Melee Maps Design - Do's and Dont's - Page 2
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Iwbhs
United States195 Posts
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Yung
United States727 Posts
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Trozz
Canada3453 Posts
My map is so nonstandard. Nothing wrong with that. | ||
Morayfire73
United States298 Posts
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t3tsubo
Canada682 Posts
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Snowfield
1289 Posts
On June 14 2010 04:50 Crazyeyes wrote: What does everyone think about gas-only expansions? :O You would have to make gas high demand, maybe your starting/natural geysers wouldn't have so much in them so that a gas only expo would be worth taking | ||
MenacingVitamin
United States50 Posts
Don't shoot ideas down just because they might not fit with the way game play is right now and don't base judgments on current flavor-of-the-month strategy. Open your mind; get out of the box. | ||
MenacingVitamin
United States50 Posts
On June 14 2010 09:51 t3tsubo wrote: how about minerals and gas that are far away in the same expo so you have to choose whether to have more efficient gas miner or more efficient mineral mining based on where you build your CC? Ooooh I like this too. Another offshoot would be to maybe construct expansions so that players would have to place their command centers/hatcheries/nexus further away from the resources, forcing longer-range mining and more emphasis on protection of supply lines. | ||
WhistlingMtn
United States190 Posts
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GreatestThreat
United States631 Posts
Okay might as well keep going and spout some random thoughts here, the ideas are flowing: Maps with bases that have no actual chokepoints but are surrounded by an almost complete wall of destructible rocks. Island maps with high ground plateaus and a sprawling low ground area instead of water/lava, just brimming with high yield minerals. No ramps anywhere. Maps with extra minerals in the main locked behind destructible rocks. Maps wracked by intermittent storms that deal damage to air units which aren't sheltered over specific areas. A map that starts out as an island map with a sea between the two players bases, that slowly recedes over time revealing lower and lower tiers of cliff that meet in the middle at the bottom as the tide goes out. A map completely spiderwebbed with LoS blocking doodads and a heavy amount of watchtowers. Perhaps overlap with the air-damaging storms for really intense scouting play. Urban warfare maps with towering destructible buildings that can be knocked down to block off roads, dealing AoE damage when they collapse. A map that starts out as open jungle with a volcano in the middle that erupts and sends lava streaming out in a few directions. Forest fires that deal AoE to ground slowly spread from the lava rivers and only stop when they reach barren/rocky ground like near the mains/expos. Scavenger desert maps with very little resources in the bases, but have certain ruined pockets that can be "captured" to give you an immediate lump sum of minerals and gas. Trench warfare maps with neutral "structures" of some sort, that can be loaded and fired out of like bunkers by any player. Also, mutually hostile minefields instead of destructible rocks. Cannon fodder units have to be sent through to clear them out or you can avoid them with detection and blink/drops/nydus. LoS blockers that prevent air from seeing ground and vice versa, but not air from seeing air or ground from seeing ground. Deep rivers that can be traversed by massive ground units, but not normal sized ones. Also, tank trap areas that only small units like marines/zealots/zerglings/workers can fit through. Patches of thick mud or quicksand that slow down any unit crossing it. I'll come up with more, let me know what you think... | ||
Crazyeyes
Canada1342 Posts
ne could even create a map with like double the expansion points with half the minerals at each one. Insanely awesome possibilities in gameplay styles imo. I think that's awesome. Would love this. I also think that having to choose between optimal gas and optimal minerals, or anything like that, could be very interesting. and all the 'not normal' ideas that GreatestThreat posted make me super excited for future SC2 maps. Shit's going to get pretty crazy ;D | ||
t3tsubo
Canada682 Posts
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Ndugu
United States1078 Posts
Starcraft II needs more risk/reward. Want a quick march into your opponents main, in exchange for your units losing 20% of their health to get there and 20% again if they need to retreat? Particularly if it could be coded that units wouldn't normally choose to path through it unless told specifically. Could be very cool aesthetically as well. | ||
monitor
United States2403 Posts
I suggest making a map with a bunch of interesting ideas and labeling it "test map" ![]() | ||
RageOverdose
United States690 Posts
I think that the focus on gas only expos is not a bad idea. Really, because of how important gas is with all the spell casters costing insane amounts of gas and the necessity of getting 2 geysers held with 6 workers each, have a difficult-to-hold rich geyser only expo with few or no minerals. | ||
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