The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admitedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
Warp Prisms can load allied Protoss units.
Medivacs can load allied Terran units.
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
Closing comments
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency. (For SC2Mapsters, you can download the mod file on http://www.sc2mapster.com/assets/monobattles/)
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
I haven't played your monobattles mod, though I have watched Day 9's casts for it, and it most definitely entertaining. I just thought of something, if there isn't already a 'random' option, you could implement one so that if you click it then the game automatically randomly selects a unit for you based on your race, etc.
Allowing for another random element to be thrown in will even further spice the gameplay up, me thinks.
Warp Prisms can load allied Protoss units.
Medivacs can load allied Terran units.
Ah yes, but Medivacs can still heal all other team bio units. Maybe allow other Protoss players to be able to warp in using allied Warp Prisms? It would be a nightmare to code but I think you can do it :D
Ah yes, but Medivacs can still heal all other team bio units. Maybe
allow other Protoss players to be able to warp in using allied Warp
Prisms? It would be a nightmare to code but I think you can do it :D
We'll see how these changes play out for now as I really want to refrain from changing the core melee game mechanics too much (aside from the obvious Monobattle constraint). Remember, if you're really desperate for power, you can always load an ally's probe and have it build pylons at your target. I'm all for implementing changes to the map experience; but with the rules, we need to be a bit more cautious.
A message to Monobattlers out there
The Day9's Monobattles Mod has reached version 1.26 now! I started the Mod from a request I've read on the Battle.net forums. Admitedly, I never expected any of the Team Monobattles mods to be some of the most played maps and I'm grateful that a good number of people have embraced the Monobattles format; I'm sure Day9 would be proud.
Albeit small, the tiny change I've made in 1.26 will change the way we play Monobattles for ever! Despite this, I'll always be on the lookout for feedback and suggestions so feel free to add yours below.
What makes Monobattles Awesome!
Anyway, let me begin by describing the aim of Monobattles: Monobattles are a idea made popular by Day9. Day9 issued a simple constraint, that is, for each player to select a single unit and build only that unit for the rest of the game. The magic of Monobattles is that the Melee format is left unchanged (collect resources, build units, kill structures) except for this tiny rule. By only changing this one rule, Monobattles give a fun, almost addictive twist, to the standard team melee games. This also means that Monobattles are easy to pick-up and intuitive for new players.
I've tried hard to keep the game true to its melee origins while enforcing THE single constraint of selecting only one unit. Unfortunately, as every Monobattler knows, I had to introduce some sort of limit to the Queen and up till now that's the only "extra" rule that existed. The reason for sticking so close to the rules is that, by doing so, I increase the competitive potential of Team Monobattles by tenfold.
I read a lot of comments on Monobattles and one popular comment is "Monobattles are for fun only!" I understand this and agree up to a certain point. But if you delve deeper into Monobattles you will notice that there is great potential for competitive teams to form around playing Monobattles. Many say that "picking random is the only way to play Monobattles" but I can say for certain that it is not true.
The most fun you can have in a Monobattle is when you have two teams of relatively skilled players who think out their strategy in terms of four definite units. These games turn out to be the most awesome games ever as one would see creativity, skill and teamwork like nothing you can see in a standard melee game. I still have yet to see any sort of competitive Monobattles action and I hope that the following change will entice people to hone their skills in Team Monobattles even further.
Go ahead, look at the minimap!
If I ask people to change any one thing from the mod, I'm sure many will just remove Warp Prisms outright. I'm not going to be that drastic so here goes. I hereby present the following two new rules to Team Monobattles:
This should increase the possibilities available for Warp Prism/Medivac teams by a lot. I could give the same ability to Zerg Overlords with Ventral Sacs but I decided against that as all Zergs can build Ventral Sacs anyway and they also have extra mobility abilities in the form of the Nydus Network.
Closing comments
I'll closely monitor how Team Monobattles develop with these new rules and hope you enjoy your new found drop-attack tricks. I encourage you to try out the other Monobattles maps available on Battle.net (namely Extinction, Megaton and Arakan Citadel among others).
Also remember that the mod is freely available for any mapmaker so feel free to download it from Battle.net, take a look at it, change it or add it to your own map as a dependency. (For SC2Mapsters, you can download the mod file on http://www.sc2mapster.com/assets/monobattles/)
Good luck and enjoy!
P.S.: For American players, please be patient. The Megaton map is the old version of the mod and I will be uploading the latest one soon.
Of coarse it is! Random random FTW!
And by the way I saw a monobattles mod that had a much better UI then yours... *hint* *hint*
@grenegg: Go
I haven't played your monobattles mod, though I have watched Day 9's casts for it, and it most definitely entertaining. I just thought of something, if there isn't already a 'random' option, you could implement one so that if you click it then the game automatically randomly selects a unit for you based on your race, etc.
Allowing for another random element to be thrown in will even further spice the gameplay up, me thinks.
Your mod is so important that you had to post this in the general forums instead of Project Workplace?
Rodrigo posts the same kind of posts here.
All hail Klishu and Day9
Ah yes, but Medivacs can still heal all other team bio units. Maybe allow other Protoss players to be able to warp in using allied Warp Prisms? It would be a nightmare to code but I think you can do it :D
We'll see how these changes play out for now as I really want to refrain from changing the core melee game mechanics too much (aside from the obvious Monobattle constraint). Remember, if you're really desperate for power, you can always load an ally's probe and have it build pylons at your target. I'm all for implementing changes to the map experience; but with the rules, we need to be a bit more cautious.
touché on the probe load