Sheep Tag Community

General Category => Community Discussion => Topic started by: HaWkys on December 14, 2015, 03:42:27 am


Title: Sheep Tag Rivals on Starcraft II
Post by: HaWkys on December 14, 2015, 03:42:27 am
So there is a SHEEPTAG GAME ON STARCRAFT 2, it actually is pretty similar to the one on warcraft 3. Same mechanics for the most part. There are ACTIVE PLAYERS PLAYING THIS. FULL LOBBY EVERYTIME THIS KID HOSTS. I propose we move to starcraft 2, there is already a sheep tag group. Public players are also eating this up like flies to ****. So what are your thoughts guys? Check out mylls gameplay vid btw. I am going to keep playing this :D
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 14, 2015, 04:09:17 am
It seems to be relatively active. We were able to get a good 8-10 players on a consistent basis today. No idea how it is during the week.

The creator definitely has some balancing to do. It is a little too easy for sheep. But I guess that's a good thing for pubbies.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: FaIIen-GoD on December 14, 2015, 02:50:10 pm
Well. your a famous map creator Gosu. Can uoi point the finger and 'vupti' the game is more balanced? I'll be comming to sc2 if somehow this works out :)

Are there tiny farms/hard farms and stack farms as in warcraft? I cba moving to a game that isn't like st on warcraft only because of the mechanics being the same. There is a reason for why sheeptag is a unique game on warcraft.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: HaWkys on December 14, 2015, 04:28:01 pm
yes hard farm, tiny farm and stack farm work as they should. Minor game differences include having no pen. Where the sheep dies the wisp spawns and it cant leave the proximity of the circle until a sheep comes and attacks the wisp. Some abilities are broken and there are bugs etc. The map is not perfect but its close to sheep tag and a ton of people play it.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 14, 2015, 07:30:51 pm
The game is not Revo. Differences from Revo I think will be fun for us and helpful for building the community.

Here are some differences:


You shouldn't buy SC2 because you want to play the exact same Sheep Tag that already exists on Warcraft3. You should buy SC2 because there are more people playing Sheep Tag on it and it's a cool new map that we can grow.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Myll on December 14, 2015, 08:07:12 pm
there is no need to buy anything. the sc2 arcade is free. http://us.battle.net/arcade/en/
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: CandyManKiller on December 14, 2015, 10:32:35 pm
Lets get a fat game started add me on Bnet Launcher CandyManKilZ#2812
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 14, 2015, 10:51:37 pm
GosuSheep#1224
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: XXXandBEER on December 14, 2015, 10:55:51 pm
What server are we meeting on?
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 15, 2015, 12:36:48 am
I have not been to Europe before. Just the thought of such a journey frightens my balls. Why don't we play it by ear. If there are more Muricans, we'll go to the homeland. If Euros are abundant, I'll man up and go over to that place.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: SHEePYTaGGeRNeP on December 15, 2015, 07:34:35 am
SheepySenpai#2787
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: AName on December 15, 2015, 10:16:52 am
AName#1805 on "Americas", though don't expect me to be on every day or anything, especially since I'm still working on Fragile

Quote
3. When you die, you are born as a "wisp" right where you died
I honestly much prefer this! (I played a game.) It solves the camping problem and introduces some new positioning strategy for both teams.

Important note about the SCII Arcade: you can't chat in public lobbies, only in some game lobbies and in-game; you can also whisper.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: XXXandBEER on December 15, 2015, 06:16:54 pm
XXXandBEER#1352

We should all try to meet at the same place for now I recommend Americas since that is where 'Basis' creator of the map is.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 15, 2015, 06:30:45 pm
I concur. He was on last night and we got several 8-10 player games.

This game is REALLY **** hard for wolves. I'm trying to come up with a list of changes to suggest to him.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Chakra on December 15, 2015, 08:47:39 pm
Well, the biggest improvement would be autoing working.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Madhatters on December 15, 2015, 08:58:50 pm
Was messing around the game by myself, not having to turn to build makes the game feel incredibly weird to me, but by the worst part is not being able to build on top of a previous build order to correct a misbuild.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 15, 2015, 10:40:29 pm
Hatter: I have no idea what you're talking about.

Chakra: I concur. I don't know if range motion buffer is a thing on sc2, but I've asked him to look into that and map control first.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Nmcdo on December 15, 2015, 11:38:40 pm
Nmcdo#1759
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Chakra on December 16, 2015, 02:55:41 am
Madhatters is referring to, if in WC3, the ability to cancel a current build order by simply issuing another. In WC3 you can place this overwriting order in the same spot or partially on top of the old one. In SC2 you get an error stating that you can't place the building there even though it's only being blocked by a planned structure and not an existing one.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: XXXandBEER on December 16, 2015, 03:57:46 am
Yeah thats really dumb not sure why they changed that :/
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 16, 2015, 04:52:44 am
by the worst part is not being able to build on top of a previous build order to correct a misbuild.

This is a good catch, thanks. I'll play around and see if this is fixable for the next update.

Well, the biggest improvement would be autoing working.

I assume this is auto attacking? The lack of range slop was an intentional effort to get the attack mechanic a little more in line with wc3's but it obviously didn't do the job correctly. We're playing around with a different solution that is more forgiving from different angles & doesn't feel like a bug to the player.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Chakra on December 16, 2015, 06:08:19 am
Yes, auto attacking. I'd aim for an even better system than WC3's, which had some notorious issues (which are debatable). I believe if I press "s" or attack-move anywhere, the wolf/shepherd should ALWAYS target a sheep if it's within a few units of distance (say the units visibility range). But then again, I haven't played ST or an RTS in years, so my coordination is quite low. :P
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Madhatters on December 16, 2015, 07:05:04 am
008 and I were playing earlier and it isn't great, at least if you're expecting anything like wc3 sheep tag. Nothing against the creators or anything, the map is actually pretty nice, it just doesn't seem like the engine will allow it to be very similar (or maybe most of the reason it feels so weird is really just turn rate).

Building on top of the sheep is incredibly unpredictable in terms of bounce, and I had a lot of trouble even bbing when a wolf was chasing me, so I don't see runtag every really being possible, though this might just be because wolves are 10x faster than sheep and the turn rate thing, and might get easier with practice.



For the map, if you're taking suggestions I'd say:

Teams: One game everyone but one person selected sheep, so we ended up playing 6v1 or something. The wolf got a few AIs, but they obviously aren't on par with a player. Id suggest forcing someone to be wolf if the need arises.

Saving system: if there are 8 sheep and 4 wolves, and the sheep just don't all die in the same location, the wolves are never going to win. The pen isn't a great solution either, but at least it makes winning possible. It might be interesting to try some sort of respawn system, where your timer got longer every death by a minute or so. Would allow shepherds to focus on killing instead of having to dedicate players to camping, and would prevent sheep from sitting for huge periods of time because their team can't be asked to save them.

Attacking in general: Chakra already mentioned the attack priority thing, but I also saw several times when a sheep actually touched a wolf that was chasing it, and the wolf gave an awkward stutter and didn't attack it. A sheep can often just run in a straight line while being chased and not be killed.

Sight: For sheep, I'd like a little larger sight radius, wolves are/can get so fast that reaction time is very low, something I feel like should never be a problem without invisibility. For wolves, there are a couple things: a sheep who just runs in circles around a tree is basically impossible to target as they stay in line of sight for like .1 seconds (side note, maybe make sheep selection circle a bit bigger to make this easier, if priority attack isn't working). I'm not crazy about how much trees actually block line of sight in general. The other thing is, when playing as a shepherd, despite laying a ward every cooldown, I felt like I had no vision of the map and had trouble just finding sheep. Maybe make ward a base ability or up the vision radius.

Shade chase ability: The one where the shade follows you and kills you if it touches... seems way more powerful than every other ability, I'd suggest having it follow in a far less direct route, aka having the angle of pursuit adjust slowly (like the motion of homing missile in warlocks, or the felhunter in HHF).

Images: Currently it doesn't seem like there is any pathing check on the image ability. You can image into a mass of farms, over hills, etc.

Sheep damage: bring back 1 hit kills on farms please.

Destroy hotkey: esc is a bit of a reach for me personally, I'd like to see D make a comeback.

Leaderboard: It appears in the center of the screen and forces you to hold tab down, I prefer the wc3 style toggle in the top right corner as you can still play with the leaderboard showing.

Hills: Currently you can jump over hills with just a wide farm. Not really a big deal or anything, particular for ultimate style gameplay, just seems too easy. Wider hills would be nice.

Wolf gold/items: I filled my inventory pretty quickly and then didn't have anything to do with my gold. More slots and items (one that relearns abilities would be nice) wouldn't hurt.

Selection: I wasn't able to select multiple farms at a time by dragging a box over them or double clicking. There also doesn't seem to be any sort of "click this to target my sheep/shepherd" button, and clicking the portrait of the unit doesn't pan my camera to the unit. I really like all these features in wc3.

We tried two types of sheep tag on sc2, so sorry if any of this is from the other map, not rivals. Also sorry for writing a novel.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 16, 2015, 09:08:52 am
Thanks for the feedback. However, you appear to be under the false assumption that the sc2 engine is not malleable: turn rates are just a variable, the location of where the sheep jumps is controlled via trigger, etc. An engine update was already underway with changes to, among other things, how jumping works to make it more predictable & prioritize diagonal jumps where applicable and a rework of how the wolf attack functions. This update should begin to address most of your concerns around attack, jump, movement, and turn mechanics. But regarding your other points:
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: HaWkys on December 16, 2015, 03:50:13 pm
so we have a choice people. Stay on wc3 where the sheep tag is dead and nonexistent or move to a different engine where not everything is the same. I have played both and I think I will be playing on sc2 but still coming on wc3 to play. It isn't perfect but its the logical game when you take activity into account. We just need basis to fix some bugs and **** and I will be very happy with it.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Madhatters on December 16, 2015, 07:16:24 pm
I knew turn rate could be adjusted, but yeah, I was assuming build and attack were defaults like they are in wc3.

Maybe instead of forcing a swap, you could disable joining the sheep/wolf team if they had more than X players, so the last few people to select a team might not be able to choose sheep, or at least have some sort of cancel command for the first 10-15 seconds... spending an entire round with only one wolf is pretty miserable.

Sheep 1 hit killing farms really only matters for other people's farms, I can just D/esc my own.

Anyways, seems like we are in agreement on/you're aware of most things, thanks for the response. Looking forward to the engine update.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: XXXandBEER on December 16, 2015, 07:28:05 pm
Saving System: the design of the classic sheep tag pen is fundamentally flawed

Could you elaborate? By removing the pen you've taken away a lot of fundamental strategies and goals. You've also made defending dead sheep impossible for wolves.

I'd rather just see a bulldog style where when you're dead you're gone.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Chakra on December 16, 2015, 08:16:27 pm
I 100% agree with Basis that the pen is a fundamental flaw to Sheep Tag and I have long argued such (and thus was one of the major reasons I preferred "Survival" mode on Bulldog over normal ST). I am not alone. Here's a thread (http://sheeptag.createaforum.com/general-discussion/need-help-with-a-trigger/) from two years ago where Hawkys was trying to implement the same system as Basis. Here's another (http://sheeptag.createaforum.com/community-discussion/new-map-shoop-sheep-tag/) where Beer suggested removing saving on Shoop's behalf. I've also discussed the idea with Drew, but I'd need to reload my logs and don't want to bother. I seem to recall the idea popping up many, many times.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 16, 2015, 08:43:23 pm
Another assumption I'd like to get rid of is that this sheep tag should be like the one that existed on w3. I think that assumption should be erased immediately.

We should not assume just because things are different from w3, that they are *impossible* or whatever. I think that although the w3 kids are good at that version, we have some learning to do on this version. For example, when wolves use the shade ability, you can easily avoid that shade by just keeping a little bit more distance from the wolf. That's easy as pie. You just have to get it in your head.

As far as other suggestions, I have some below. Please don't take these as criticisms. They are merely suggestions. I am not trying to say that you've done a poor job. I think the work you've done is far better than what I could have accomplished. I just am providing my thoughts, and if you think any of them could help, great. If not, that's fine too.


In general, to summarize the above list, some topics to discuss and focus on could be:

Title: Re: Sheep Tag Rivals on Starcraft II
Post by: FaceOfMelinda on December 16, 2015, 09:10:54 pm
A lot of local Gosusheep drug lords weighing in but where are the sheep tag professors?

What does removing the pen achieve? How is gameplay improved? What is the goal?

I haven't played this map but this this sort of setup creates a gameplay where wolves are forced to purchase a golem (or its equivalent), place it on the dead sheep, and have it hold position until the end of time. Wolves are in effect punished for kills: "Great job Turbo12, now stay there until you can spend all your gold on a golem." This removes skill/mastery across several verticals.

Secondly - if the map is even remotely similar to WC3 Sheep Tag - you should be aiming for a sheep win rate of far below 10% given equivalent parameters (i.e., 20 minute time limit). Should go without saying and if not I'd strongly suggest trying out the WC3 version.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Madhatters on December 16, 2015, 09:39:30 pm
I'm all for making the game different by adding new abilities/items, changing the saving system, etc, but in terms of building/attacking/fundamental engine stuff, I don't see why the goal shouldn't be to be as wc3-like as possible.

About the shade, sure its easy to avoid if you can run infinitely in one direction, or have a large mass already, but using something like that in on an isolated sheep, or a sheep in a corner, or god forbid, using two of them at once, pretty much assures a kill.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 16, 2015, 10:12:12 pm
Chef, it's Prof. Druglord, thank you. I received my Sheep Tag Ph.D. at Magoo University.

I'm not going to get into a discussion of what removing the pen accomplished (as I don't know), but I'd like to ask how decentralizing the spirit locations fixed that issue. If the pen was an issue, is decentralizing the answer? What about not being able to save sheep at all? What if spirits could not be saved, but instead can move around and locate wolves, or generate money for allies, or slowly repair hurt farms, etc.

The decentralized spirit locations might not inherently force wolves to camp until there are allowed to make a camping golem. It might just be an entirely different approach to the game. I've played very little, but the sc2 version feels different; more zoning feels better. In w3, you would have 1 camper, then attack the most isolated sheep. Here, everyone zones and attacks the sheep closest to the strongest concentration of spirits.

Further, sheep do not spawn in the same locations. They're spread throughout the map. The game play is vastly different. I don't know if we really are forced to camp. That being said, we're all in agreement that having reasonable vision of the map and having control of the map after a sheep is killed is a problem--and it is being addressed.

MadHatters, I see your point and agree with you that an isolated sheep or a sheep against multiple shades could be far more difficult. I'm not keen enough on the mechanics of it to respond to balancing issues on it.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: HaWkys on December 16, 2015, 10:44:56 pm
Thanks for giving me credit chakra ^^. Seems hawkys was ahead of the times or? Anyway, games evolve and are different. I believe we can make this work. The map maker is aware we are not just children spewing out ideas. We have played this game for a very long time and it is our duty to help him progress and to get it to as close as perfect as possible. Stop being stuck in ur ignorant ways and realize games evolve and change.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 17, 2015, 10:00:57 am
Maybe instead of forcing a swap, you could disable joining the sheep/wolf team if they had more than X players, so the last few people to select a team might not be able to choose sheep, or at least have some sort of cancel command for the first 10-15 seconds... spending an entire round with only one wolf is pretty miserable.
It does already do this with the caveat that the leaver occurred before the team pick started, not ideal I know but more complete solutions are messy. The nice thing about the bots is you can control them: clicking a bot gives you complete control, although them remembering your commands after you click away is something I still need to work on.

Could you elaborate? By removing the pen you've taken away a lot of fundamental strategies and goals. You've also made defending dead sheep impossible for wolves.
Yes and no, some of them have just been repurposed. Balance aside, I don't see an unmanageable problem with the design of the system but time will tell. This is a huge topic but perhaps at the crux of it wolves were disproportionately rewarded for preventing both themselves and the spirits they're guarding from playing (the fun parts of) the game.

As far as other suggestions, I have some below. Please don't take these as criticisms. They are merely suggestions. I am not trying to say that you've done a poor job. I think the work you've done is far better than what I could have accomplished. I just am providing my thoughts, and if you think any of them could help, great. If not, that's fine too.
The only reason I'd consider them criticisms is if I believe the game is in perfect balance, which it has never been. You guys found it pretty early in the balancing process (the map is only a couple months old) so things are still being felt out. Likewise please don't take my responses as ultimatums (unless I explicitly say it's not changing), I can be reasoned with and dissent is typically for fostering discussion. My co-creator and I also run things by each other so we're on the same page and the resulting discussion can also change the opinions of either of us.

Regarding your suggestions:

About the shade, sure its easy to avoid if you can run infinitely in one direction, or have a large mass already, but using something like that in on an isolated sheep, or a sheep in a corner, or god forbid, using two of them at once, pretty much assures a kill.
It depends, it just forces you to skip a farm ever other placement or two. You can still mass around you just can't do it on every step or it will catch up. Two shades tend to stack up on top of each other and follow the same path, and you can also use tiny farms to reroute the shade's path.

I'm not going to get into a discussion of what removing the pen accomplished (as I don't know), but I'd like to ask how decentralizing the spirit locations fixed that issue. If the pen was an issue, is decentralizing the answer? What about not being able to save sheep at all? What if spirits could not be saved, but instead can move around and locate wolves, or generate money for allies, or slowly repair hurt farms, etc.
Regarding removing saving, I know you were just spitballing but I don't think this would be the way to go. Saving forces the sheep to interact with the wolves which provides interesting gameplay. Bulldog succeeds in this because it forces sheep to do the same thing but for a different reason.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: XXXandBEER on December 17, 2015, 06:11:03 pm
Awesome! I'm loving this Basis person. Seems like a very reasonable human. Just out of curiosity do you think you could spill a little background info about yourself Basis? Specifically how you got into the Sheep Tag scene. Clearly you have played Revo and Bulldog before, but I don't quite remember you :/
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: HaWkys on December 17, 2015, 07:08:10 pm
From what I gathered. He wasn't really big in the community. He just liked sheep and and tried to make a replica. It's not like he was some sort of aka or something seeing as he doesn't understand the miss system and thought the wolf just swings and misses randomly. Not saying its a bad thing, but it backs up the claim that he wasn't big on the community and didn't play a lot. Ofc thats about all i could gather from talking to him, he wouldn't say anything about his aka or anything. He is also from the USA. that is all the info I got :D
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 17, 2015, 07:49:19 pm
I played semi-competitively on US-West, but mainly only with the goal to stomp the pub stompers. Been playing sheep tag itself since ROC (?). I got out of the scene probably around 2006-7 when I started getting kicked for being decent and outside the immediate clans and I started modding in the editor around then. Still played it on and off but never really competitively. Bulldog was after my time but I went back and checked it out when I heard about it.

I didn't remember the miss system because it's been almost a decade and playing the map by myself for research doesn't really do it justice :P. Never wanted to make a replica, wanted to fix the issues I saw with the design of the classic game while also making it more inviting for newer players, but mechanics are still important. When they're carried over, improved upon, or replaced with a better system they need to be consistent or it's frustrating.

The (unpatched) current wolf attack was an attempt to replicate the weird stuttering wolves get in wc3 sheep tag when they're following right behind a sheep but can't quite get on top of it.The current system isn't random but it's frustrating and that's reason enough to change it.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 18, 2015, 01:32:06 am
Thank you for your response. All great answers. I really like your farm-count-based sheep kill bounty. I wish we thought of that years ago XD


I look forward to playing with y'all more.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 18, 2015, 09:39:15 am
The game has been patched as a first step to improve handling for both wolves and sheep as well as some changes to all the sight abilities. Jumping isn't perfect and I was trying to get diagonal movement to work but it wasn't working correctly so it's been omitted for now. The stack farm can also now be built on wolves.

Other things are in the works as mentioned above but I haven't had the time, the next couple steps will be dynamically changing the hits required to kill totems and adding that kamikaze ability I mentioned for wolves.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Chakra on December 18, 2015, 07:21:14 pm
Quote
Jumping isn't perfect
If you're interested, I've investigated most ST mechanics along with Drew to figure out exactly how things work, such as complex mirroring behaviors, jumping, missing, etc. Obviously the map doesn't have to be the exact same, though.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on December 19, 2015, 09:21:33 pm
Quote
Jumping isn't perfect
If you're interested, I've investigated most ST mechanics along with Drew to figure out exactly how things work, such as complex mirroring behaviors, jumping, missing, etc. Obviously the map doesn't have to be the exact same, though.

Sure, if only for the quantification of how different it is from wc3. Mechanics aren't necessarily going to be the same but they still need to have a similar depth in skill and yet can't be so close it's frustrating when it doesn't meet expectations.

For example, the new wolf attack system that Necromoni worked on. I'm sure it's different from wc3 but there are situations the wolf misses that I don't understand completely yet. Wolf movement acceleration is fairly high but the wolf seems to consistently miss a sheep if the wolf isn't moving and their facing angles are fairly close.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: GosuSheep on December 21, 2015, 06:59:53 am
Played the newest version that Basis updated. The mechanics are far better. Runtagging, massing, double back building, etc. were a lot easier. Great improvements.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on January 01, 2016, 02:11:41 am
by the worst part is not being able to build on top of a previous build order to correct a misbuild.

This is a good catch, thanks. I'll play around and see if this is fixable for the next update.

This has now been fixed with the most recent patch.

Also:
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Basis on January 10, 2016, 12:43:39 am
Hey everyone, Sheep Tag Rivals is a finalist in blizzard's arcade contest, we would definitely appreciate your support if you don't mind voting (for us ;)).

Link is here: http://us.battle.net/arcade/en/blog/20003896/top-ten-revealed-play-vote-win-1-8-2016 (http://us.battle.net/arcade/en/blog/20003896/top-ten-revealed-play-vote-win-1-8-2016)
I've heard it doesn't work in Chrome but works in Firefox.
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: SHEePYTaGGeRNeP on January 10, 2016, 10:44:48 am
Worked on Chrome for me. Voted!
Title: Re: Sheep Tag Rivals on Starcraft II
Post by: Winkle_Puff on January 14, 2016, 08:13:33 am
WinklePuff#1949