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Thread: Project: Team Micro Arena 2

  1. #11
    The_Blade's Avatar Administrator
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    mmm this is not exactly what you are looking for, but what if you mirror out the left side of the map to the right side of the map? Top player gets bottlenecked and sandwiched from the hill? Sounds Imba

  2. #12
    Gradius's Avatar SC:L Addict
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    Quote Originally Posted by The_Blade View Post
    mmm this is not exactly what you are looking for, but what if you mirror out the left side of the map to the right side of the map? Top player gets bottlenecked and sandwiched from the hill? Sounds Imba
    Probably true, but assymetrical does not always mean imbalanced. While the top player can, in theory, get bottlenecked, he can also have an advantage by forming a concave at the top part. It might come down to how both teams make us of it, but I think it needs more testing.

    Since map publishing is back, whoever wants to help test should add my realid: grad42[at]gmail.com

    Published as "Team Micro Arena"

    I also added two watchtowers on the side and did blade's suggestion. The heroes I have so far are: zeratul, a mothership, plus a giant baneling named Exploding One.

  3. #13
    Gradius's Avatar SC:L Addict
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    Development of this map has been seriously stifled by a huge roadbump: I can't get teams in multiplayer to work. Example: somebody joins up for a 1v1 and puts himself on the other team in the lobby, and we go. But even though he was in the fifth player slot in the game, he's the second player overall, so it puts him in the player 2 slot, which is on team 1 - so both players end up on the same team.

    I've tried messing around with start locations, player placements and game variants. Anybody interested in helping can download the map here and try to see if they can publish it and get it to work. You can test it by adding an AI to the other team in the lobby. You'll know that it works when you can hover over the second marine from the left on the arena and it won't show "player 2" under him.

  4. #14
    Adam_Ant's Avatar Junior Member
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    I've got no clue if this will actually help you, but I found a similar topic on the beta forums this morning. Go to post number 6, and the person give quite a detailed response on how to set up teams so they do what they are told to in the lobby.

    http://forums.battle.net/thread.html...36513&sid=5000
    Last edited by Adam_Ant; 05-27-2010 at 08:04 PM.

  5. #15
    Gradius's Avatar SC:L Addict
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    Tried it. Doesn't work. :/

  6. #16
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    Easy fix it just have it slot 1 team one slot 2 team 2 slot 3 team 1. It's not elegant but would logically work until a better fix is found or blizz fixes game rooms. The middle fighting area is a bit small and I would like to see something different maybe right side of map has different layout.

  7. #17
    Pandonetho's Avatar SC:L Addict
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    Is there a command for automatically unselecting a beacon for a player?
    I had this problem when I was testing with you, but I merely selected a different unit, then reselected the beacon again. Although it was annoying though. Best solution is to force player to deselect everything upon timer counting down to 0.

  8. #18
    Gradius's Avatar SC:L Addict
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    Quote Originally Posted by Gradius View Post
    Development of this map has been seriously stifled by a huge roadbump: I can't get teams in multiplayer to work. Example: somebody joins up for a 1v1 and puts himself on the other team in the lobby, and we go. But even though he was in the fifth player slot in the game, he's the second player overall, so it puts him in the player 2 slot, which is on team 1 - so both players end up on the same team.

    I've tried messing around with start locations, player placements and game variants. Anybody interested in helping can download the map here and try to see if they can publish it and get it to work. You can test it by adding an AI to the other team in the lobby. You'll know that it works when you can hover over the second marine from the left on the arena and it won't show "player 2" under him.
    If anybody is curious, I fixed this by simply checking with the triggers who is allied to player 1, then assigning them to appropriate player groups. Turns out that galaxy does set the alliances based on what's in the lobby. However, getting the players to map up to their appropriate slots is still impossible as far as I know.

  9. #19
    Gradius's Avatar SC:L Addict
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    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    The map is called "Team Micro Arena" in the custom games list. Any feedback would be appreciated!

  10. #20

    Default Re: Project: Team Micro Arena 2 - Remake of a Classic

    It's really well done and i enjoy playing it! One thing that i'd like to mention is that the health on the nexus seems a tad too high i don't know if that was your preference or not but it seems to drag the games out to be quite quite lengthy. Also some of the starting units are really hard to micro like zealots so is incorporating a dropship partner for these units to make them more "microable" a stretch? Other than that i love this map, keep up the great work!

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