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Messages - DonFreecss

Pages: [1]
1
General Discussion / Re: TonyG's Christmas Tournament Report Thread
« on: January 05, 2021, 07:06:39 am »
Could he not go for a mass zelot +1 speed build at that point--or even 2 stargate sair/dt with a shuttle in case of spores at his choke?

2
Suggestions & Feedback / Re: Build Order Practice (Fastest UMS map)
« on: January 02, 2021, 05:46:01 am »
So far I've finished the iteration of a perfectly executed 6-pool with a slightly additional challenge (I raised the second wave of lings by 10 hp). Working on terrain is certainly more fun than triggers are, but I'm forcing myself to at least finish the Protoss version of the map.

3
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 02, 2021, 05:39:10 am »
I'm well aware that  I'm a smug asshole and that my efforts would be met with the majority of people claiming it isn't neccesary, possible, and like you've mentioned, people before me have tried to do the same as me. And you've also mentioned the snow and grassy version fell flat compared to space which, in hindsight, seems obvious why (the space terrain offers much better visuals than any of its contemporaries). Yet those maps are the same exact format with a different skin--that's mainly my larger point I guess. I have a few distinct variations of FMP which would offer the substantial income everyone is accustomed to but would force them out of their comfort zones at the same time.

My intentions were simply to shake up the meta. balance random vs. random on a 8 player map, and we would all be stepping into the unknown together, which can help draw attention from other communities and even revitalize those few who simply play due to nostalgia and a close-knit discourse group. I was trapped in the League community for 3-4 extra years because of this strange and unhappy addiction that I'm sure others experience,

Again, my ideas aren't meant to deceptive, they weren't meant to uproot our community, and I certainly expected to be berated and flamed far more than I have. I'm actually surprised at the amount of people who contacted me in favor of my ideas or at least how I spoke of them. Even Resound looked at the 2v2 map I started for scw and he recommended I contact you because that was your expertise and he was genuinely "I think" interested in my approach in regards to the terrain and converging pathways.

Let me know if you're interested in downloading it and I'lll either host it or post it. Cheers :)

4
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 01, 2021, 09:38:46 pm »
no offense man but we dont need to make the map more fair. Get rid of middle spots and that's it. Late game Protoss is weaker then Terran and Zerg, if the Terran and Zerg are decent.. So Protoss should have the ability to build in the middle.. Terran and Zerg can build in the middle as well and Zerg has the strongest rush.. if a Zerg 6 pooled or lower the Zerg could easily stop a protoss mid build.. So if you know a player will always mid build then learn how to stop it.. Also if youre Z in a corner then you can stop a mid build a standard 9 hatch 9 pool and good micro. pulling the right amount of drones and microing well is key. Get better at the game adapt..

The sheer amount of caveats within your last sentence is just evidence that a 4 player map, assuming we maintain random v. random, is the most fair and reasonable. Who's going to 6 pool when they get zerg when there's a 33.3% chance they're facing protoss plus the additional odds of him going 4 gate mid. You're literally rolling dice at that point (unless, of course, one player is exceedingly better).

5
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 01, 2021, 11:35:05 am »
If I were to make it through UMS I was thinking about a watchtower in the middle of the map, so if an ally or an individual has control over mid and takes initiative, he's granted pretty good vision.

I think a good step to making Protoss balanced is making most of the center of the map unbuildable terrain--they'd still be able to turtle their own choke but 4-gating in the center of the map and winning every game by slamming that Z button is lame.

6
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 01, 2021, 08:09:05 am »
Yeah I'm fighting an uphill battle trying to uproot several years of tradition and dedication. I believe my far less controversial newer post will pique your interest (I hope). Check it out <3.

7
Suggestions & Feedback / Build Order Practice (Fastest UMS map)
« on: January 01, 2021, 08:05:57 am »
Before I'm ostracized I'd like to create a training ground for fastest players (UMS). This would begin with 9 beacons, 1 for each race matchup. After you walk your civilian onto 1 of the 9 beacons--let's use ZvT as an example--a few more beacons appear. This set allows you to choose popular attack timings by the opposing race (such as when siege finishes, stim finishes, bunker rush outside of hatchery's vision, etc.) and after selecting one of these options, a normal game commences--for you at least.

I don't think Brood War AI works well with fastest bases so I'm thinking at whatever the agreed upon enemy timing push is, is when I'll create that set of units and send them towards the player's base. I think a map such as this would help all levels of players--they'd have to wall correctly in some cases, have a certain amount of vultures with mines out, have reavers/storm, etc... you get the gist.

There would be flaws, of course, since you won't be able to harass the invisible enemy base and in real games, you'll be scouting for a lair, a certain amount of gateways, a certain amount of hatcheries, etc. in order to deduce the opponent's build and react accordingly.

Perhaps 10-15 extra seconds could be acquired by the player moving an scv into a few of all of the potential spawns (emulating a real game).


If this was made well and it allowed you to practice against every popular timing push currently in the meta, would you actually utilize it as a tool? I'll probably be making it regardless--maybe 3 different versions instead of one giant one in order to compartmentalize the arduous process.

Also, if you're a fellow map maker and this seems interesting to you, I'll gladly share the work and credit with you.

Happy New Years,
Your Favorite Wildcard, DonFreecss
 

8
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 01, 2021, 07:46:34 am »
If you find monotonous rvr games to be fun then by all means reject the idea. Being put into an environment you aren't familiar with but exploring it and utilizing it to its fullest sounds like fun as well. I don't want a replacement because that's impossible and unreasonable, but I'd like anyone who's interested in pushing fastest into a further evolved state to know that there are people like me working towards actualizing it. 

9
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: January 01, 2021, 04:57:50 am »
Yeah, this is about how I expected this discussion to go.

1.) Mention fastest is different than low money and should inherently never adopt or attempt to adopt new features, check!

2.) Mention that the status quo has existed for over a decade and therefore shouldn't and can't be altered, check!

3.) And Fainer, as much as I respect you for not closing this forum and maintaining a level-headed tone, these maps you offer barely differ from one another and they pander to an audience of conservative players (except the 4 player version, which I respect due to the removal of the poor bases and winning feels much more earned).

4.) Lastly, I understand starting my own league would be ideal, but I'm not nearly as popular or respected in order to garner a sufficient amount of contestants. This is why I was appealing to the community as a whole in hopes that change was something the community finally wanted or were willing to try. I suppose I'll try to introduce my ideas to the BGH or low-money community to see if any interest is renewed.

5.) P.S. By.Brain aka the best korean fastest player (at one point, at least) made a deep run into ASL 9 I believe and got 8th place. His playstyle was riveting to watch and even Tastosis were shocked at his psuedo-Mini protoss macro and harrass. Brain is a man of versatility and achievement and we should consider emulating his methods of success. Rather than fearing adversity and avoiding it, we should face it, deem it worthy or unworthy, and each player should self-evaluate their goals in Brood War; is it more of a hobby or a form of competition.

When Flash was first developing the 1-1-1 in TvZ he had a sub 20% winrate and was mocked--a month later he was maintaining an 80%+ winrate with this same build and people were now imitating him. Brood War is a tapestry and we should treat it as such.

10
Suggestions & Feedback / Re: Proposal: Actually balancing the SCW maps
« on: December 30, 2020, 04:52:39 am »
The mineral patches being at the bottom actually help in the beginning due to not having to walk all the way up to their patch (and also, workers usually prefer to return minerals/gas to the center-bottom part of their main building, further accelerating their income).

Despite this, I was still able to easily snipe most buildings with tanks and two nukes were able to one shot the nexus from the safety of their base. Assuming my map doesn't get approved (was never expecting it to), perhaps we can simply stretch the middle bases downward or the top left/right bases upward--or, if we compromise each base, they'd each only have to lose 1/2 - 3/4s of a supply depot in vertical units.

A more realistic and applicable suggestion I have would be splitting the 50 stacked minerals into 25 stacks (one stack near the top and the other near the bottom). This would make those game-ending scarabs or tank drops a bit less frustrating. I'm also under the impression that workers split into 25 stacks versus 50 would actually result in a higher income--if dispersed properly--due to the wandering worker glitch (only applicable prior to workers finding their designated patch I believe). This isn't at all play-tested but I'd happily run 10 simulations with each race to determine it's validity.

And lastly, I'd personally enjoy seeing the middle terrain become a bit nerfed, at least around the outside of chokes. Low money maps are constantly tinkering with terrain that's build-able on and terrain that isn't and it makes for exciting shifts in meta. Perhaps just enough terrain to fit a few missile turrets or a proxy robo, so aggression isn't deterred, but 16 gates in the center rallying into your base is sometimes a bit overwhelming. Bear in mind I'm a map maker and watch every KSL/ASL but I'm still far from a player who would be considered good.

(P.S. my files were too large to attach, but it's easy to glance at the distance and see it's a siege tank's wet dream)

11
Suggestions & Feedback / Proposal: Actually balancing the SCW maps
« on: December 29, 2020, 03:33:08 pm »
What, when, where, why, and how?

What? FPM Space & subsequently the SCW iterations have remained the same for 2 decades--we need some type of change

Why? The meta has stagnated, the corner bases are far superior than 12, 3, 6, & 9, our RvR rule-set works more effectively with a 4-spawn map (due to scouting 3 locations rather than 7), there's too much emphasis on either turtling at your choke or containing someone at their choke--freedom of expression and build orders are replaced by multiple CC/Nexus builds into 50 gateways/factories.

Where? The SCW community & the Fastest community as a whole--a 4-player map adds more strategy in 1v1s and 2v2s and a success--in regard to community feedback--could possibly rejuvenate the scene (through both new player's curiosity and old player's interest and pride in maintaining their high rank despite the changes).

When? As soon as possible. If there's a shared interest in a new map which actually utilizes high/low terrain, has a wider choke which can't be reached easily with siege tanks on either side, and has destructible doodads which both lead to new areas and the opponents side-entrance, then comment below.

How? I've already nearly finished the 4-player map with SCMDraft2 and just need play-testers (they'll simply feel it out and judge it based on aesthetics, effectiveness, whether it's enjoyable, does it work in combating the problems I set out to solve and does it introduce any newer ones).

Extra Idea/Additional Comments: This would be an entirely separate map and needs a pitch of its own, but does the idea of 20-40 stacked minerals, rather than 50, sound appealing? This would mean we'd achieve maximum worker saturation by mid-game and would place emphasis on build orders, counters, and micromanagement rather than slewing out a fuck ton of any unit you happen to choose at the time. The income would still be ridiculously vast [25W*8*3.36] = 672 minerals per second and [21.6*5W] = 108 gas per second (assuming 25 workers on minerals and 15 workers on 5 separate gas geysers).

If you're bilingual and would be so kind as to inform the Peruvian community (which, holy shit, there's a bunch of them) of the contents of this post, I'd be grateful. Feel free to leave suggestions of your own or simply tell me how stupid and bad I am.

Sincerely,
D3inleague // Sherou // DonFreecss // NauTii-Link

Pages: [1]

Season Info

SCW Season 49
Location: Op UGL@USWEST
Open: Nov 11 - Dec 22
1v1
RankPlayerRecord
1 QlolQ25-9
2 LgX[SaTurN-15-0
3 pGf.CryptoBro15-8
4 Integrator]nG-13-1
5 Adler[aV]16-8

2v2
RankPlayerRecord
1 -]K[L-ZeuZ51-27
2 L-Mx]Don~46-19
3 Omn1[gK]46-33
4 LivE.SworD29-20
5 KA`GallO19-19

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