Staredit Network > Forums > SC1 Map Showcase > Topic: Battlecraft Paradigm
Battlecraft Paradigm
Nov 17 2007, 12:16 am
By: ZugZugZealot  

Nov 17 2007, 12:16 am ZugZugZealot Post #1



    Some or more may be already familure with Battlecraft. However, for those who do not know, in Battlecraft you have a lane or multiple lanes in which you buy sets units that are automatically massed to the base; you have a constant economy flow.

Paradigm & 100+ series features:
-Leaderboard - Minerals
 (surprisingly is a unique feature for BC)
-Equal/Set mineral flow
-Anti 2on1 (0 mineral enforced)
-Anti Pylon Targetting
-Spawn split (1/3rds)
-Three lane masser runs (per lane)
-Cannon Revive
-The Hand /w Wrath
-Both Purchase hold
 & Purhcase warp
-Display units are not invincible
 (Meaning health is displayed)
-2 Observer slots
-Hyper Triggers (of course)
-Lag reduction for unit bulked Enemy Control
-Lag reduction for unit bulked defenses.

Notes:
Map is protected.
Current versions 113, 151.
Original maker of Paradigm, Reik_sov. (stopping at Final)
Torch passed down to z3. (starting 100+ series)
And from z3 to a currently anonymous person. (152+ of 100+ series)

Changes:
113 -> 114;
-Added automatic free cannon revive + structure resotration for when the player beats their opponent.
-Added "Attack Mode" (Lot's of good feedback on this feature)

114 -> 115;
-Added Attack Mode usage notification.
-Refined 'Corner Battle' pathing.

115 -> 116b;
-Changed requirements for Attack Mode

116b -> 117b;
-Added an idicator that doesn't require toggling attack mode to see current state.
-Refined Aftermatch cannon revive.

117b -> 124;
-Corner battles removed, bases are now move to be line straight line battle.
-Units now move more freely at opposing player's base.
  [When opposing player has cannon(s)]
-Units are massed at opposing player's base.
  [When opposing player has no cannons]
-Added and changed tips.
-Bug Fixes

124 -> 127;
-Minor Unit Balance
-Units will cross from side with no cannons to side with cannons.

127 -> 129;
-Platforms Rearranged.
-Lanes are now Parallel.
-'Enemy Control' now only takes from direct opponent.
-Air has its own location for spawning.

129 -> 130'
-Bug Fix.

130 -> 136
-Bug Fixes.
-Added "Mojo."

136 -> 137
-Selector changed to Infested Terran.
-Spawns converted to DC Wait (To remove hold spawn conflictions).
-Changed 'Attack Mode' indicator; to display on minimap for all players to see.
-Added 'Warp Out' for Selectors before a second match starts.

137 -> 146
-Bug fixes
-Added 'Swap Play'
-Swap Play Major Bug Fixes

146 ->150
-Bug Fixes
-Mojo changed
-Kerrigan Replaced with "D/O Ghosts"
-Tank - [s] changed
-Goliath changed
-Goliath - [s] changed
-Minor aesthetics

150 -> Hyakugojyuuichi!!!
(Since the person I handed the map to is lazy/slow, I went on and did my final final fixes for it. The rest SHOULD be up to the map maker I handed it to.)
-Goliath stat change
-D/O Ghost order fixed
-Bug fixes

Attachments:
Battlecraft Paradigm 151.scx
Hits: 1 Size: 83.03kb
Battlecraft Paradigm Final.scx
Hits: 8 Size: 36.99kb

Post has been edited 32 time(s), last time on Dec 21 2007, 6:35 am by ZugZugZealot.



None.

Nov 28 2007, 10:35 am LokiArexon Post #2



I think I preferred the unconditional attack mode, but I think this map has come a long way and is quite good now.

Right now I think it is most difficult to use Kerrigans, Tanks, either goliaths, or vultures effectively. Against a good opponent it is unlikely you will frequently need to use cheap marines or cheap hydras, but they do have their uses. Sticking to lings, ultras, S-marines, BCs, and S-archons for attacks is a combo I've been using lately to kill, with a finish of S-Scouts in the 100+ series or S-Wraiths in Finale. For defense, depending on the cost of the attack, anything from 1-2 spawns of zels might be enough to let your cannons kill anything big, or if it's a larger attack S-Ghosts, S-Bats (if there's lings or zealots, which there should be if your opponent's good), or maybe some devos + sairs if there's lots of air.

Keeping in mind that Cannons do something like 500 damage / shot and have about 50 armor, when you attack, you basically want to have some unit that can do more than 50 damage to kill the cannons, and some other cheap unit to absorb the cannon shots and kill anything that your opponent spawns to defend.

Here are some screens of one of the old ones, Finale I think maybe. The first two should be before and after the "Wrath of Hand" feature.







If you would like to play me on any version hit me up on USWest LokiArexon. I might help you play better, or if that's not your ball of wax, will demonstrate creative ways (that I stole from the maker) to kill you.



None.

Nov 28 2007, 10:13 pm Dapperdan Post #3



This is not a good battlecraft map. I've played it. It's balance in no way compares to that of even Alpha, a map that is unbeliavable in all aspects save a few imba units. It doesn't compare with the balance of Rogue, Factions, Delta, or Tagteam. I don't recall that being the only issue, but that is the one worth most pointing out. Did you make this map? If so, what is your name @useast? I think this is the map that I had a huge arguement over with the noob who made it.



None.

Nov 30 2007, 1:32 am LokiArexon Post #4



I didn't make it, although I'd like to know in what ways you find it imbalanced.



None.

Dec 2 2007, 10:43 am ZugZugZealot Post #5



    There's no point in questioning an East player's idea of what balance is. East players are biased, and closed of options "East maps only!" The mentality bores me to be quite frank. The most argument any east player or Rogue fan boy will provide are preference related issues, which is completely different than balance, though they'll claim it's a balance issue. I should also asume the user never carefully analized every single unit if he/she couldn't incorperate the similarity between z3 and ZugZugZealot.

    I.E. "slow spawns," when really thinking faster about what you spawn, due to the fact you can't bulk next to instantaneously. Imbalanced because that's not how you want to play? I guess back when I was a kid, doing chores must have been imbalanced.

    One day, I may change something based on the input of the public user. That day is when the public user provides a legitimate argument. Which will probably never happen, it'll probably remain as the same old baseless claims derived from a fanatic mentality.

    I should also add, those who say, "noob," in such a way deserve no credibility. It's an ignorant word for ignorant people, period.

Post has been edited 5 time(s), last time on Dec 13 2007, 7:13 am by ZugZugZealot.



None.

Mar 19 2008, 12:40 am Reik_sov Post #6



Yay, I'm a noob! At least, I assume he's talking about me, even though I haven't edited the map since dozens of versions ago. Still, it seems unlikely that Zug argued with him. I know I have. Keeping with the previous assumption, no one who calls me the creator can possibly have looked at the map enough to know if or how well it is balanced.

It is balanced, and the reason most who think otherwise do think otherwise, in my opinion, is because they believe it should be balanced based on a unit's performance against another unit. However, Battlecraft is NOT played by spawning a single unit at a time or multiples of the same unit, it's played by spawning a combination of units that work well together. Z3 balances it, and I balanced it, based on how a unit performs in combination with other units based on actual play experience. THAT is why I stand by my conviction that Paradigm is the best Battlecraft made to date.

I can also say, with conviction, that anyone who decries the balance, of all the things on the map, truly has no idea what he's talking about. Such a person has either not given the balance a good look, or should never be allowed near the map editing program for the purpose of adjusting balance on any game, because they have no clue how to balance.

Oh, if the burden of proof is on the person making the claim, then support your claim that it is imbalanced. Or be assumed wrong, whichever.

Post has been edited 3 time(s), last time on Mar 19 2008, 12:57 am by Reik_sov.



None.

Mar 19 2008, 1:21 am -BW-Map_God Post #7



Not my favorite ums game type but looks like you put a lot of work into it. I prefer to stay away from massive unit stuff with battle.net's usual lag.



None.

Mar 31 2008, 8:27 pm Twitch Post #8



Quote from ZugZugZealot
    There's no point in questioning an East player's idea of what balance is. East players are biased, and closed of options "East maps only!" The mentality bores me to be quite frank. The most argument any east player or Rogue fan boy will provide are preference related issues, which is completely different than balance, though they'll claim it's a balance issue. I should also asume the user never carefully analized every single unit if he/she couldn't incorperate the similarity between z3 and ZugZugZealot.

    I.E. "slow spawns," when really thinking faster about what you spawn, due to the fact you can't bulk next to instantaneously. Imbalanced because that's not how you want to play? I guess back when I was a kid, doing chores must have been imbalanced.

    One day, I may change something based on the input of the public user. That day is when the public user provides a legitimate argument. Which will probably never happen, it'll probably remain as the same old baseless claims derived from a fanatic mentality.

    I should also add, those who say, "noob," in such a way deserve no credibility. It's an ignorant word for ignorant people, period.
Ok I am not sure where are getting this stupid bullshit.I have been on both east and west servers,I see the same bullshit played.

This map I have not played so I can't say anything yet.As far as east players being biased that is false.

Everyone is different you cannot say such and such is from east server so he must be biase or a noob.

I have seen many great people on east and west.I have also seen many noobs on both.So really before you state such things at least back it up with the truth :/.



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