Staredit Network > Starcraft I Database > File: Control The Ball! 1.01

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Control The Ball! 1.01
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Filename: Control The Ball! 1.01.scx
Filesize: 42.68KB

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File Information
General
Uploaded on:Aug 20 2008, 2:16 am
Uploaded by:Ultraviolet
Author:|405|
Downloads:99

Map-Data
Tileset:Space
Dimension:64x64

Forces
Players
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Made by: Ultraviolet
Computer (Zerg)
Force 3
Force 4

Map-Statistics
Units:94
Triggers:76
Locations:29
Strings:923
File Description
In this map you control a Tassadar unit who has three spells at his disposal. Psionic Storm which is an instant kill on other players, but can't be cast all that often, and Freeze which gives you an arbiter to cast stasis with. The last spell is 'Steal'. Wherever the Ball is, it is given to you and teleported to you. Powerful spell. You also may upgrade your units damage, shields, and armor. This is a fairly important aspect of the game. The object is to have control of the ball for 100 seconds. Khalis Crystal sprites are teleporters.

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Comments
Zhuinden wrote on Aug 22 2008, 9:10 pm:
A guy named Dark(DvS) was hosting this map as Capture the Ball under his name (Created by Dark(DvS)).

StrikerX22 wrote on Aug 22 2008, 7:00 am:
Good point on the extra partner thing. As for "normal," I meant something not a completely sudden, no-skill counter, like a 1-hit kill, easy to aim spell, or a "I suddenly have the ball you worked so hard to get" spell, or one that freezes you in place for 30 seconds if no one destroys you, which of course, requires the destruction of your unit or your opponent gaining many points.

Maelstrom would be nice perhaps, but it's still pretty deadly early on... perhaps not later though. It may also get you if you're not careful, as with stasis =P. In the current build, I'd say there's enough teleporting already. Energy Charge brings more 1-hits, etc. Maybe you could turn the attack power down a tad at the beginning, too.

Ultraviolet wrote on Aug 22 2008, 6:50 am:
Alright, thanks. I realize the stasis is a pain, but the map is truly intended for 4+ players, and generally if one person is winning and another player is stasised, the others will help just so they can have an extra partner to help kill the winner.

A couple of spells that have been considered, either as new stand alone spells or replacements for currents ones, are as follows: Mind Blast (Feedback) You get a DA that can basically 1 shot any templar. Binding (Maelstrom) You get a DA that maelstroms an enemy. Could be a good replacement for Freeze. Energy Charge Gives you 170 energy (enough for 2 psionic storms). Teleport (Corsair with Disruption Web) Gives you a corsair that you use to cast dweb onto a spot you want to teleport to. Issues could arise from this though, so I'm not sure I want to implement it. If two players cast teleport simultaneously they could end up being teleported to the wrong location, not a huge issue, but a glitch nonetheless.

One last thought, what exactly did you have in mind when you said "something more normal"?

StrikerX22 wrote on Aug 22 2008, 6:41 am:
I certainly understand the need for simplicity. It was the odd spells that made me feel like it needed something a bit more normal, I suppose. And yes, with that safety mechanism, it helps, but you have to assume ppl on bnet will abuse anything like that they can, so if you're without the ball... yeah. But it's good that you can both cast on each other. Plus the fact that it's lower cost helps in that respect, though the issue comes up more as a result. And yeah I certainly see that the game would run more smoothly with more people.

No promises, but if i have some time, i might try to think of a possible spell to have in there or 2. If i do, i'll pm ya.

Ultraviolet wrote on Aug 22 2008, 6:37 am:
Playing with 4+ people is really the only way to have fun on the map. I realize that stasis becomes more of an issue with less people, but the effectiveness has a negative correlation with number of people. Another thing to note is that you can still cast stasis on others while you are stasised, meaning they have to wait just as long as you, delaying game play around 30 seconds or so. It is indeed necessary to kill the person who is stasised to take the ball from them, so that provides another safety mechanism. And finally upgrades are surprisingly effective late game. If someone casts too many spells they end up being far too weak to stand up to other players in later portions of the game and have to rely on stealing (dropship) and running.

In regards to pizzazz, I've been trying to find a healthy balance between simplicity and excitement. People like you and I will consider the map simple, and perhaps even lacking in features, but the average Battle.net player has told me that the map is somewhat confusing, making me unsure of where to go from here.

StrikerX22 wrote on Aug 21 2008, 2:48 am:
I have yet to play it with more than one opponent, which is a bad idea, but I can see some annoying issues... Why have something like stasis as a spell? Isn't that pretty harsh? I notice that the invincibility is turned off, but if they decide not to attack the frozen one, isn't he pretty much screwed? I also wonder if it's necessary to kill that one in order to get a ball they may be carrying. I'm not sure how useful upgrades will be with all the warps and killer spells around, either.

Map could use a little more pizzazz, too.

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