Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: I'm having trouble balancing units
I'm having trouble balancing units
Aug 6 2008, 7:35 am
By: frank  

Aug 6 2008, 7:35 am frank Post #1



ok so as you may know i'm making a SF map, with the whole "accumulate X mins, spawn a civ, and choose another unit" thing going on..

the units you can pick are: firebat, vulture, siege tank, ghost, marine, and goliath. i may add more units, but before I can really do anything I need to know how to balance units/upgrades/buildings/etc... etc...

i was thinking... should i just leave everything as is, or triple the stats of everything, and then spend hours and hours testing the map for balancing issues, steal the stats from another popular SF map... or (I can't help thinking about the primary creator...) are there algorithms that can balance these things for me?



None.

Aug 6 2008, 8:02 am LegacyWeapon Post #2



The only real way is repeated testing. The more you test the map, the more balanced it'll be.



None.

Aug 6 2008, 8:10 am frank Post #3



Legacy, is that how the original SC creators balance Starcraft? Repeated testing?



None.

Aug 6 2008, 12:53 pm Falkoner Post #4



Pretty much. I mean, you start out looking at what seems like a good balance, and then test it to make it perfect from there. Yes, the original SC creators did balance it through repeated testing, and they still didn't get it right, hence certain patches changing costs of things.



None.

Aug 6 2008, 2:03 pm The_z0r Post #5



Better yet, if you're unsure, get some testers to toss out their opinion on your stuff.



None.

Aug 7 2008, 6:50 am StrikerX22 Post #6



it also helps to know the units inside and out. You'd be amazed how many times I've had to explain explosive damage vs concussive and normal. So many haven't the slightest idea they even exist. Of course, then they act like they know and presume you mean splash when you said explosive =P. Also, make sure you understand splash relationships, since some units don't hurt yourself but hurt allied, etc. Come to think of it, is there any unit with splash that doesn't hurt allied? I don't think so... But sieged tanks of course hurt everyone.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:46 pm]
Ultraviolet -- @:@
@:@ shouted: this community still going strong?
Still going.. strong is debatable though.
[04:13 pm]
WeirdoX4857 -- I can't believe this is really been around since 2003 but it does look classic and old asf still better than talking to kids on discord ranting about skibidi toilet and sexuality or whatever mental illness is going on in their heads
[04:11 pm]
WeirdoX4857 -- Nigga how you ask is it still going strong when you get a text every 3 miles per hour or something
[04:10 pm]
WeirdoX4857 -- Where is everybody
[01:21 pm]
@:@ -- this community still going strong?
[2026-9-27. : 4:30 pm]
Oh_Man -- yeah, probs
[2026-9-27. : 3:11 pm]
NudeRaider -- I bet it just needs another training session against pros instead of only against itself and nobody will be able to stop it anymore.
[2026-9-27. : 3:09 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
so it can be beaten by a prepared pro, even in macro games, if only barely. the muta micro in particular seems really hard to handle for protoss ground though. In the open goons can't catch them, in the base they trip over buildings, it just instantly flies out of storms and they fly circles around archons. Mass cannons do work, but can't cover the whole map with it. Probably need mass corsair to counter and hope you can outmaneuver all the scourge.
[2026-9-27. : 2:14 am]
Oh_Man -- pluto vs pro gamer snow: https://youtu.be/NOXXpATkdZU
[2026-9-27. : 1:14 am]
Symmetry -- https://staredit.net/topic/18932/ check it
Please log in to shout.


Members Online: Dem0n