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[MOD] Bx Deluxe Monobattles

Forum Index > StarCraft 2 Maps & Custom Games 1 2 3 4 5 6 7 8 9 10 11 12 13 14 All
 
 urashimakt   United States. February 19 2012 11:51. Posts 1524
Profile # 
[image loading]

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] +
+ Show Spoiler [Known Non-Issues Updated: 04/7/2012] +
+ Show Spoiler [Changelog Updated: 4/5/2013] +

Important: How to Report Possible Bugs

+ Show Spoiler [How to report possible bugs] +

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
Who dat ninja?
Old Post

 
 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.
Old Post

 
 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?
Who dat ninja?
Old Post

 
 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
Who dat ninja?
Old Post

 
 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]
Old Post

 
 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?
Old Post

 
 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.
Who dat ninja?
Old Post

 
 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.
Who dat ninja?
Old Post

 
 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.
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Old Post

 
 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
Who dat ninja?
Old Post

 
 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)
if (post == "stupid") { document.getElementById('post').style.display = 'none'; }
Old Post

 
 urashimakt   United States. February 28 2012 09:31. Posts 1524
Profile # 
Updated the changelog in the face of the Phoenix upgrade.
Who dat ninja?
Old Post

 
 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.
Old Post

 
 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 +
Who dat ninja?
Old Post

 
 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."
Old Post

 
 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 obviously
Last edit: 2012-03-01 10:07:57
I'm better today than I was yesterday!
Old Post

 
 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.
Who dat ninja?
Old Post

 
 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
Old Post

 
 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!
Who dat ninja?
Old Post

 
 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
Who dat ninja?
Old Post

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