaded 2 times and both maps are on the same page (3) for some reason one is more popular than the other, and the more popular map has default starting speed set as "fast" instead of faster so every time i want to play monobattles and not wait for 10minutes to get a full lobby i need to get to the more popular one and play on slower speed than normal, for some reason most people who play it dont even realise that they are playing on slower ;-( fix plzzz
@oh and most of the players end up being dropped in about 50% of the games... is that the case for everyone or has this been updated but not uploaded to eu?
Since the last Starcraft II update, Monobattles did indeed start appearing more than once in the map list. I specifically made it so that Faster mode is the default choice but for some reason it appears twice in the list. Don't know why it happened but I didn't touch it.
Regarding the disconnects, that's a Battle.net problem which is evident in all maps.
Well it's even worse now. On the second page the game appears twice, one in "fast" and one in "slower". The "faster" version is on the third page. Coupled with players dropping, it can take up to half an hour to find a game with all players still in the lobby
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
I was going to give him this response myself, but then I started wondering what it would be like if a Mothershipping player could make more than one and kind of got distracted.
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
I was going to give him this response myself, but then I started wondering what it would be like if a Mothershipping player could make more than one and kind of got distracted.
It'd definitely be interesting!
I would like to see this, and I don't really see any glaring imbalance with having more than one, particularly since planet cracker was removed and the archon toilet nerfed.
On September 08 2011 05:29 glarrg wrote: A very fun mod is ruined by the players.
People who are not into the spirit of Monobattles.
People who like to ruin others games.
Im talking, of course of the marine players. The people who roll terran then pick marine every game. Then they bunker rush whoever they want.
Fucking bullshit.
Cannonrush or some silly ling-push is just as annoying. And people not defending their ramp when opponent gets harass-units such as hellions. Doesn't help with me walling off when I get hellions from behind..
But, on EU, I don't get how you see the faster games.. I search for mono and only see the fast version, and some game with only 12 hours played as 2nd ranked..
On September 03 2011 17:16 Klishu wrote: Regarding the disconnects, that's a Battle.net problem which is evident in all maps.
I disagree. I play mostly custom games and NEVER have I had more drops than with monobattles. Typically, it happens right as I select a unit. I almost always play random, so perhaps it's a bug in the random generator that selects a unit. I've also had it glitch and give me 2 different unit notifications, though I could only build one of those. Not being a mapmaker myself, i can't comment on why, simply the fact that it happens far more than in any other custom game I've played.
On September 10 2011 18:21 Weezing wrote: This map is really bugged and no its not bnet. Please fix it, its so annoying. Somebody drops almost every game.
It is battle.net, every custom has it. It really isn´t the map.
On September 10 2011 18:21 Weezing wrote: This map is really bugged and no its not bnet. Please fix it, its so annoying. Somebody drops almost every game.
It is battle.net, every custom has it. It really isn´t the map.
But that's not it. If it is, explain this reply just three posts above yours.
On September 10 2011 05:18 vlnplyr wrote: I disagree. I play mostly custom games and NEVER have I had more drops than with monobattles. Typically, it happens right as I select a unit. I almost always play random, so perhaps it's a bug in the random generator that selects a unit. I've also had it glitch and give me 2 different unit notifications, though I could only build one of those. Not being a mapmaker myself, i can't comment on why, simply the fact that it happens far more than in any other custom game I've played.
Go through this thread and count up the number of people complaining of frequent drops. There are countless instances of it from page 7 on, dating back to July. Now go through any other popular custom map thread on this forum and do the same. The SC2 Brood War, Darglein's Micro Trainer, and Marine Split Challenge threads don't have even one complaint of dropping in the same time period.
I gotta agree, there are some occasions where custom maps drop people, but this map is just relentless at drops. I'd like to blame bnet, but there really is something wrong with this map.
On August 15 2011 05:34 Klishu wrote: Updated to version 1.28 on EU!
Added two new modes: Classic: In this mode, the Monobattle constraint applies only to Team 1's players. All opposing players can build anything they want to defeat the Monobattling players. Hidden: Time to sharpen your scouting skills for this mode! Players cannot see what their opponents have chosen in this mode.
Edit: Let me remind you how to set the Monobattle mode:
Create a game yourself using the "Create Custom Game" button. Select any of the Team Monobattles maps which use the latest mod version (eg. Extinction, Arakan Citadel or Megaton). Use the drop-down on the right to change the "Unit Selection" setting to Standard, Random, Classic or Hidden. Click on "Open to Public" to let people join your game (this locks the Unit Selection setting).
Have fun!
woow, didn't know there is an hidden version, this rules :D
You don't know if a ling or reaper rush arrive, maybe some DT or maybe the other team is all high tech !!!
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
Why do you host with fast gamespeed on bnet? -_____-
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
Why do you host with fast gamespeed on bnet? -_____-
He doesn't, somebody just hosted a "Fast" version one day (probably by accident) and somehow it ended up getting more games than the "Fastest" one (again, probably by accident, many people don't even notice) and is now stuck above it on the custom games list.
It's sad but it's the fault of the awful custom game system, not Klishu.
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
Why do you host with fast gamespeed on bnet? -_____-
Sorry, but there is nothing I can do about this issue. Fastest has always been and is set as the default speed. People apparently "enjoy" playing the Fast version over the Fastest one.
On September 06 2011 10:39 Incognetus wrote: Motherships need a buff. They are too weak. Make them stay alive longer. Even with 3/3/3 they die in a blink of an eye to anything that can shoot em.
Such are the trials of Monobattles! :D
Why do you host with fast gamespeed on bnet? -_____-
Sorry, but there is nothing I can do about this issue. Fastest has always been and is set as the default speed. People apparently "enjoy" playing the Fast version over the Fastest one.
What GentleDrill said.
Problem is I used to like playing this map but everyone joins the fast one by mistake and the fastest map is lower on the popularity list and doesn't get joined as often.
On October 01 2011 19:34 Tntnnbltn wrote: Any chance of getting the new version on US soon?
I'm afraid I'm having trouble uploading the mod on the US servers. If anyone has a EU account and a US account, I encourage them to download the mod off the EU servers and upload it on the US Battle.net. Post here which maps you have uploaded for other people to play them.
Remember that the mod is free for anyone to download, edit and use and anyone can modify it to their liking and upload it.
On October 01 2011 19:34 Tntnnbltn wrote: Any chance of getting the new version on US soon?
I'm afraid I'm having trouble uploading the mod on the US servers. If anyone has a EU account and a US account, I encourage them to download the mod off the EU servers and upload it on the US Battle.net. Post here which maps you have uploaded for other people to play them.
Remember that the mod is free for anyone to download, edit and use and anyone can modify it to their liking and upload it.
Can you upload it somewhere, like mediafire or something, then anyone on US could upload it to battle.net
I have finally managed to upload a new version of the Day9's Team Monobattles Mod on the US Battle.net servers! Now, since I have lost contact with the original uploader (Arkeia) I'm afraid you will need to search for the updated version under a new name (and not use the one currently on the Custom Maps list). Search for the following maps by me (ie. Klishu) on Battle.net to ensure that you're always playing on the latest version of the Team Monobattles mod:
This should bring the mod up to date with the one currently available on the EU servers. New features that have been introduced in the last few months and that are now available on the US servers as well are:
- A fancy new UI for selecting your unit! The new UI even shows the units your allies are selecting during the initial selection phase. - New rules for Medivacs and Warp Prisms! - Three new unit selection game modes! These are "Random" (force the game to pick a random unit for each player), "Hidden" (hides the opposing team's unit selection) and "Classic" (only one team is affected by the Monobattle restriction; as seen in the original Funday Monday)! - Awesome intro music! - Significantly less players dropping at the start. - Nexus Energy Regeneration bug fix: Nexus doesn't gain energy while players are selecting their units. - Mission time bug fix: The game time/clock starts at 0:00 as soon as everyone is ready and the game really begins.
I need your help to raise the new version to the upper echelons of the list (by making sure you click on "Open to Public" in the game lobby)! So, tell your friends, select your unit and kick some butt in Day9's Team Monobattles! For Map Makers
As usual, if you're a mapmaker, you can add "Day9's Team Monobattles Mod US" (which is the new name for the updated mod) as a dependency to your map to instantly turn it into a Team Monobattles! Feel free to download the mod and hack at it at your own leisure.
On November 03 2011 00:24 Klishu wrote: Uploaded new version on Battle.net US
I have finally managed to upload a new version of the Day9's Team Monobattles Mod on the US Battle.net servers! Now, since I have lost contact with the original uploader (Arkeia) I'm afraid you will need to search for the updated version under a new name (and not use the one currently on the Custom Maps list). Search for the following maps by me (ie. Klishu) on Battle.net to ensure that you're always playing on the latest version of the Team Monobattles mod:
This should bring the mod up to date with the one currently available on the EU servers. New features that have been introduced in the last few months and that are now available on the US servers as well are:
- A fancy new UI for selecting your unit! The new UI even shows the units your allies are selecting during the initial selection phase. - New rules for Medivacs and Warp Prisms! - Three new unit selection game modes! These are "Random" (force the game to pick a random unit for each player), "Hidden" (hides the opposing team's unit selection) and "Classic" (only one team is affected by the Monobattle restriction; as seen in the original Funday Monday)! - Awesome intro music! - Significantly less players dropping at the start. - Nexus Energy Regeneration bug fix: Nexus doesn't gain energy while players are selecting their units. - Mission time bug fix: The game time/clock starts at 0:00 as soon as everyone is ready and the game really begins.
I need your help to raise the new version to the upper echelons of the list (by making sure you click on "Open to Public" in the game lobby)! So, tell your friends, select your unit and kick some butt in Day9's Team Monobattles! For Map Makers
As usual, if you're a mapmaker, you can add "Day9's Team Monobattles Mod US" (which is the new name for the updated mod) as a dependency to your map to instantly turn it into a Team Monobattles! Feel free to download the mod and hack at it at your own leisure.
Have fun and feel free to send me your comments!
yes, FINALLY! Now hopefully this will take over in popularity. Eventually...plz god ppl make this happen
May I ask what are the new rules for medivacs and warp prisms are? I don't quite have time for in game.
I'm curious since I've randomed Warp Prism way too much, and despite that proxy cannon rushes are fun, they get boring
EDIT: Nevermind, reread the OP. I like the new change, but WP still feels sorta useless. You should make it possible to AT LEAST allow toss to warp in under WP phase mode. Nice work you guys.
On November 08 2011 07:20 ArsenalMark wrote: Hi Klishu, Wonderful Map<3
However, would there be anyway to make the game less vulnerable to ties due to Terrans being jerks and flying in a corner, if you have no mobile AA?
It's happened a few times, but because I'm patient I just wait it out until he leaves.
Mabbe something like, if no flying AA - Terrans can only float buildings for 90 seconds or something? :D
I've been working on solution for this for quite a while now but it's still not perfected. Will have it ready eventually.
Just a thought, but one solution might be to prevent them from flying anywhere not over land. I believe that would solve the issue, even in the area with the trees in the middle areas of the map. Again, many thanks for updating this - I hope we can get more people to play this version and get the ranking up.
On November 22 2011 16:48 nanospartan wrote: So sad that when you play everyone just does zergling or marines, and its like insta gg...
When this happens, simply wall-off very well with a lot of static defense at the start. Go overboard with defense at the start: when I say this, I mean build planetary fortresses at your ramp, excessive spine crawlers, etc. Then, once you're adequately defended, build some of whatever unit you've chosen and kill your opponents.
On November 22 2011 16:48 nanospartan wrote: So sad that when you play everyone just does zergling or marines, and its like insta gg...
When this happens, simply wall-off very well with a lot of static defense at the start. Go overboard with defense at the start: when I say this, I mean build planetary fortresses at your ramp, excessive spine crawlers, etc. Then, once you're adequately defended, build some of whatever unit you've chosen and kill your opponents.
It's complex, it'd be better if the entire team was randomised, so that one person got T1, another got T2, and another got T3, whilst the 4th person got a random anti-air unit. That way, real team work would be involved, as opposed to just going voidrays and hoping you don't die before you get a critical mass.
On November 22 2011 16:48 nanospartan wrote: So sad that when you play everyone just does zergling or marines, and its like insta gg...
When this happens, simply wall-off very well with a lot of static defense at the start. Go overboard with defense at the start: when I say this, I mean build planetary fortresses at your ramp, excessive spine crawlers, etc. Then, once you're adequately defended, build some of whatever unit you've chosen and kill your opponents.
It's complex, it'd be better if the entire team was randomised, so that one person got T1, another got T2, and another got T3, whilst the 4th person got a random anti-air unit. That way, real team work would be involved, as opposed to just going voidrays and hoping you don't die before you get a critical mass.
if i random a high tier unit i just go fast expand start tech and keep massing workers and expansion. really what else can you do lol. if the opponent has a t1 unit and i see my team mate might not be able to hold because they play sub par or also got higher tier units then after my 2nd is started i add a couple of static defence then get 3rd and more static till i have finished teching then roll em lol. what i like about monobattles is most the time im either the best or 2nd best player hahaha
espeacialy fun when i play with my two high diamond buddies and we win no matter what lol
On November 22 2011 16:48 nanospartan wrote: So sad that when you play everyone just does zergling or marines, and its like insta gg...
When this happens, simply wall-off very well with a lot of static defense at the start. Go overboard with defense at the start: when I say this, I mean build planetary fortresses at your ramp, excessive spine crawlers, etc. Then, once you're adequately defended, build some of whatever unit you've chosen and kill your opponents.
If one team has zerglings and the other has not, team zergling can all easily FE, and thats pretty much gg unless they have totally shit units. Such are the trials tho
I have a suggestion. Put in something to prevent people from ruining games. Something like if one team isn't mining or producing anything for 5min then they auto lose. I hate beating people who then pick up their buildings and float to areas. You almost have to have some kind of unit that can attack those random Terran buildings floating in the nether.
On January 07 2012 15:18 afterthot wrote: I have a suggestion. Put in something to prevent people from ruining games. Something like if one team isn't mining or producing anything for 5min then they auto lose. I hate beating people who then pick up their buildings and float to areas. You almost have to have some kind of unit that can attack those random Terran buildings floating in the nether.
Just a note about this, since I've realised I hadn't written about this. On the EU realms, I've introduced a change so that flying Terran buildings take damage if they are over "the void". It seems to have worked well which means that I'll soon be uploading the new version onto the US Battle.net.
Hello! i LOVE this concept yet it is so simple! Would you be able to make the AI conform with the rules instead of being unrestricted..>? It would be awesome for practice
Version 1.36 ==================== - Flying terran buildings now take damage if they are floating over the void! ====================
Let me remind everyone that the one currently popular on the Custom Maps page 1 is an old version of this mod, uploaded by a helper a long time ago. Now that I have a US account and Arkeia disappeared, I've uploaded the mod myself. Look for "Megaton (Team Monobattles US)", "Extinction (Team Monobattles US)" and "Arakan Citadel (Team Monobattles US)" uploaded by Klishu (me) to ensure that you're always playing on the latest version.
On January 16 2012 06:03 geminihc wrote: Hi Klishu, do you think you will be adding AI restrictions eventually? thanks again!
Hopefully. I did attempt to do them but they did turn out to be rather... complex (literally hardcoded each possible selection's build order). I'll try to do them again once I have a better idea.
On January 16 2012 04:26 Klishu wrote: Update to the Day9's Team Monobattles Mod on US:
Version 1.36 ==================== - Flying terran buildings now take damage if they are floating over the void! ====================
Let me remind everyone that the one currently popular on the Custom Maps page 1 is an old version of this mod, uploaded by a helper a long time ago. Now that I have a US account and Arkeia disappeared, I've uploaded the mod myself. Look for "Megaton (Team Monobattles US)", "Extinction (Team Monobattles US)" and "Arakan Citadel (Team Monobattles US)" uploaded by Klishu (me) to ensure that you're always playing on the latest version.
I love this, especially when people go random race, random unit. We had some truly shocking combos last night but it was great fun, until people started ruining it by going... Terran- Marine. Wow guys, talk about sense of fun.
FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people. At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity. Can you please fix this, if possible?
On January 27 2012 23:54 Shackadeemus wrote: FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people. At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity. Can you please fix this, if possible?
I tried everything I know to try and fix this problem, including some very clever loading procedures. Sorry, but I've given up: I've reviewed the code and I can't find anything else to improve; it's probably Battle.net: it cannot synch players during the start or something.
I don't have anymore the desynch problem (on eu extinction version) but I am experiencing problems with terran flying their cc in a corner of the map : when you don't have AA flying unit you have to wait until the terran accept to leave. Couldn't there be some feature to change that (flying building get 0.5 damage that ignore armor per second or something like that)?
Getting these mods on SEA server anytime soon? With my SEA account, I have access to NA and SEA but if you want me to port them across, you'll need to walk me through it =P
Actually Asylum I just tried this out today as a test on NA and got it to work. It seems all we'd need to do is to upload the mod itself to SEA as well and then anyone can easily make any map a monobattle map.
It seems like all I have to do is download the mod and re publish on SEA, but I didnt want to do this without asking permission from Klishu.
Too bad nobody is playing the random monobattle maps. It's so much more fun when everybody plays random and you don't have to play vs a marine, stalker, zealot, zergling combo (and then they say "was random" lol).
I'd like to take a moment and point you in the direction of TotalBiscuit's post http://www.teamliquid.net/blogs/viewblog.php?topic_id=311388 where he plans on organizing a Monobattles tournament with a $1000 prize pool! I'm looking forward to seeing the pros take on the craziness that are Team Monobattles and also have more Monobattles tournaments around! :D
I rarely play customs.. So, couple days ago played with a friend. Only to see that one of our teammates picked WARP PRISM, such a troll! This could only go well :D Well, no, I didn't see epic probe drops and we died miserably
On February 14 2012 15:50 Elefes wrote: I rarely play customs.. So, couple days ago played with a friend. Only to see that one of our teammates picked WARP PRISM, such a troll! This could only go well :D Well, no, I didn't see epic probe drops and we died miserably
On the actual updated version, warp prisms can load allied protoss units.
Great mod! One feature I currently miss, is the terran buildings that can be lifted off without any thing to do about it. They should start burning after hanging in the air for a while.
And I hate a lot that Extinction is the only populair Monobattles in EU... Megaton is a lot more fun, but no one plays it!
Had a really great game on this mod: My team: Baneling, Zealot (noob without warpgate research), phoenix (me <3), Colossus Opposing team: Stalker, Reaper, Queen, Void Ray...
Reaper guy left after I graviton beamed his entire scv line. Queen guy got demolished by colossus guy, voidray guy (kind of noob) got pwned by my mass phoenix, and stalker guy got raped by collossus, baneling, phoenix mix :D
On January 27 2012 23:54 Shackadeemus wrote: FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people. At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity. Can you please fix this, if possible?
I tried everything I know to try and fix this problem, including some very clever loading procedures. Sorry, but I've given up: I've reviewed the code and I can't find anything else to improve; it's probably Battle.net: it cannot synch players during the start or something.
Taken from the newest patch: "Fixed an issue that could cause some players to be dropped from custom games after spending an extended time in the lobby."
On January 27 2012 23:54 Shackadeemus wrote: FYI it keeps dropping people, it used to be really popular, now you have to wait 5 minutes at least to get 8 people. At the start of the game 5 or 6 people get instantly dropped so the game is pointless. It's happened 5 times in a row now, each time I had to wait 5 minutes for the players to come. I think this is why it dropped in popularity. Can you please fix this, if possible?
I tried everything I know to try and fix this problem, including some very clever loading procedures. Sorry, but I've given up: I've reviewed the code and I can't find anything else to improve; it's probably Battle.net: it cannot synch players during the start or something.
Taken from the newest patch: "Fixed an issue that could cause some players to be dropped from custom games after spending an extended time in the lobby."
I like forced Random most of the time and I like the wackiness... but I wish really one sided matchups were a bit less common. People often debate restarting when one team doesn't have a chance.
How about giving every player a single 'reroll' after they get their first unit, and after they can see what the the opponent's setup is. Alternatively give the whole team a chance to reroll all at once with a vote.
It's essentially like debating over a restart but with the risk mechanics incorporated into a strategic game decision instead. The amount of wacky matchups will be about the same, but truly one sides ones will be less common.
Fun map setup, way better than the more popular monobattles mod, tho hearing the trumpets at start made me think i left stream up.
The "more popular" Monobattle mod is the same one, it's Klishu's. I think he's actually uploaded the new versions with his own new US SC2 account but it can't compete with the popularity system and his outdated version uploaded for him by arkeia long ago.
Hey all! TotalBiscuit is organising a Monobattle's tournament for Pro players. Albeit not using this mod, you should still check it out and spread the awesomeness that is Team Monobattles!
He said he's going try out the single 'reroll' feature -- interested to see how it plays if they try that in the tournament.
In my mind it should smooth out the distribution nicely, and even allow him to use the units like Corruptors and Motherships that he's currently banning.
I've only tried the monobattles mod for the first time yesterday, and I love it! Today I have been playing it nonstop, and am enjoying every minute of it. One has to choose random for it to be fun though :D
this is so much fun. i always go random and it's really interesting to get terrible units and see what you can do. yesterday i won a game with warpprism while my allies had muta, dt and hellion while our opponents had real units (including roaches and carriers). i also had a like 3 hour game with me and an ally having hellions and the other two both had queens, while the other team's composition included archons and stalkers, and they made over 9000 cannons and PFs fucking everywhere. we somehow won.
This is a good time to say that the next, completely new (as in, non-Monobattles related) mod which I'm working on is related (and named after) PsyStarcraft and his brother ZaiStarcraft, so watch out for that soon!
How about some kind of captains mode like in Dota. Before tha match starts each team can alternately ban some units and select some until every player has a unit. Would bring in some fun strategie aside from just random mode (which is totally awesome, don't get me wrong).
Custom games just had their popularity reset and the outdated mod uploaded by Arkeia has like 600 hours and Klishu's updated mod with all the features only has 1 (on US). Drives me crazy.
Gotta stop being satisfied with the status quo and bump the current version. You never should've trusted Arkeia, Klishu. DAMN YOU!
I haven't been playing Starcraft II all that much recently due to "academic" commitments. That being said, sometime after the new patch releases (Starcraft II Arcade), I'll be updating the mod with some pretty cool, new features.
If you have suggestions for what should go in, go ahead and post them here.
Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.
On May 28 2012 00:48 TSBspartacus wrote: captain mode sounds cool if possible.
Also I'd like to see easier ways to hold off rushes. Because its not even viable going anything other than marines if your opponent bum-rushes you with anything as terran. However this is probably based on player attitudes rather than much else, and I'm not sure how you can enforce a no attack before 10 mins rule or anything like that.
If you believe your opponent is about to rush you while you can only build high-tech units, the general trick to use is to overbuild on static defenses. If you're terran, for example, go overboard with Planetary Fortresses around your base until you can get your tech units out and smash their faces.
On May 27 2012 20:14 Klishu wrote: If you have suggestions for what should go in, go ahead and post them here.
Stuff like this has been suggested before, but I propose:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.
or alternatively:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.
or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.
On May 27 2012 20:14 Klishu wrote: If you have suggestions for what should go in, go ahead and post them here.
Stuff like this has been suggested before, but I propose:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second if that opponent is not mining.
or alternatively:
If a team has no air-to-air unit, their opponent's flying buildings take 1 damage/second in unreachable corners of the map if their opponents are not mining.
or some other trigger-able fix to the Terran-flying-buildings-in-monobattles problem.
The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).
The current version makes Terran buildings take damage if they float over the void (unreachable areas of the map).
Sorry but on the EU version (Extinction i think - the one on page one) This doesnt work effectively:
Had a game where a guy floated his Last OC into the corner and he didnt take damage unless he went to the sides of the corner. He just patrolled in the middle of the top right side and we couldn't do anything. I would reccomend a simple approach such as "Lifted Buildings are no longer counted as buildings until they land" This wouldnt affect any nutters lifting their starting CC because their team would keep them alive (you cant get knocked out individually in team games).
I did find that when we floated about 380 barracks next to his CC he had some problems with his computer though ^^ he crashed after we started patrolling them
Will be available between tomorrow and Wednesday as soon as I get my hands on the new patch. :D
Day9's Team Monobattles Mod (v2.0) - Update for the Starcraft II Arcade (Patch 1.5). - An awesome new loading screen by Nicolas Chaussois can be seen at the start of the game! - The Team Build icons that appear when the game starts now have a coloured border that represents the player colour. - Town Halls (ie. Nexus, Command Centre and Hatchery) project a hologram in the game world of the unit which the owning player has selected. - The Unit Selection UI at the start has changed. - While Spectating or viewing a replay, the Team Build dialogs during the game are visible. A new UI for spectators is available at the start. - Support for District 10 as a standard Monobattle map (together with Extinction, Megaton & Arakan Citadel).
Does this mean that Arkeia's version is finally dead? if so, thank _____ god. I also have a suggestion if it hasn't been already, could we be given the option to un-ally instead of having it locked? It would be really nice, and give the options to bring back hilarious amounts of backstabbing from BGH (that and also be able to deal with TK'ers easily).
Edit: not sure I like the hologram, makes scouting much lazier and easy.
Double Edit: nope Arkeia's version is still kicking....dammit.
On July 31 2012 06:25 wo1fwood wrote: Does this mean that Arkeia's version is finally dead? if so, thank _____ god. I also have a suggestion if it hasn't been already, could we be given the option to un-ally instead of having it locked? It would be really nice, and give the options to bring back hilarious amounts of backstabbing from BGH (that and also be able to deal with TK'ers easily).
Edit: not sure I like the hologram, makes scouting much lazier and easy.
I don't see how this affects scouting. You still need to find your opponent but before you had to look all over the screen to see what they have selected. Now the same information is much more readily accessible.
Everyrhing is ready for the new patch now and looking forward to seeing you all on the battlefield! :D
Version 2.0 of the mod is now available on the Starcraft 2 Arcade on Battle.net EU. Most importantly, you can now play Monobattles on District 10 which is a map very well suited for Team Monobattles. Do you have what it takes to master all the units and crush your opponents?
On August 02 2012 00:15 Conti wrote: Does that mean that there'll be official support for Monobattles from Blizzard?
If by official support you mean that Monobattles are recognized as a map type, then yes. If you're asking whether or not they're going to maintain a Monobattle map themselves, that's highly doubtful.
Yo this map is awesome but there's some serious issues here.
Like Medivac's and Warp prism's can't pick up friendly units. Sure you can give shared control and let them use the units, but would make complete sense to have you drop and pickup those units.
I've played monobattles on EU for so many months. Great map. But now it's broken. As we cannot host a map and open it to public, it's impossible to set it on random unit selection.
On August 18 2012 17:57 Ghanburighan wrote: I've played monobattles on EU for so many months. Great map. But now it's broken. As we cannot host a map and open it to public, it's impossible to set it on random unit selection.
It's broken like that for all maps. I don't mean to advertise in Klishu's thread, but for right now if you want to play a unit pick mono, Klishu's defaults to that. If you want to play a random only mono, Bx Monobattle defaults to that. Both are available on both NA and EU.
Hopefully it's something they fix. Limits the options on a lot of my favorite custom maps.
On May 04 2013 04:08 SSVnormandy wrote: Do plan to release a monobattle map for hots. when i tried to found one on EU server there was none available (only WOL version)
Bx Monobattle EU maps are all HotS enabled. Bx Monobattle EU - HotS Map of the Week is usually within the first few pages.
Where can I find public monobattle games in SC2 now? I am having a terrible time finding anything at all. Does anybody still play monobattles? I took a break for about two months before HOTS, but it was always one of my favorite game types.
Can you add in something like Bx monobattle's tier draft? Team captains take turns picking a unit, and when all units are chosen, the players pick the unit they want. If you want to go extreme with this, you can add in league style unit bans (2 per each player). I just find its a really good way to play, as its streategic and makes sure there is no imbalance. I will love to play it when im out of exam time.
On June 15 2013 00:55 Proton wrote: Where can I find public monobattle games in SC2 now? I am having a terrible time finding anything at all. Does anybody still play monobattles? I took a break for about two months before HOTS, but it was always one of my favorite game types.
As Klishu hasn't made any updates since quite a while before HOTS, the only current HOTS-enabled version of Monobattles is Bx Monobattle on NA (where Bx Monobattle - Sandcanyon (Fix) is the popular map) or Bx Monobattle EU on EU (where Bx Monobattle EU - HotS Map of the Week is the popular map). Or you can just search bx and look for the blue freak.
On June 15 2013 01:51 DilemaH wrote: Can you add in something like Bx monobattle's tier draft? Team captains take turns picking a unit, and when all units are chosen, the players pick the unit they want. If you want to go extreme with this, you can add in league style unit bans (2 per each player). I just find its a really good way to play, as its streategic and makes sure there is no imbalance. I will love to play it when im out of exam time.
The DOTA style captain mode is available in Bx as Ban Draft (not available during vote mode). You can set it before creating the lobby. Ban Draft follows the order B1 B2 B2 B1 P1 P2 P2 P1 B1 B2 B2 B1 P1 P2 P2 P1 and does not allow duplicate picks (in other words: picking a unit also bans the unit for the other team).
If you were looking for something different, I'm always looking to improve the map so that players may play how they wish.
I noticed that in version 1.0 achievements where added to the bx monobattle maps SInce a few days i have gotten several of thoose achievements, how can i vieuw thoose achievements and see wich ones i have and wich ones i still have to get?
I noticed that in version 1.0 achievements where added to the bx monobattle maps SInce a few days i have gotten several of thoose achievements, how can i vieuw thoose achievements and see wich ones i have and wich ones i still have to get?
Day9's Team Monobattles Mod is a separate entity from Bx Monobattles. You can find the Bx thread here.
To answer the question anyway, there's a button in the upper left corner of your screen which is faded out unless you mouse over it. Clicking that will bring up the achievement UI. You can view it in a game against a computer if you'd like to view it without affecting your teammates.