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| urashimakt United States. February 19 2012 11:51. Posts 1524 | Profile # |
![[image loading]](http://i.imgur.com/CMP9Z.png)
Map of the Week Rotation
- Celestial Bastion
- High Ground
- Megaton
- Sky Harvester
- Fallout Zone
- Sand Canyon Redux
- Outpost
- Extinction < EU Current
- Toxic Slums < NA Current, EU May 25
- District 10 < NA May 25
- Atlas Station
- Sand Canyon
- Fossil Quarry
Changelog
+ Show Spoiler [Known Issues Updated: 04/25/2013] +- 510 Hellions is too many Hellions
- The personal win/loss tracker appears to be giving negative/false numbers
+ Show Spoiler [Known Non-Issues Updated: 04/7/2012] +- The in-game UI and alert sounds don't always match up to your race. Your race is dynamically assigned to you within the game. The default UI and alert sounds are tied to your lobby race and cannot be dynamically altered. Getting around this limitation would take a titanic amount of effort for very little payoff.
+ Show Spoiler [Changelog Updated: 4/5/2013] +4/5/2013 Draft Mode- Teams are now warned about their time remaining to pick/ban. Textual warnings are given at 60, 45, 30, and 15 seconds remaining. Verbal warnings are given at 60, 45, 30, 15, 10, and 5 seconds remaining.
- Reserve time has been added. Currently, both teams are allotted 45 seconds of reserve time for picks/bans. The timers will show reserve time and current decision time added together (so 0:45 reserve and 0:45 current pick time together would show as 1:30). When the timer begins to dip into reserve time, both textual and verbal warnings are given to the team.
- The captain's selected unit is no longer cleared when switching between race menus. If the captain selects a protoss unit and switches to the zerg menu, he may still click the pick/ban button to pick/ban the selected protoss unit.
- The captain may click an already selected unit to deselect that unit.
- When a pick/ban timer runs out the game will check to see if the captain has a unit selected. If a unit is selected, that unit will be picked/ban. If no unit is selected, one will be picked/banned at random.
- New textual notifications have been added to inform the team whether they are picking or banning on their turn. This information is still visible within the draft dialog itself (near the top).
Bug Fixes- The debug dialog will be disabled on all maps during update.
- Resetting banked statistics in an attempt to track down the bug causing negative losses. Sorry, but expect another reset soon if it persists. Any additional info or replays about this bug appreciated.
- Fixed a bug that caused the "No valid captain remaining, game ending" situation to happen when the last player on a team left after drafting had already happened.
3/27/2013 Gameplay- While drafting, the game will attempt to assign captainship to a player with experience instead of seemingly at random.
- While drafting, players who are not the captain of their team can vote to repick the captain. If all 3 team members vote, the game will calculate the next best captain.
- New default game mode for Map of the Week and Sand Canyon Redux: Vote Mode. Players are prompted to choose to play Blind Random, Blind Pick or Tier Draft.
Bug Fixes- The Skinned Teeth achievement should no longer be granted erroneously (already live on EU).
- Player stats should be correctly loaded while playing draft mode. Any stat overwriting from playing a draft before this update is permanent, sorry.
12/29/2012 Achievements12/28/2012 Gameplay- Players can now use the stats command supplied with a unit name before they have picked a unit
- Players who have picked Medivac or Warp Prism can now load allied units.
- Players who do not pick either of these units can still build their own but may not pick up allies or use their abilities
Achievements- Achievements have been implemented
- There are currently 58 unlockable achievements (more can and will be added)
- Each player's obtained achievements and total points are only visible to that player for now
- The achievement window for viewing all achievements is accessible via the achievement button in the upper left-hand corner of the screen (which conveniently fades when not in focus)
- Achievements the player has obtained are floated to the top of the list
- When a player obtains an achievement, all players will see a chat message. The player who obtained the achievement may see an optional toast which can be toggled on/off via the achievement window
- Invalid games, games with a detected leaver and games that have ended will not award achievements. You can stick around after a game is over or join a game privately on your own to view your achievements without harming your record
- Achievements have absolutely zero impact on gameplay. There are no rewards for accruing X points. There may be rewards in the future, but they'd be personal rewards that only you could notice and not use as a benefit in terms of gameplay
12/22/2012 Interface- The unit display dialog now lists the average win ratio of all other players in the current game while using your current unit
- The stats used to obtain the ratio average are anonymous
- The average does not consider your wins and losses
- If no other player in the current game has played with your unit the average will be undefined
- The stats command has been improved
- Typing stats will give you information on your current unit as shown in the unit display
- Typing stats unitName will give you information on the specified unit
12/17/2012 Gameplay- While drafting, the random button can no longer choose Warp Prism, Medivac, Mothership or Overseer while Picking. It can still choose to ban these units.
- New draft mode: Random Draft
- All units are banned except for 9 selected at random. Warp Prism, Medivac, Mothership and Overseer are always banned. The remaining units can only be picked once.
- The Captain's Hat of Choosing is automatically passed to each player on each team so that each is offered a chance to pick. Players may still opt to give the captain's hat to another player during their turn.
- Players still select the unit that they will play after the drafting process is finished.
12/15/2012 Gameplay- Fixed HotS UI bugs
- Added HotS spectator assets
- Draft modes added: Open, Ban, Mirror, Tier, Ticket
Future Updates Affect Only Heart of the Swarm 12/10/2012 Player Settings- Random Options now default to "Off" for all optional units.
- Your bank file will be altered once to reflect this
- The observer "racial" button has been removed
- Choosing players and observers (if referee mode is active) now occurs before unit selection instead of simultaneously
08/22/2012 General- Melee unit generation will now occur during map load and no longer causes "game start stuttering"
- Zergs now start with the appropriate amount of creep and non-popping larva
05/4/2012 Players- Fixed a bug where Ghosts counted against the Terran building flight limit instead of Ghost Academies.
04/27/2012 UI Changes- Racial icons have been moved to their own box on the lefthand side of the selection UI. Additionally, the selected racial icon now glows.
- Team logos that only made sense during the Pro Team Random Monobattles tourney launch event have been removed. The Bluefrex mascot has replaced them. His name is Dasa.
- Explicit descriptions for each mode (Random Any, Protoss, Terran, Zerg, Custom Referee) have been added.
- Referee button has been removed. Instead, if Custom Referees are allowed, a racial button corresponding to the mode will appear on the left. Selecting it and hitting GO will accomplish what hitting the REF button did. Hopefully this prevents players from accidentally hitting REF.
04/16/2012 Observer Changes- Larva are now removed from the Units Owned tab when used instead of when construction completes/cancels
04/15/2012 Observer Changes- Warp Prisms now show their progress in the production tab
- Observer tab hotkeys have been added to mimic the standard spectator hotkeys. For example, pressing D will bring up the Production tab. Pressing D again will hide it.
04/7/2012 Observer Changes- Fixed a bug that caused production progress on the Mothership to not show
- Observers will now have their resources/supply icons show the resources/supply of the owner of whatever units they've currently selected, as seen in replays
- Camera following has been made smoother
- Fixed a bug that prevented the recently added exit prompt from showing to referees after a game completed
Player Changes- Preparation timer shortened to 45 seconds from 2 minutes in non-referee games
04/5/2012 Observer Changes- The Production tab for custom refs now displays progress bars. WHOA.
- Nydus Worms added to the production tab.
- Precision for the income tab values improved.
- Implemented player camera following as custom ref.
- Spectator notifications added. When enabled, these will give a message to the spectator when a significant event occurs (nuke, nydus, etc) and creates a white ping on their minimap for the duration of the event. This should make finding the more interesting events in a 8 player game easier. Additional significant events will be registered to the notifications in the future.
- The Weilhart bot no longer spouts a message during observed games. This is because he now spouts more than just his one line and it might seem out of place during a cast.
Player Changes- Bank verification is now performed when clicking the "GO" or "REF" buttons instead of during map init. Hopefully this prevents the scenario where a disconnected player has their bank file wiped.
04/1/2012- The Queen has made a (possibly temporary) comeback. She requires 2 food and has access to all of her functionalities. However, she's limited to 1 per base and cannot use Transfusion on a non-Queen, non-structure target.
- Leavers appearing on their own team should finally be fixed
03/29/2012- Adding another possible solution to the issue of leavers appearing as their own team in the unit UI, as the last one failed
- Win/loss statististics tracking should now be much smarter. Previous stats were wiped as a result. You should be notified in-game if your bank file is "corrected" (usually wiped) if your file has been tampered with or is out of date. There are several new rules to when stats can be recorded, but generally if you have 8 players, no computers, and everyone stays in the game it's a recorded game. Leaving after you hit Go usually counts as a loss.
- When players are choosing their units, the choices are now displayed visually in the upper left for teammates. A faded unit indicates the player is considering that unit.
03/26/2012- Applied a possible solution to the issue of leavers appearing as their own team in the unit UI
- Win/loss statistics are now available in-game. Hovering over your own unit information will display it to you. Alternatively, you may type "stats" after hitting the "Go" button to have the same information displayed to you. Hitting the "Go" button will lock you into the game stat-wise. Leaving before being granted victory will count as a loss.
03/24/2012- Leavers should no longer stall the ready process. Seriously this time. Scout's honor.
- When all players are ready, the timer will switch to 5 seconds left instead of instantly starting
- At 5 seconds remaining during the prep time, a game message and sound alert warn the players of game start
- Zerg players can no longer build Queens unless the Queen unit is picked
- Zerg players who do not pick Queen have access to a new unit: the Princess. Princesses are identical to Queens in every way except for the following:
- Cannot have more Princesses than in progress/complete Hatch/Lair/Hives
- Cannot have more than 5 Princesses max
- Princesses cannot attack
- Princesses cannot transfuse
- Princesses do not consume supply
03/20/2012- Melee initialization and instant creep generation are very intense processes. Having them both occur at the same time (when everyone is ready) caused significant lag on many computers. Instead, natural creep generation will be greatly accelerated for the first 20 game seconds. This should have no effect on gameplay, but looks pretty sweet yo.
03/18/2012- Reverted an unintended change that rendered Referee Mode useless
- Random any/race is now enforced by default (only on featured map for now), use Allow Picking to change this
03/16/2012- Constructing/finished nukes now appear in the production/units tab for custom referees
- Fixed a bug where custom referees could cause a game not to end correctly
- Fixed a bug where custom referees could cause the ready dialog to display incorrectly
- Players who disconnect while map is loading no longer cause the ready dialog to stall
- Reduced creep generation lag at map start
- Fixed a bug that caused custom referees to see all announcements for players as though that player were on Team 0
- Fixed an issue that prevented Marauder players from researching Stimpack
- Made the racial icons for picking units larger
- Terran situational flight limit reduced to 30 seconds from 3 minutes
03/9/2012- Fixed a bug wherein the Go button incorrectly and prematurely greyed
- Fixed a bug introduced with custom ref system causing infestors and their research upgrades to be unobtainable
- The mission timer now pauses until gameplay commences
- Resource trading now commences its 5 minute cooldown when gameplay commences instead of when the map starts
- Random Any rerolling now vetoes the unit that was original selected
- Updated all tooltips in the Settings/Reroll dialogs to look nicer and be more helpful
- Updated race icons to higher res versions and made them bigger so as to be more noticeable (some were unaware that you could even race pick)
03/8/2012- Fixed a custom ref bug that caused unit stacks in the Production/Unit tabs to sometimes show incorrect numbers
- Fixed a bug that caused custom ref player vision to not include the vision of the player's allies
- Fixed a bug where morphing an Overseer didn't show up in the Production/Units observer tabs
03/5/2012- Player preparation time limit changed to 2 minutes, up from 1 minute
- Fixed a bug that caused the Archon to be usable as a DT/HT player
- Minor tweak to make the new phoenix upgrade match the behavior of other upgades when selecting Phoenix or not
- Terran building flight limit now only activates if the player controls no other grounded buildings. This is to allow the acceptable practice of using a floating building for vision on unpathable high ground for more than 5 minutes without micro.
- Maximum continuous unpathable flight duration shortened to 3 minutes from 5 minutes since the application is now more lenient.
- Players who choose Random Any now have the option to re-Random Any a single time before they confirm readiness. The fact that they repicked will display in their unit icon.
- Initial stage of custom referees is implemented. To activate custom referees, create a private game and set the "Allow Referees" to "On", then set game mode to "Custom" and place referees on their own team. This unfortunately complicates the implementation of the mod on a map, but should still be easily achieved in under 2 minutes to those mildly familiar with the player and trigger editors. The guide to implementing the mod will be updated accordingly on release. Custom refs can see:
- In-game dialogs
- Player vision
- Resources
- Income
- Units
- Units Lost
- Production
- Army
02/19/2012- Improved spectator aesthetics
- Fixed a bug where spectators would count against the ready check
- Added player selection text announcements and final team announcements for spectators only
Important: How to Report Possible Bugs
+ Show Spoiler [How to report possible bugs] +If you find yourself playing on a Bx Monobattle map and find yourself experiencing an issue that you feel is probably a bug or an unintended issue that can be exploited, feel free to PM me a link to a copy of the replay and describe the issue in as much detail as you can. Thanks!
There are already over a dozen Monobattle mods, why make another?
You know, my group of friends only recently got into Team Monobattle games and they are hilariously fun already. We often play Klishu's version for several hours just laughing and having a good time by consequence of the ruleset, as told by Day[9].
However, we've been slightly underwhelmed by the features and quality of the current Monobattle mods. Some people wish they could see whether another player randomed those marines or if he picked it on purpose. Another group might like to have a completely even chance at rolling any unit (i.e., zerg units individually have a higher chance of being rolled than the other races because there's fewer of them). A lot of people wish they could exclude Warp Prism from the random group. I'd agree with all of these critiques and more. You can squeeze more enjoyment out of any game if you try hard enough.
What's are the differences between this mod and the others?
- For one, it aims to be easier on the eyes. Some of the mods are very minimalistic and show an obvious lack of effort beyond the barest necessities. Not everyone will like the design, I'm sure, but we tried to make it a crowd pleaser.
- Useless or nearly useless units are dealt with. They're not thrown away or forbidden, just handled differently. Since the Zerg are always allowed to use Overlords, it made sense to us that Medivacs and Warp Prisms should be fair game as transports. However, in Bx Monobattles you cannot use Medivacs' Heal or Warp Prisms' Phase Mode unless you pick those units specifically. If running a probe around inside a Warp Prism setting cannons up everywhere isn't your thing, that's ok. The following units can be toggled out of the random unit selector individually:
Protoss- Warp Prism (picking allows use of abilities, always available as transport)
- Mothership
Terran- Medivac (picking allows use of abilities, always available as transport)
Zerg- Overseer (picking allows use of abilities, always available as detector)
- Corruptor
- Random means random. There's no 33% chance of each race, then unequal chances at each unit on an individual level. Race selection is done in-game instead of the lobby, making this possible. It is still possible to select a race but not a unit.
- Modularity. Some of the available mods are not versatile enough to be useful on any given melee map (XvX, XvY, FFA). The Bx Monobattle mod can be plugged into any melee map within minutes.
- Terran stalemates. Terrans lifting off into a corner of the map can be pretty irritating on a monobattle map when you can't build any air to air units. To solve this, our mod limits continuous building flight over unpathable terrain/space while controlling no other grounded buildings to 30 seconds, shown to the player and his allies as a countdown on the building. After 30 seconds, the building is destroyed.
- For clarity, the following must all be true for a Terran building to be destroyed:
- Building must be flying
- Building must be located over a point where a ground unit would not be able to stand under any circumstances
- Owning player must control 0 non-flying Terran buildings
- All of the above conditions must persist for 30 contiguous seconds (game time). If any of the conditions stop being true, the countdown is cancelled or reset
- No starting stallers. Players are given up to a minute (tracked by a timer) at the start of the map to lock in their settings. Number of players ready out of total active players is displayed prominently, as well as the players holding the game up.
- Settings memory. With greater options comes greater responsibility. The settings from your previous Bx Monobattle game are remembered via bank file and restored at the beginning of a new game, saving you and your fellow players time before the fun begins. All you have to do is press Go!
- Bug fixes. Some popular Monobattle mods have important bugs that are hard to detect or even notice (mind you, Klishu's mod specifically has taken care of these and deserves kudos). Bugs such as excess Nexus energy and lack of creep/larva at starting Hatcheries have been solved.
- Selection transparency. Team member selections are messaged to allies immediately and automatically. Player choices are prominently displayed during the game, marked by player color, and can show detailed information on the player's settings and choices by hovering over them. Additionally, the player details can be toggled to be shown or hidden if you don't like having each players' units displayed for the entire game.
What are the special unit rules?
They are as follows:
- High Templar - Archon Warp removed.
- Dark Templar - Archon Warp removed.
- Archon - High Templars and Dark Templars are unlocked when Archon is chosen, but their weapons and abilities are removed.
- Warp Prism - Cannot use Phasing Mode. Picking Warp Prism removes this limitation.
- Medivac - Cannot use Heal. Picking Medivac removes this limitation.
- Raven - Cannot use Auto-Turret, Point Defense Drone, or Seeker Missile. Picking Raven removes this limitation.
- Queen - One per completed Hatchery/Lair/Hive. Picking Queen removes this limitation.
- Overseer - Cannot use Changeling or Contamination. Picking Overseer removes this limitation.
- Baneling - Zerglings are unlocked when Baneling is chosen, but its weapons are removed.
- Brood Lord - Corruptors are unlocked when Brood Lord is chosen, but its weapons and abilities are removed.
Screenshots?
+ Show Spoiler [Absolutely] +
Is there a map up?
Yes. The following maps are up on North America. If you're interested in hosting our mod on a different server, send me a PM.
- Megaton (4v4)
- Toxic Slums (4v4)
- Outpost (4v4)
- Extinction (4v4)
- District 10 (4v4)
- Sand Canyon (4v4)
- Sand Canyon Redux (4v4) (Blizzard Spotlight)
- Zenith (4v4)
- High Ground (4v4)
- Fossil Quarry (4v4)
- Celestial Bastion
- Fallout Zone
- Sky Harvester
The following maps are available on EU.
- Megaton (4v4)
- Toxic Slums (4v4)
- Outpost (4v4)
- Extinction (4v4)
- District 10 (4v4)
- Sand Canyon (4v4)
- Sand Canyon Redux (4v4)
- Zenith (4v4)
- High Ground (4v4)
- Fossil Quarry (4v4)
- Celestial Bastion
- Fallout Zone
- Sky Harvester
The following maps are available on SEA.
- Outpost (4v4)
- Extinction (4v4)
- Megaton (4v4)
- District 10 (4v4)
- High Ground (4v4)
- Fossil Quarry (4v4)
How do I add this mod to my map?
Request it to be uploaded by the correct uploader for each server. No guarantees. I can no longer allow the mod to be public or it'd overwrite bank file data every time someone switched authors.
If you're organizing an event and need a specific map, you may PM me and I'll contact an uploader.
What's to come?
- Improved spectator support.
- User feedback. As the mod sees more play, we'd like to improve it based on what you think.Last edit: 2013-05-18 14:48:40 |
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| The_Templar United States. February 19 2012 12:01. Posts 4043 | Profile Blog # |
| Can you publish it on other 4v4 maps? I've played megaton a zillion and a thousand times and wouldn't mind more variety in my monobattles. |
| | I am the 4% http://www.teamliquid.net/forum/viewpost.php?post_id=17208214 ||| Improvement of posts underway. |
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| urashimakt United States. February 19 2012 12:04. Posts 1524 | Profile # |
On February 19 2012 12:01 TehTemplar wrote: Can you publish it on other 4v4 maps? I've played megaton a zillion and a thousand times and wouldn't mind more variety in my monobattles.
Anyone can publish it on any map, but sure. I can put up a few more maps. Got any preferences? |
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| urashimakt United States. February 19 2012 12:30. Posts 1524 | Profile # |
Went ahead and put it on the following maps:
- Megaton (4v4)
- Toxic Slums (4v4)
- Outpost (4v4)
- Extinction (4v4)
- District 10 (4v4)
- Arakan Citadel (3v3)
- Monsoon (3v3)
- Twilight Fortress (2v2)
Last edit: 2012-02-19 13:06:42 |
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| NewSunshine United States. February 19 2012 13:15. Posts 1023 | Profile # |
This actually looks really cool and well thought out. If there are no bugs, this looks like a real keeper, gj!  |
| | [ESV mapmaking team member] [Former DF map team founder] [@ESVNewSunshine] |
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| Dullahan United States. February 19 2012 14:25. Posts 233 | Profile Blog # |
Quite awesome, really hoping this'll end up replacing the current Monobattles map
The only question I have that wasn't mentioned in the OP was, has the neural-parasited-worker -> full toss (or terran) tech tree issue been considered/addressed? I suppose you could argue that if you actually manage to pull it off in-game (especially the terran tech tree), you probably deserve to have it, but might be something to consider. Or perhaps just limit it to the buildings/non-combat units on the NP'd worker to stay in line with the spirit of the map? |
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| urashimakt United States. February 19 2012 14:38. Posts 1524 | Profile # |
On February 19 2012 14:25 Dullahan wrote: Quite awesome, really hoping this'll end up replacing the current Monobattles map
The only question I have that wasn't mentioned in the OP was, has the neural-parasited-worker -> full toss (or terran) tech tree issue been considered/addressed? I suppose you could argue that if you actually manage to pull it off in-game (especially the terran tech tree), you probably deserve to have it, but might be something to consider. Or perhaps just limit it to the buildings/non-combat units on the NP'd worker to stay in line with the spirit of the map?
All tech is disabled for everyone, so NPing someone else's probe/SCV wouldn't be useful. |
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| urashimakt United States. February 20 2012 08:24. Posts 1524 | Profile # |
If you've got a EU Starcraft 2 account, you can help.
An upcoming Monobattle tournament has expressed interest in using the mod for their matches. If you're able to upload about 5 maps to the EU server and willing to do so, please shoot me a PM. |
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| Chargelot February 20 2012 08:28. Posts 2274 | Profile Blog # |
On February 20 2012 08:24 urashimakt wrote: If you've got a EU Starcraft 2 account, you can help.
An upcoming Monobattle tournament has expressed interest in using the mod for their matches. If you're able to upload about 5 maps to the EU server and willing to do so, please shoot me a PM.
PM'ed. Hope I can help.  |
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| urashimakt United States. February 21 2012 06:36. Posts 1524 | Profile # |
| Changelog added and the public mod and five 4v4 maps have been uploaded to EU thanks to Chargelot. Last edit: 2012-02-21 07:05:58 |
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| Chargelot February 21 2012 07:10. Posts 2274 | Profile Blog # |
Names of maps available on EU (for easy finding): Bx Monobattle - District 10 (v1,1) Bx Monobattle - Megaton (v1.1) Bx Monobattle - Sand Canyon (v1.1) Bx Monobattle - Zenith (v1.1) Bx Monobattle - Extinction (v1.0)
Published under the name Jesse Spillane
Mod available on EU: Bx Monobattle (v1.1) |
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| urashimakt United States. February 28 2012 09:31. Posts 1524 | Profile # |
| Updated the changelog in the face of the Phoenix upgrade. |
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| Killcycle United States. February 29 2012 19:28. Posts 167 | Profile # |
Can we get this published to NA? I'm not sure how it works, but I've a NA account, if I can publish them I'd be happy to. (You'll have to tell me how x))
Really looks like a lot more fun than the traditional monobattles, mostly because you fixed the problems it had. Gj  |
| | I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see. |
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| urashimakt United States. March 01 2012 08:19. Posts 1524 | Profile # |
On February 29 2012 19:28 Killcycle wrote:Can we get this published to NA? I'm not sure how it works, but I've a NA account, if I can publish them I'd be happy to. (You'll have to tell me how x)) Really looks like a lot more fun than the traditional monobattles, mostly because you fixed the problems it had. Gj 
Er, yes. Actually, it's natively available on NA (since I'm on NA). These should all be available in the custom game list by searching "Bx Monobattle" in Create or Join Custom Game. If you actually want to play them, I suggest bringing a couple friends together to try it out or you'll be fighting the lobby system (just make sure you press Open to Public before you start!).
I personally checked just to make sure that they're on there for everyone and not just those of us who made it. Cheers.
+ Show Spoiler +Bx Monobattle - Test is not a real map and is not public. Several of the maps are hosted on EU as well as the mod itself. You can add the mod to any map via the instructions in the OP so you can play your Monobattle any way you'd like. ![[image loading]](http://i.imgur.com/M6W3f.png) |
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| ledarsi United States. March 01 2012 09:57. Posts 399 | Profile # |
| One critical feature that some monobattles map should implement is the ability to allow different selection rules. For example, what if we want to play where each player can select 3 different units? This should be fairly straightforward to implement, but would probably require a voting system, or a host system. I mean, picking warp prisms is great and all, but what's the point if you can't build gateway units to capitalize on phasing mode? Last edit: 2012-03-01 09:58:05 |
| | "First decide who you would be, then do what you must do." |
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| Roblin Sweden. March 01 2012 10:05. Posts 835 | Profile # |
there is one thing that have always bugged me about morphing units in monobattles, it has to my knowledge never happened butthe fact that it is still there annoys me, that is that if you pick a unit which is morphed from another unit (say, archon) then the first unit can be used.
yes, I know you have disabled all attacks on such units, but think about the following scenario:
a giant ultralisk army is marching towards the base of an archoning player, the ultralisks will definitelly win in a direct confrontation with the archons (imagine 15 ultras vs 2 archons) but, in the last second the archoning player warps in 2 dark templars, places them on the ramp and putsthem in hold position. what does the ultras do? they cant get past, because there is an invisible wall there.
now, the problem I am thinking about is not this exact situation, afterall, if the ultralisk player gets an overseer that will end the game in his favor. my point is that there exist areas in the game where you can effectively use units that should not be available to you according to the rules.
zerglings and corruptors can be used for scouting, they shouldn't but they can.
dt can be used for scouting and blocking chokes.
ht... meatshield? no, ht are silly when they cant use spells, but my point stands.
there exists areas of use for prohibited units. personally I would fix this by: 1. make all units which can morph into something have a sightrange of 0. 2. remove the hold-position commands of such units.
edit: unless that unit was the chosen unit obviouslyLast edit: 2012-03-01 10:07:57 |
| | I'm better today than I was yesterday! |
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| urashimakt United States. March 01 2012 11:54. Posts 1524 | Profile # |
On March 01 2012 10:05 Roblin wrote: there is one thing that have always bugged me about morphing units in monobattles, it has to my knowledge never happened butthe fact that it is still there annoys me, that is that if you pick a unit which is morphed from another unit (say, archon) then the first unit can be used.
yes, I know you have disabled all attacks on such units, but think about the following scenario:
a giant ultralisk army is marching towards the base of an archoning player, the ultralisks will definitelly win in a direct confrontation with the archons (imagine 15 ultras vs 2 archons) but, in the last second the archoning player warps in 2 dark templars, places them on the ramp and putsthem in hold position. what does the ultras do? they cant get past, because there is an invisible wall there.
now, the problem I am thinking about is not this exact situation, afterall, if the ultralisk player gets an overseer that will end the game in his favor. my point is that there exist areas in the game where you can effectively use units that should not be available to you according to the rules.
zerglings and corruptors can be used for scouting, they shouldn't but they can.
dt can be used for scouting and blocking chokes.
ht... meatshield? no, ht are silly when they cant use spells, but my point stands.
there exists areas of use for prohibited units. personally I would fix this by: 1. make all units which can morph into something have a sightrange of 0. 2. remove the hold-position commands of such units.
edit: unless that unit was the chosen unit obviously
There are more elegant ways to achieve what you're looking for, such as making an Archon ball trainable/warpable directly from the Gateway/Warpgate and skipping the middle man. But they make the game less interesting.
When a player gets Banelings they can do way more interesting things if they're allowed to use the fact that a Baneling is born a Zergling first. We even enable the Zergling Speed upgrade if you roll Baneling so that you can sneak or run by and morph in a base, or whatever you decide you want to do.
In a game where his opponents might roll Marine, Zergling, Zergling, Zealot against his team's Archon, Ultralisk, Battlecruiser, Carrier I would be cheering on clever uses of disabled DTs against opponents who forget detection. |
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| ClysmiC United States. March 01 2012 13:25. Posts 1951 | Profile Blog # |
| This mod needs to replace the current one. The current one is SO outdated, it really needs this new stuff. |
| | "The LORD is close to the brokenhearted, and saves those who are crushed in spirit." -Psalm 34:18 |
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| urashimakt United States. March 01 2012 16:35. Posts 1524 | Profile # |
On March 01 2012 13:25 ClysmiC wrote: This mod needs to replace the current one. The current one is SO outdated, it really needs this new stuff.
I do thank you for the interest. The best ways to get a mod up in the charts are to play it "open to the public" with friends and to get it streamed by popular folks. I'm attempting one of these, feel free to attempt the other! |
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| urashimakt United States. March 05 2012 20:22. Posts 1524 | Profile # |
The following updates will be rolling out today to make the Bx Monobattle mod even better, including a fully operational custom referee system that allows spectators to see both important spectator information provided by the default UI and information pertinent to the monobattle portion of the game.
- Player preparation time limit changed to 2 minutes, up from 1 minute
- Fixed a bug that caused the Archon to be usable as a DT/HT player
- Minor tweak to make the new phoenix upgrade match the behavior of other upgades when selecting Phoenix or not
- Terran building flight limit now only activates if the player controls no other grounded buildings. This is to allow the acceptable practice of using a floating building for vision on unpathable high ground for more than 5 minutes without micro.
- Maximum continuous unpathable flight duration shortened to 3 minutes from 5 minutes since the application is now more lenient.
- Players who choose Random Any now have the option to re-Random Any a single time before they confirm readiness. The fact that they repicked will display in their unit icon.
- Initial stage of custom referees is implemented. To activate custom referees, create a private game and set the "Allow Referees" to "On", then set game mode to "Custom" and place referees on their own team. This unfortunately complicates the implementation of the mod on a map, but should still be easily achieved in under 2 minutes to those mildly familiar with the player and trigger editors. The guide to implementing the mod will be updated accordingly on release.
Last edit: 2012-03-06 08:04:47 |
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