Staredit Network > Forums > SC1 Map Showcase > Topic: New DS Classic 2022 New Mechanics, Ideas and Normal SCBW Units
New DS Classic 2022 New Mechanics, Ideas and Normal SCBW Units
Sep 26 2019, 2:07 pm
By: GGmano
Pages: < 1 2 3 4 57 >
 

Jun 6 2020, 10:29 pm 1bullet2kills Post #41



I have been a fan of Starcraft and its UMS games since the early days in the first go around and can honestly say that every once in a while there is a map that becomes a classic. Desert Strike Classic 2020 is one of those maps - thank you GGMano!

This map is well balanced in race heroes, power and usability and has multiple game conditions that will always change it up. Thank you GGMano for taking our feedback and making all the revisions to give us this insanely addicting map!



None.

Jun 6 2020, 10:34 pm GGmano Post #42

Mr.Pete-Tong

Quote from 1bullet2kills
I have been a fan of Starcraft and its UMS games since the early days in the first go around and can honestly say that every once in a while there is a map that becomes a classic. Desert Strike Classic 2020 is one of those maps - thank you GGMano!

This map is well balanced in race heroes, power and usability and has multiple game conditions that will always change it up. Thank you GGMano for taking our feedback and making all the revisions to give us this insanely addicting map!

Thanks alot Bullet me myself is very addicted by it and in general ds is played by alot of players both on scbw and sc2 i tryid em all. This my favorite xd

Post has been edited 1 time(s), last time on Jun 6 2020, 10:46 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jun 7 2020, 12:46 pm MrCopper Post #43



Been gaming with Pete for a long time and he has always made solid maps and listened to the players. His latest is his best one yet. Nicely done!



None.

Jun 10 2020, 2:25 pm GGmano Post #44

Mr.Pete-Tong

thanks Mr.Copper been developing this ds for a while now



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jun 10 2020, 8:58 pm CasperKrux Post #45



An amazing map by an amazing map maker. I love playing with Pete on a DS game.



None.

Jul 9 2020, 8:50 pm GGmano Post #46

Mr.Pete-Tong

Full Map Info:
Triple Race Turning this mode on allows players to use all races to build the best spawn possible. In triple race you cant crossbuild. In triple race you can get all the race abillities to each race. Advanced, Intensive and Fun battles. Offers the highest level of strategy.
Turning this mode off than players can only use a single race that they have picked or got. In Team (2s or 3s) single Race you can crossbuild more about that later. single race offers simple but good strategy games. This mode is the most played mode

Heroes Random Spawns 1 of 8 options option 1 option 2 option 3 option 4 option 5 option 6 option 7 option 8
Terran
Engine bay (1 A Stuckov 1 Jim R 1 Samir Duran) (3 Jim R) (3 Jim R) (1 A Stuckov 1 Jim R 1 Sarah K) (1 A Stuckov 1 Jim R 1 Sarah K) (2 Jim R 1 Samir Duran) (2 Jim R 1 Samir Duran) (1 Jim R 1 Sarah K 1 Samir Duran)
Bunker (3 Jim R vultures) (3 Jim R vultures) (2 Alan Schezar goliath) (2 Alan Schezar goliath) (2 Alan Schezar goliath) (2 Alan Schezar goliath) (2 Edmund dukes tank) (2 Edmund dukes tank)
Turret (1 Norad) (1 Hyperion) (1 Norad) (1 Hyperion) (1 Norad) (1 Hyperion) (1 Norad) (1 Hyperion)
Zerg
Evolution chamber (1 Torrasque) (1 Torrasque) (1 Torrasque) (4 Devo lings 2 Hunter killer) (4 Devo lings 2 Hunter killer) (4 Devo lings 2 Hunter killer) (5 Hunter killer) (5 Hunter killer)
Spore (1 kukulza g 1 kukulza m) (2 kukulza muta) (1 kukulza g 1 kukulza m) (2 kukulza muta) (1 kukulza g 1 kukulza m) (2 kukulza muta) (1 kukulza g 1 kukulza m) (2 kukulza muta) if 3 spores you get 1 xtra kukulza muta in spawn always.

Protoss
Forge (2 Fenix zea) (1 Fenix zea 1 Fenix goon) (2 zerarul dt) (1 Tassadar archon) (2 Fenix zea) (1 Fenix zea 1 Fenix goon) (2 zerarul dt) (1 Tassadar archon)
Canon (1 Danimoth arbiter) (1 granthedor carrier) (1 Danimoth arbiter) (1 granthedor carrier) (1 Danimoth arbiter) (1 granthedor carrier) (1 Danimoth arbiter) (1 granthedor carrier)

The first two of All hero buildings is price reduced. The first hero building is price reduced by 10%, the second hero building is price reduced by 5%. All hero buildings have 1% loss when refunding those

Abillities Description 1 of 3 levels level 1 level 2 level 3 Hints
Terran
Marine ability Gives a dropship that sends out sends out 1 marine than 1 gui montag(hero bat) sends out 2 marines than 2 gui montags(hero bat) sends out 1 Jim Raynor(marine) than 1 Alexei Stuckov(ghost) The marine ability level 1+2 is best vs zerg, level 3 is best vs terran but also good vs toss
paratroopers with 5 seconds interval than 1 medic than 1 ghost than cycle starts over again than 2 medics than 2 ghost than cycle starts over again than 1 Samir Duran( ghost) than 1 Sarah K(ghost) than cycle starts over again In team play with more than 1 terran only 1 should do the ability cause it stays alive

Wraith ability Gives a disrupting hero vessel called It does Evasion (every 4 sec) to all allies within radius of 16 It does Confusion (every 20 seconds) + Evasion. Confusion It does Dispelling (every 10 seconds) + Confusion + Evasion. Dispelling removes All Level 1 is good against all races. Level 2 is best against toss and terran (cause zerg devourers have long range). Level 3 is best against toss but can be ok vs zerg(if swarm) abit weak vs terran.
Magellan it does various effects from magellan (turns units invinsible for short periods of time) makes enemys move away from their targets (radius 12) Dark Swarm + Disruption Fields for Allies + Foes + Dispels Cloaking field for wraiths (radius 6) In team play with more than 1 terran only 1 should do the ability cause it stays alive
Zerg
Zergling ability Gives a Bloody Nydus Worm It kills all nearby It spawns a 30% Health Bloody Nydus Worm. It spawns a 60% Health Bloody Nydus Worm. It spawns a 100% Health Bloody Nydus Worm. This ability best vs protoss ground mass, zerg melee units and terran firebats + medics. Weakness vs Reavers, Tank, (if no swarm Hydra, Guard, Marines, Ghost, Gols and Bcs)
ground units and leaves a trail of blood It Heals up to 30% every 8 seconds It Heals up to 60% every 8 seconds It Heals up to 100% every 8 seconds In team play with more than 1 zerg it can survive good at max level (sometimes survies two spawns, 250hp 100%) but doin the ability all players sometimes best. It depends on Race setup.

Mutalisk ability Gives an Overlord Infestor (yggdrasil). It transforms all It spawns a 30% Health Overlord Infestor transforming units into It spawns a 60% Health Overlord Infestor transforming units into It spawns a 100% Health Overlord Infestor transforming units into This ability works good with air mass defending it. It also detects. Its best vs no air dmg ground units like mass tank spawn or mass reaver spawn or ultra, zergling. Weakness all air dmg
ground units under it into infested units every 2,5 seconds Inf. Kerrigans, Inf. Terrans, Inf Durans. It Heals 30% every 8 sec Inf. Kerrigans, Inf. Terrans, Inf Durans. It Heals 60% every 8 sec Inf. Kerrigans, Inf. Terrans, Inf Durans. It Heals 100% every 8 sec In team play with more than 1 zerg it can easly survive two rounds at max level (1000hp 100%) so doin it only 1 player is the best option in most of the cases. unless you against strong anti air spawn
Protoss
Zealot ability Gives Healing Warbringers (Hero Reavers). They Heal Spawns 2 Healing Warbringers Spawns 4 Healing Warbringers Spawns 6 Healing Warbringers This ability very strong vs mass units like marines hydras, but is also strong vs other units like melee zealots, zergling, bats and medics. It does high dmg good vs heroes and bloody nydus worm.
their shields every 4 seconds Weaknesses goon, tank, ghost with lockdwn, Inf. Kerrigans and all air especialy guard and bcs. In team play all players should get em cause they spawn every time

Scout ability Gives Healing Mojos (Hero Scouts). They Heal Spawns 1 Healing Mojos Spawns 2 Healing Mojos Spawns 3 Healing Mojos This abillity works best vs weak anti air and combos good Dweb from corsairs. Weakness Hydra mass, marine and gols combo, corsairs, devourer and bc mass. Magellan removing dweb does make em weaker too.
their shields every 2 seconds In Team play its good for all players to get em cause they spawn every time.

Ability mode works together with random hero mode. If hero and ability mode is off you get refunded when making the ability units. If hero and ability mode is on you can get ability units when you have 5 gas(income level)

Temple Reinforcements

This makes each team spawn 30 hero units when their temple defense dies

Spec mode

This option turns specs done by players on or off. All Specs cost 6000 vespene gas. Nukes at top or bottom your base upgrades the vespene gas income

Terran spec called Deathtrap does sets ally units invisible and enemies 1% health for a period of 30 seconds. it also creates 4 sieged edmund dukes at enemy temple and moves all tank + some bc and goliats to enemy temple too just to do a small amount of damage on temple. This spec is good as counter or as first hitter at countdown seconds timing 1 min and under. Timing on this is best creating it at 1 min mark countdown seconds.

Zerg spec called Infestation it does transform all enemy ground into infested units (inf.kerrigan, Inf.Duran, Inf.Terrans). It also kills most of all air units but not all. It does very strong and fast damage on temple a good first hitter spec. abit weak as counter but can still be strong. Timing on this spec is best creating it at 18 countdown seconds.

Protoss spec called Mindcontrol. It does mindcontrol half of all enemy units, the left over units is instant killed. This spec offers medium strong and fast damage on temple and offers medium strong counters. Best timing on creating this spec is 23 countdown sec

While gaming doin good counters will always be the best choice spec wise. But since the vespene gas amount is not continues shown on leaderboard its hard to always do perfect counters, making first hitters good too especialy if only need to do small amount of damage on temple.

Spec speed mode normal or fast

If spec mode is on either normal or fast speed spec income is choosen.
Normal spec makes the income alot slower and upgrading the speed with nukes rarely good. only at very even games upgrading spec speed with nukes can be good 1 level above enemy is enough. This mode can be good to choose in 3v3 games so players cant do that many specs, making the game abit weird with all those spec.
Fast spec makes the income alot faster and upgrading the nukes is often good. If your temple has taken alot of damage and your out of booms or you having really weak spawn nukes will be bad. This mode is good in 1v1 and 2v2 games

Income speed mode normal or fast
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Income speed Normal makes the game alot slower, it also means that any building you make has bigger value for your spawn push. The spawn only changes little by little from spawn to spawn. This mode is rarely played but some likes it.

Income speed fast makes the game alot faster, it also means that you can change you spawn type alot from spawn to spawn. The income time is limited to 37 minuts from game begins so it has both tactic/timings on when to start gas and when to stop gassing. This is the most played income speed mode. Theres a full gas mineral bonus when you fully gassed without delay.

Income speed per sec lvl 0 (0gas buildings) lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7
normal 8 9 10 12 15 20 27 37
fast 16 18 20 24 30 40 54 74
Delays on gassing
normal 0 seconds delay 7,5 seconds delay 15 seconds delay 30 seconds delay 45 seconds delay 60 seconds delay 90 seconds delay
fast 0 seconds delay 15 seconds delay 30 seconds delay 60 seconds delay 90 seconds delay 120 seconds delay 180 seconds delay

The income speed and the delays are made after long times testing the speed. The small jumbs on first two gasses makes it weak to gas at start but also really short delay, the larger jumbs on higher gas makes it weak to stay behind on gas. It makes Timing more crucial.

Bonus Income
Theres a middle bonus when your having ai forces above the mid point on battle field. It gives a bonus to your income when you not delayed. The bonus is determined by your number of lvl income (gas buildings) it pays out from this factor code 1+1 x your lvl income. For excample you on lvl 3 income than you get 1+1x3=4 minerals per second, if you on lvl 6 income you get 1+1x6=7 minerals per sec in bonus

Theres a bonus on the booms amount your team haves too. this bonus is really small. It pays out bonus from this factor your team has 3 booms pays out 1/25 minerals per sec, your team has 2 booms pays out 2/25 minerals per sec, your team has 1 boom pays out 3/25 minerals per sec, your team has 0 booms pays out 4/25 minerals per sec. So that bonus is very small but it helps making a come back if you get pushed early and need make a boom.

Refunding buildings
Any normal building can be refunded with 100% payback. Any Hero building can be refunded with 1%loss. Refunding buildings can be good using early battles, if you need to switch the units you spawn or make a fast gas after your spawn you can do this with ease. Carefull with refunding at countdown timer 0 sec than it might bug and you wont get refunded. Refunding buildings mostly only used at start of game.

Powerups
at lvl 2 income you get an invest400 powerup. If you move the powerup to temple in your base with 400 minerals you will invest 400 minerals and after 3 minuts is passed youll get back 700 minerals in return of your investment. Its abit like half a gas building with no delay on income

at lvl 3 income (if you more than 1 player in your team and triple race is off) you get a crossbuild option powerup. using this is not always good. If you buy it, it will reduce your income amount by 6-8% so it affects your income its not free, that said it can be really strong too. it offers your team the oppotunity to combo different races units (some combos is really strong playing triple race will teach you such combos).
For excample zerg toss combo vs two terrans can be really strong making swarm with strong toss ground units is really good. Or if terran zerg comboing devourers with terrans fast attacking units like marines while it also combos guards and bcs slow but long range thats really strong too.

at lvl 4 income you get an invest700 powerup. If you move the powerup to temple with 700 minerals you will invest 700 minerals and after 5 minuts is passed youll get back 1400 in return of your investment. Its abit like a gas building without delay on your income

at lvl 5 income you get an instant spawn powerup. If you move the powerup to temple with 350 minerals you will spawn instant. It can be really good tactical move to make either to help killing enemy temple defense or to save silo if beeing pushed. This powerup is often really good to use unless your enemy have been gassing full strait away (depending on how many buildings you have its cheap to spawn instant for 350 minerals.

at lvl 6 income you get a lotto ticket powerup. If you move it to temple with 300 minerals you have 50% chance of winning 700 minerals. No other lotto pays back this good. Mostly its good to use cause you loose less than you have chance of winning.

All powerups offers tactical stuff while given players other stuff to do while gassing and building. It makes the game play intresting. Thats all the map info i can give you on ds classic, the unit balance you must learn by playing


all this info was made in excel hence its not so well placed here hard to read but the info is there

Post has been edited 1 time(s), last time on Oct 16 2020, 12:24 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jul 16 2020, 10:19 am GGmano Post #47

Mr.Pete-Tong

I have an update ready for perfection of balance. its not fully tested yet. but changes are small for several units mostly goon is downgradet. theres put a max on 6x tank buildings but tank not sieging late game should be fixed now, thats a huge step up that you dont need to rush the tanks for them to siege, thats really good. New version is still in testing tho.

Post has been edited 5 time(s), last time on Jul 22 2020, 8:30 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Aug 3 2020, 8:56 am GGmano Post #48

Mr.Pete-Tong

After testing v4.2 for a couple weeks the balance adjust seemed good. But theres still a problem with tanks not sieging in combined spawn mode. the tank siege if made late works perfect in single spawns. Finally managed to balance all units and races in this game, as all units including heroes is in use its been a rather hard job.

Post has been edited 3 time(s), last time on Sep 4 2020, 8:14 am by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Sep 4 2020, 8:10 am GGmano Post #49

Mr.Pete-Tong

Hi I wanted too ask on this community if any korean and or chinese, espaniol players could help me translate my map into other languages. I only know english. Thanks in advance

Post has been edited 1 time(s), last time on Sep 5 2020, 2:46 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 11 2020, 4:29 pm HSL... Post #50



There are 2 replays that include 3 bugs.

1. The first replay 'Cancellation and Unit Spawn.rep' has 2 bugs.
a) First one at 1:40 mark - the Red player has destroyed 2 factories for the refund, but only gets 280 minerals back instead of 560 minerals. This seems because the factories were destroyed simultaneously.
b) Second one at 24:35 mark - the Red player is permanently stuck in the 'spawn transition' mode where the buildings are shown as yellow except for a single Factory. Notice the player has included the Machine Shop last-second which seems to be the cause. None of the units spawn afterwards and game ends soon.

2. The second replay 'Unexpected Zerg Infestation.rep' has a hilarious game-changing bug at the end.
a) A 2v2 game that should've been lost by the top team has their fortunes turned thanks to a Zerg Infestation special at 53:05 mark, in a game where players were either Terran or Protoss. No causes identified, as no players initiated the special as none of them had 6,000 gas.

Attachments:
Cancellation and Unit Spawn.rep
Hits: 1 Size: 134.77kb
Unexpected Zerg Infestation.rep
Hits: 2 Size: 166.1kb



None.

Oct 11 2020, 7:38 pm GGmano Post #51

Mr.Pete-Tong

Quote from HSL...
There are 2 replays that include 3 bugs.

1. The first replay 'Cancellation and Unit Spawn.rep' has 2 bugs.
a) First one at 1:40 mark - the Red player has destroyed 2 factories for the refund, but only gets 280 minerals back instead of 560 minerals. This seems because the factories were destroyed simultaneously.
b) Second one at 24:35 mark - the Red player is permanently stuck in the 'spawn transition' mode where the buildings are shown as yellow except for a single Factory. Notice the player has included the Machine Shop last-second which seems to be the cause. None of the units spawn afterwards and game ends soon.

2. The second replay 'Unexpected Zerg Infestation.rep' has a hilarious game-changing bug at the end.
a) A 2v2 game that should've been lost by the top team has their fortunes turned thanks to a Zerg Infestation special at 53:05 mark, in a game where players were either Terran or Protoss. No causes identified, as no players initiated the special as none of them had 6,000 gas.

ima be looking to fix these bugs especialy the infestation bug but also the other bugs. another bug ill fix will be greater spires giving wrong player if instant at timer 0. and refunding buildings at timer 0 bug ill be fixing too if i can. i do believe i can fix those 4 bugs refunding two buildings, spawn bug on add on, refunding buildings at 0 and greater spire given wrong player at instant spawn, those ill be capable of fixing, but im not sure whats causing the infestation bug so i cant promise you that will be fixed ill try do some stuff to avoid it to happen but not fully sure it will work.

ive found out what caused the infestation ill fix that too

i have seen the replays ill try to fix em all an updated version will arrive soon

Post has been edited 2 time(s), last time on Oct 11 2020, 8:14 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 15 2020, 11:32 pm GGmano Post #52

Mr.Pete-Tong

New version now made and tested. Fixed 6 bugs in total they all tested working. rest of balance from v4.2 is keept same.

the bugs fixed is
1. Refund on 2 or more buildings at same time now works
2. Refund buildings at 0 is now impossible, so you cant loose money on that.
3. Refund terran mains on terran buidlings with add ons for excample factory. killing factory while it having machine shop now works.
4. adding on terran add-ons at timer 0 could corrupt spawn system. a trigger is put to restart the spawn system if that happens so thats fixed.
5. Greater spires was given wrong player in 2s or 3s battles when you instant spawned at 0. thats fixed now.
6. An unxepected infestation could fire if one of the tank spawn system buildings was killed. could only happen if terran had made special and magellan would confuse enemy units to fly out in the water and kill the building, really rare bug. But is now fixed.

Heres version 4.3 enjoy

Post has been edited 1 time(s), last time on Nov 21 2020, 12:06 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 16 2020, 12:21 am GGmano Post #53

Mr.Pete-Tong

Ive been asked to specify details on the spawn numbers on buildings with not precise numbers.

Heres the detail:
Terran
Barracks says 7-8 marines = first three barracks spawns 8 marines, fourth barrack and above spawns 7. for excample 7 barracks spawn (3x8)+(4x7)=49
Armorys says 3-4 goliaths = first spawn 4 than second spawn 3 than this cycle restarts for excample 7 armorys spawn (4x4)+(3x3)=25
Comsatelite says 1-2 scivessel = first spawn 2 than second spawn 1 than this cycle restarts. for excample 7 comsatelites spawn (4x2)+(3x1)=11
Machine shops says 3-4 tank = first three spawns 4 fourth shop and above spawns 3. for excample 5 machine shops spawn (3x4)+(2x3)=18
Science factory says 4,5 valks(max2) or 3x 1,5 tom kazansky = first one spawns 4 than second spawns 9 valks, if 3 science fact they spawn 0 valks but 3x1.5 tom kazansky= 4. for excample 8 science facts spawn 6x1.5=9 tom kazansky + 2x4,5=9 valkyiries.
Physic add ons says 3-4 bc = first one spawn 4 than second one spawns 3 and the cycle restarts. for excample 4 physic add-ons spawn (2x4)+(2x3)=14

rest of the terran buildings spawn precise numbers as texted.

Zerg
ultralisk cavern says 1-2 ultralisk = first one spawns 2 than second spawn 1 than cycle restarts. excample 7 ultra cavern spawn (4x2)+(3x1)=11
Greater spire says 2-5 guardians + 1-4 devourers = one spawns 1 deveour + 5 guards, two spawns 3 devourer + 9 guards, three spawns 6 guards +12 devourers, 4 spawns 1 devourer + 5 guards + 6 guards + 12 devourers, 5 spawns 3 devourer + 9 guards + 6 guards + 12 devourers, 6 spawns 2x(6 guards + 12 devourers), 7 spawns 2x(6 guards + 12 devourers) + 1 devourer + 5 guards, 8 spawns 2x(6guards + 12 devourers) + 3 devourer + 9 guards, 9 spawns 3x(6guards + 12 devourers) and so on up.
Spire says 3-5 mutalisk + 0-5scourge = first 5 spawns 3 mutalisk + 5 scourge from 6 to 11 spawns 4 mutalisk + 2 scourge from 12 and above spawns 5 mutalisk and 0 scourge. for excample 14 spires spawn (3x5)+(6x4)+(3x5)=54 mutalisk + (5x5)+(6x2)+(3x0)=37 scourges.

rest of zerg buildings spawn the precise numbers.

Protoss
Cyber core says 2-3 dragoon = first one spawn 3 dragoons second spawn 2 and cycle restarts. for excample 7 cyber core spawns (4x3)+(3x2)=18
fleet beacon says 1-1,33 carrier = one and two spawns 1 third spawns 2 forth and above spawns 1. excample 7 fleet beacon spawns (6x1)+(1x2)=8

rest of the protoss buildings spawns precise numbers

happy gaming

any questions on map of any kind im here to answer detail

Post has been edited 3 time(s), last time on Jul 18 2021, 6:20 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 17 2020, 6:37 pm HSL... Post #54



Thanks for the post above.

So far I notice the buildings above would never spawn variable number of units.
For example, having just 1 Comsat Station would always spawn 2 Science Vessels; no case of rotating between spawning 1 Vessel in one turn followed by spawning 2 Vessels in the next turn.

Before I give feedback and possible solutions, for the buildings with precise numbers (i.e. 1.75 Infested Terran & 0.5 Infested Durans on Sunken Colony), can you clarify how does that work? Are these the buildings that have variable number of units for each spawn? (i.e. 1 Duran spawned in first turn followed by no spawn in second turn?)



None.

Oct 17 2020, 8:34 pm GGmano Post #55

Mr.Pete-Tong

Quote from HSL...
Thanks for the post above.

Before I give feedback and possible solutions, for the buildings with precise numbers (i.e. 1.75 Infested Terran & 0.5 Infested Durans on Sunken Colony), can you clarify how does that work? Are these the buildings that have variable number of units for each spawn? (i.e. 1 Duran spawned in first turn followed by no spawn in second turn?)

your always welcome to give feedback and thoughts or ideas, alot of people have helped me with ideas and thoughts for this map. I wanna thank you for given me replay of these bugs, that helps me out with perfecting this map.

To specify the sunken building spawns and other buildings aswell works on same routine meaning all buildings with decimal numbers only spawn when number reached 1 or in case or 0,33 or 0,16 than i count 98 or 99 as 1 unit. instead of texting 1/3 i texted 0,33 and instead of 1/6 i texted 0,16 and so on.

for explaining the sunken building spawns 1,75 inf terran + 0,5 inf duran spawns = 1 spawns 1(1,75) inf. terran + 0(0,5) inf duran, 2 spawns 3(3,5) inf. terran + 1(1) inf. duran, 3 spawns 5(5,25) inf.terran + 1(1,5) inf.duran, 4 spawns 7(7) inf.terran + 2(2) inf.duran and so on up. Meaning 4 would be the best number to get most for units per minerals on sunken buildings. I use this routine always rounding the decimal number downwards unless its supposed to be 1 as 3x0,33333333333333333 acts as 1 in the map rest of the decimal numbers only spawns with hit rounded number. in case of sunkens 4, 8, 12, 16... and so spawns good amounts for the price.

with stargates that says 0,66 artanis + 2,66 scout, 3 stargates spawn the good number for the price as its 1,99 and 7,99 i round these up to 2 and 8. hope this explains other building numbers too.

these numbers of units is made different again and again many times from testing many earlier versions so they as good as possible all have weaknesses and strengthness. i tryid my best to make this for all units so that all unit can be countered but also so that all units is good against something. me my self think i did an pretty good job on this balance, keeping in mind i used like 5-6 years of work on this balance. i definately get good respone from good players saying they like the balance of every units. alot of earlier versions been changed from playing with other players that showed me one type of units is uncounterable which made me need to adjust the balance on those buildings. Like if you do only one type of building to win the game the gameplay isnt good. Im pretty sure ive gotten this balance to a point where i reached my goal that all units have pros and cons and thats ofcourse how its supposed to be.

But its not been an easy job taking into account that i have all units awaliable including heroes in the balance with all 3 races all spells awaliable and abilities. like ive been told many times that terran dosent have counters for swarm, in the case of my map zerg has torrasques devo lings kerrigans and infested terrans even powering up swarm even more but in my map terran does have counters for swarm, like tank vs ultra/torra/inf. terrans or bats/hero bats/medics vs devo/lings/inf. kerrignas. other players have said dweb is too good and others again said rines or tank to good ect ect. ive been told many things about balance through the years, and ive adjusted map in all the cases where i found anything unbalanced.

Post has been edited 4 time(s), last time on Oct 17 2020, 9:15 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 17 2020, 10:26 pm GGmano Post #56

Mr.Pete-Tong

ok just found out the terran spawns system corruption not fully fixed as it happent in my game today.. heres the replay it happens 8,30 on orange spawn aproximately. after he added on machine shop at 0 spawn system corrupted that was expected. what was not expected that he than spawned a high number of units.. meaning the triggers i have restarting the spawn system does work as intended. they restart the system but with an un expected result.

so i gotta do another update on new version donno how im gonna test this cause its rather hard to do machine shop at 0. so to too actually activate the bug is rather hard. Im gonna change the triggers for restarting spawn system need your help for testing this hsl

heres replay of the bug the spawn restarts but with an unexpected result at 8.30 aprox.

Post has been edited 1 time(s), last time on Nov 21 2020, 12:06 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 17 2020, 11:13 pm HSL... Post #57



It took me a while to figure it out, but I get it now.

I want to point about having one Stargate and 0,66 Artanis sounds like I might get zero Artanis for one turn, but there will be one Artanis spawned for next two turns as that averages out to 0,66, which, according to your algorithm is incorrect; no Artanis will ever spawn from one Stargate.

Another potential confusion is that, for example, Evolution Chamber states 1~6 Ground hero which intuitively makes sense that you have random chance of getting certain heroes ranging from 1 Torrasque to 6 Devouring Ones. However, for the likes of Spire where it's labeled as 3~5 Mutalisks and 0~5 Scourages, you continue with the expectation that you will get some combination of Mutalisks and Scourages as long as you keep building Spires even though you have a very specific sequence as mentioned above.

There is a lot to comment, but let's start with what's most easily explainable: buildings with decimal unit spawn.
I can think of using the space in Mission Objective of writing it out, but I know there is already a lot written with the game modes.
If there is insufficient space in Mission Objective, then creating a few dummy critters that are moving in a 1x1 square on some corner of the map with the description that decimal points are always spawned rounded down but used for calculation with multiple buildings.

Other buildings are case-by-case, and let's start with Science Facility.
Having '(max 2)' and the '3+=' gives the impression that you will get 9 Valkyries at all times as long as you have at least 2 Science Facilities which isn't true.
I don't think listing '3x1,5' for Tom K is necessary as that is essentially 4,5 Tom K.

On a related note around 'max 2', there is Machine Shop/Comsat Station/Covert Opts where you also notate by max 6, max 8, and max 5, respectively. With that notation, any additional add-ons will cause self-destruction and auto-refund which is fine, but the problem is for Science Facility and Lair where you also have 'max 2' notation which gives an impression that you are limited to 2 buildings even though what you really mean is a max unit number spawn cap.

I am thinking '4~5 Valks (max 9 units) or 4,5 Tom K', and '1 lurk + 1 Olord (max 2 units)/0-1 Kerrigan'. By having the additional term 'units' after 'max _', this will clarify that you can build as many as you want, but the number of unit spawns will be capped.

Post has been edited 1 time(s), last time on Oct 18 2020, 3:15 am by HSL....



None.

Oct 18 2020, 9:21 am GGmano Post #58

Mr.Pete-Tong

Quote from HSL...
I want to point about having one Stargate and 0,66 Artanis sounds like I might get zero Artanis for one turn, but there will be one Artanis spawned for next two turns as that averages out to 0,66, which, according to your algorithm is incorrect; no Artanis will ever spawn from one Stargate.

for the stargate spawn numbers you need a pretty high use of income by making 3 stargates to get the good unit per mineral outcome, i did cause rushing scouts else would be too good (if startgates spawned 1artanis and 3 scouts for a higher price) also it would be harder to use stargates as tech for corsairs and carriers. it also adds some strategy in your build structual. abit like with academis where you get 0 gui montagas for the first two academis makes you beeing able to use academi to tech to vessel or upgrading medics and stim+range for a rather cheap price. with medics the balance was changed many times from them beeing to strong than too weak- i found that 2,75 is the magic number for medics cause they adds up high power at low amounts but their power downgrades by the number, that way i could make em cheap enough to be good to make more than 1 supply depot but also not too strong while making only 1 depot- hence they spawn 2,3,3,3. I did all these precision numbers by testing earlier versions over and over finding the perfect fit for the spawn amount compared price. Some of the decimal numbers could be different and still be good im pretty sure of that, but all the numbers i made after testing balance many times. For protoss and terran i includet the fact of the base size limits your amount of buildings, hence marines spawn 7-8 not 5-6 and starports spawn 8 which was in the higher end of a spawn amount if the bases was bigger i would rather have had stargates to spawn like 5-6 wraiths for a lower price so it would be more easy to use stargates for other tech options. with max income your able to fill base with toss and terran that ive also measured for when made the spawn numbers.

Quote from HSL...
Another potential confusion is that, for example, Evolution Chamber states 1~6 Ground hero which intuitively makes sense that you have random chance of getting certain heroes ranging from 1 Torrasque to 6 Devouring Ones. However, for the likes of Spire where it's labeled as 3~5 Mutalisks and 0~5 Scourages, you continue with the expectation that you will get some combination of Mutalisks and Scourages as long as you keep building Spires even though you have a very specific sequence as mentioned above.

I get what you point out, but im not sure how i could make up for it cause im limited to a rather low amount text on buildings, an idea could be using x on the buildings so spire text would be x<6 3m+5s 5<x<12 4m+2s 11<x 5m+0s but that again would still be advanced to figure out you would need to know that m means muta and s means scourge. but if you think that would be an good option ill do that text most players knows that spires spawn muta and scourge or they would see when they make the first spire.

Quote from HSL...
There is a lot to comment, but let's start with what's most easily explainable: buildings with decimal unit spawn.
I can think of using the space in Mission Objective of writing it out, but I know there is already a lot written with the game modes.
If there is insufficient space in Mission Objective, then creating a few dummy critters that are moving in a 1x1 square on some corner of the map with the description that decimal points are always spawned rounded down but used for calculation with multiple buildings.

I like the ideas of using mission objectives tho this is never really used by players i think its only me using it if i didnt see what game modes was picked. and i kinda like to have that option. so mission objectives is already beeing used if it wasnt used it would sure be a good place to write such stuff. I do like the ideas of having dumys on the map but theres two downsides to that too which is it takes up space for units beeing created for your computer players which means 100 dumies would be affect this in a bad way, second the text amount on dumies is also very limited so its hard to write much text on them would need alot of them to do a deeper explaining of unit spawning decimals. the best idea i would have to do this would be adding a spawn number guide building that would give you text message about all the spawn numbers that way theres more room for text explaining and i would ofcourse make it so that you can kill it over and over again if other text messages ruined your way of reading it first time. so when you kill the small building could be an egg you get text explaining the spawn numbers. in addition to this i could add explaining in mission brief before game start tho nearly all players just press start when enter mission brief.

the only downside to this would be im kinda limited on the text now cause ive reached the string limit on the map or at least im very close to the limit as i needed to delete some info when i added abillities info. so im not sure how much strings im left to use, ive been told theres a way to overcome the string limit but i havent done that before so it would take me time to learn how to do it.

Quote from HSL...
Other buildings are case-by-case, and let's start with Science Facility.
Having '(max 2)' and the '3+=' gives the impression that you will get 9 Valkyries at all times as long as you have at least 2 Science Facilities which isn't true.
I don't think listing '3x1,5' for Tom K is necessary as that is essentially 4,5 Tom K.

Ive inserted or instead of 3+= so now the text is 4,5valks(max2) or 3x1,5 tom ks in addition of adding text explaining this would work ok i think. i do agree or is better than using 3+=. it could be 4,5valks(max2) or 4,5 tom ks if you like that better.

Quote from HSL...
On a related note around 'max 2', there is Machine Shop/Comsat Station/Covert Opts where you also notate by max 6, max 8, and max 5, respectively. With that notation, any additional add-ons will cause self-destruction and auto-refund which is fine, but the problem is for Science Facility and Lair where you also have 'max 2' notation which gives an impression that you are limited to 2 buildings even though what you really mean is a max unit number spawn cap.

I am thinking '4~5 Valks (max 9 units) or 4,5 Tom K', and '1 lurk + 1 Olord (max 2 units)/0-1 Kerrigan'. By having the additional term 'units' after 'max _', this will clarify that you can build as many as you want, but the number of unit spawns will be capped.

I like those thoughts, im thinking of using unit cap could be an good idea so instead of writing max2 ill write unitcap2 i think theres room for that. that would be better i think so too or capped2 would be an option too. unitcap9 on valks cause they are limited to 9 units and fieldcap2 on lairs cause limit on lurks is field limited. that would be the best text for those

Post has been edited 1 time(s), last time on Oct 18 2020, 1:21 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Oct 18 2020, 4:38 pm HSL... Post #59



Also to borrow from the 2.63, I liked the notation on the pylon where it says 'Soft Max 12'.

But I like the 'unitcap2' notation the best.

The Science Facility named '4~5 Valks (unitcap9) or 4,5 Tom K' would be so much more clear.
It still has a problem that people will think they are given 9 valkyries at all times, but fixes other clarification issue.

The pop-up text a player builds a building with decimal point would be a great idea, and can be used to explain that special sequencing for Science Facility.
I know you already use the pop-up text to remind that you can get the mineral bonus when you build your last gas.

Speaking of which, I did not know that is what you meant until very recently.
I don't think the pop-up itself was the problem, but the way it's worded wasn't clear enough although it makes sense after you realize.
Perhaps adding an in-game time when you display the message such as 'Building last gas now (18:30) will give you bonus 2500 minerals', along with mentioning 2500 mineral would clarify, as you use the word '2500 mineral' again when the cooldown is done so that people can connect the messages.



None.

Oct 19 2020, 8:18 pm GGmano Post #60

Mr.Pete-Tong

Quote from HSL...
Also to borrow from the 2.63, I liked the notation on the pylon where it says 'Soft Max 12'.

But I like the 'unitcap2' notation the best.

The Science Facility named '4~5 Valks (unitcap9) or 4,5 Tom K' would be so much more clear.
It still has a problem that people will think they are given 9 valkyries at all times, but fixes other clarification issue.

The pop-up text a player builds a building with decimal point would be a great idea, and can be used to explain that special sequencing for Science Facility.
I know you already use the pop-up text to remind that you can get the mineral bonus when you build your last gas.

Speaking of which, I did not know that is what you meant until very recently.
I don't think the pop-up itself was the problem, but the way it's worded wasn't clear enough although it makes sense after you realize.
Perhaps adding an in-game time when you display the message such as 'Building last gas now (18:30) will give you bonus 2500 minerals', along with mentioning 2500 mineral would clarify, as you use the word '2500 mineral' again when the cooldown is done so that people can connect the messages.

Ill use the 4,5valks(unitcap9) or 4,5 TomK on science factorys, i like that text too. Ive been doin the pop up text triggers when i thought of an idea. instead of having a pop up text ill make and mission objectives guide switcher. so when you build this unit it will switch the texted guidelines texted in mission objectives that way you dont need to be fast reader or anything you can toggle the mission objectives to the guides you wanna read, that will be the best option i believe. what you say hsl?

while getting that idea i already had made the eggs kill system for the pop up text, and than i was thinking i could use those for something strategial. The idea is too add a short income booster option im thinking of 25%-50% minerals boost for 10 seconds which would be low but still useable. i made two egg types so i wanna add another strategy option too, that would be enemy delay or minerals stealer, giving either your enemy team 10 seconds delay on minerals or steal their minerals. I do like the 10 seconds delay the best my self since you have leaderboard showing enemy mineral amount, so stealing enemys minerals probaly would be too good. what do you think about those ideas hsl?

Ill be clarifying the bonus text when you get when theres 26 minuts left saying youll get full gas bonus if you gas last gas now.. ill fix that.

hmm the text on 26 min left says right now this:
<13><06>----- 26 minutes left of Income time -----
<13><07>If you make your last gas now you will get a full gas bonus on 2500 minerals

you want this changed?

Post has been edited 2 time(s), last time on Oct 20 2020, 3:28 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

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