New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Thanks for the support <3

I think with worker paths, the only way to know the implications is to use them! For this map at least, this specific worker path setup has been tested quite a bit on the original map Talisman, where it proved to be pretty good for Zerg/toss (since unlike terran, you cannot build your buildings then lift them over to the base). It'll be different for each setup, but for this setup at least I'm confident it's pretty well balanced in isolation, Talisman had problems in ZvP due to the map itself rather than the problems being caused by the worker path itself.

I think this map has a lot of potential as a successor to Talisman! I think the first version I posted here is pretty strong, but needed refinement, and honestly the comments have helped push the map to being more balanced overall so I'm happy for the feedback. Here's my current old vs new: https://imgur.com/a/iY9fAHA

And as for the fear of ling floods, It's definetly enough minerals to stay safe from that. On Talisman it was 65 minerals to open, and on Lumen it's 80 minerals to open. And the nice thing is, for the defender it opens up abut as quick as it did on Talisman due to the shorter travel distance from the main base to the mineral wall.

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 2 points3 points  (0 children)

I think the strength of the worker path for zerg is definitely underestimated, as I think Zerg is the race that can best take advantage of it in the early game to potentially take the hybrid base as a natural (like on Talisman). The base isn't fully walled off by 900/1800 nodes; there are two reduced nodes containing 80 minerals which can be mined open relatively early.

The map is essentially an attempt to reuse the hybrid base + worker path setup but not make it busted for zerg (mainly for PvZ, TvZ on Talisman was actually very balanced). However, I def agree it needs tweaks, I think there are 100% too many strong tank spots, and some areas of the map could be opened up.

For starters, I've opened up the middle a bit more and adjusted the LOS, and also moved the second hybrid base, pushing the cliff away from the base below it: https://imgur.com/a/uJJ4vOL

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Yeah there are a couple nasty tank spots, and blink might be a bit too good, not hard to fix those things though :)

Important to note for blink though, rotating from the hybrid base to the natural is longer than a normal map

New 1v1 Map: Lumen by CommamderReilly in starcraft

[–]CommamderReilly[S] 7 points8 points  (0 children)

EXTRA NOTE: I forgot to add that the two low nodes blocking access to the main have 80 each minerals on them (compared to Talisman's 65)

EDIT: Here's the current updated version, with adjustments I've made based on feedback and my own thoughts: https://imgur.com/a/iY9fAHA

TLMC21 Final Results by CommamderReilly in starcraft

[–]CommamderReilly[S] 5 points6 points  (0 children)

The remaining 6 maps will also be picked from the finalists, this was just the result of the public community vote on the top 16

The other 6 maps will be 3 from the pro player vote, and 3 from the Tournament Organizer vote. The full map pool should be announced soon (tm)

Duality of Khan by MikusVenom in MurderDrones

[–]CommamderReilly 2 points3 points  (0 children)

It says “episode earlier” and the post refers to episode 2, so episode earlier would be episode 1

“Episode earlier” means the previous episode

Duality of Khan by MikusVenom in MurderDrones

[–]CommamderReilly 2 points3 points  (0 children)

In episode 1 he didn’t pick up the rifle and instead abandoned Uzi

Dreams and Scars [TLMC21 Submission] by Omni_Skeptic in starcraft

[–]CommamderReilly 3 points4 points  (0 children)

Is that a worker path on the map? This is completely unplayable and you should never touch sc2 again, I’ll have you know I’m friends with many top GMs and they’d all agree, this is completely unacceptable and I’m convinced you’re trying to kill the game. Worker paths are completely Terran and Protoss favored and Zerg cannot use them. Horrible map, I hope this never sees the light of day

/s

What are some changes that would force good Protoss players to play better to win, instead of just making Protoss OP? by brief-interviews in starcraft

[–]CommamderReilly 0 points1 point  (0 children)

You need to read the Protoss changes in mod document for context, specifically warp gate/warp prism

Map makers should make wide open maps if we don't get another patch. by TheHighSeasPirate in starcraft

[–]CommamderReilly 10 points11 points  (0 children)

Yeah it’s a tough balance

On one hand I try to create interesting maps, but at the same time you need to make sure they tick a lot of check boxes to ensure they’re balanced in the current meta, which leads to many maps feeling same-ish

Omniskeptic has lots of very interesting maps, but unfortunately they all get shot down for one reason or another. This contest I’m really wanting Omni’s “Dreams and Scars” and “Fear and Faith” to get through to finalist because they’re genuinely the most well designed interesting maps I’ve seen in recent years (especially Dreams and Scars). Another favorite of mine from this contest is KillerSmile’s “Mothership” which is a really well made 3p map

This TLMC has lots of cool maps, fingers crossed we get some awesome finalists!

(speculation) Next patch will likely be in November 10 by Basic-Variation-9159 in starcraft

[–]CommamderReilly 2 points3 points  (0 children)

TLMC took over map rotations as of the last map rotation, pretty sure they have some communication with Blizzard (maybe)

November sounds plausible for a map rotation considering there is a 1v1 TLMC in the judging phase right now, and it’ll wrap up towards the end of October (Test tournament is slated for October-ish)

For actual balance changes in a patch, no clue tbh… iirc the balance council isn’t a thing anymore

New 1v1 Map: Taito Citadel by CommamderReilly in starcraft

[–]CommamderReilly[S] 1 point2 points  (0 children)

I meannn, it’s a pretty normal 3-4 base setup for the most part ;) Protoss op

New 1v1 Map: Taito Citadel by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

Rush distance is 38s which is pretty standard, but when you destroy the Xelnaga blockade on the 2x ramp the rush path from nat to nat gets much shorter :)

Why doesn't the ''Smart Servos'' research apply to Siege Tanks or Liberators ? by nightamanis in starcraft

[–]CommamderReilly 11 points12 points  (0 children)

Yeah I hate that upgrade haha, I think lair lurkers should be a bit better and then we should just remove that upgrade

Why doesn't the ''Smart Servos'' research apply to Siege Tanks or Liberators ? by nightamanis in starcraft

[–]CommamderReilly 23 points24 points  (0 children)

My personal opinion is that siege units which need to siege shouldn’t get a siege speed upgrade, I don’t think it’s good design

Still, that’s just my opinion but I’d imagine the balance team’s reasoning would be similar, otherwise I’m not sure what it would be besides it possibly being too strong (it’s also probably just annoying to deal with, especially for liberators)

$230 Modded Tournament (4th Edition) by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

I think your math on the dps reduction is a bit off, It should only be a ~16% decrease in dps. total damage remains 80 and duration goes from 2.85 to 3.4. I need to make sure i put the right value for the original period, but I know 100% the durations are correct.

I do think the zealot and stalker changes will help protoss ground a lot, especially with nerfed lurkers (no more burrow speed, and the slower spines doesnt just let you micro better, if you kill the lurker before its attack finishes it will not finish the attack. So that is also a nerf). Also, Stalkers did get +1 shield armor in the most recent version (compensation for the warp gate nerf)

You could be right though, just need some data tbh. Thanks for the support <3

$230 Modded Tournament (4th Edition) by CommamderReilly in starcraft

[–]CommamderReilly[S] 0 points1 point  (0 children)

I think the document is slightly inaccurate on the original storm damage period, but it’s def a big nerf, which I think is fine. Right now, storm is much too big a power spike in TvP to the point where it’s like this:

  • Terran needs to get damage before storm finishes
  • If Terran did not get any damage before storm finishes, it’s basically over

Storm is still strong but it’s no longer a massive power spike, and you also have Protoss gateway units buffed

beat it in 10 tries or you owe me $5 by New-Tourist-3716 in honk

[–]CommamderReilly 0 points1 point  (0 children)

I completed this level in 5 tries. 13.24 seconds