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[Map] Torrasque - Page 3

Forum Index > SC2 Maps & Custom Games
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sob3k
Profile Blog Joined August 2009
United States7572 Posts
June 30 2010 04:43 GMT
#41
On June 30 2010 10:58 Easy772 wrote:
lol someone played D&D

Great map though.


Dude, Torrasque is a hero in BW campaign....If you played through you'd know.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
LuigiNMario
Profile Joined April 2010
United States456 Posts
Last Edited: 2010-06-30 04:50:51
June 30 2010 04:47 GMT
#42
looks like an air-cheese map, also is there enough room for buildings in the starting expo?
When there's Flash there's a way.
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 04:51 GMT
#43
Considering changing it so that when the Ultralisk dies, the creep tumor also dies, for expansion options.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 30 2010 05:08 GMT
#44
the map looks cool, but the first thing i think when i hear hostile units is "this isn't warcraft 3 <:D"
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Easy772
Profile Joined May 2010
374 Posts
June 30 2010 05:16 GMT
#45
On June 30 2010 13:43 sob3k wrote:
Show nested quote +
On June 30 2010 10:58 Easy772 wrote:
lol someone played D&D

Great map though.


Dude, Torrasque is a hero in BW campaign....If you played through you'd know.


I did, but I guess it wasn't that memorable because Broodwars came out when I was like a freshman I think? Forgive me if I'm not up to par on my Single Player campaign trivia.. BTW "Torrasque" is based on the super regen monster from D&D though.

Torrasque
"The best way to improve is to play one matchup on one map doing one strategy.. if you are good at one strategy you are a good player, if you are okay at many strategies you are an okay player at best" -Day[9] 181
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-06-30 05:17:36
June 30 2010 05:16 GMT
#46
hostile units could definitely provide a very interesting element to the way the game is played, but balancing it would be fairly difficult. particularly you'd need to make sure the ai of the unit/s werent abuseable (for example having it chase 1 unit around while the rest of your army moves through the cave). putting this aside however, I think this idea or a similar one is fantastic and could maybe even eventually find its way into official or tourney maps. well done!
ModeratorBlame yourself or God
terranghost
Profile Joined May 2010
United States980 Posts
June 30 2010 05:27 GMT
#47
2 questions
1.) Can you kill the utlra (I would think so since it is gaurding an expo
2.) Is it possible zerg players not take the speed bonus on the ultras creep. Else early lings will be just as strong cuz the ultra won't be able to catch up to them.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Antares777
Profile Joined June 2010
United States1971 Posts
June 30 2010 05:30 GMT
#48
On June 30 2010 14:16 Zelniq wrote:
hostile units could definitely provide a very interesting element to the way the game is played, but balancing it would be fairly difficult. particularly you'd need to make sure the ai of the unit/s werent abuseable (for example having it chase 1 unit around while the rest of your army moves through the cave). putting this aside however, I think this idea or a similar one is fantastic and could maybe even eventually find its way into official or tourney maps. well done!


If a player can micro around it thats fine. It therefore doesn't effect the game that much until players want to expo - its like a DR that needs to be microed around. keeps players on their feet.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 30 2010 05:40 GMT
#49
Or just kite it to opponents base and let it finish whatever you intend to start if its even possible to do that sort of thing. xD
"Mudkip"
Motiva
Profile Joined November 2007
United States1774 Posts
June 30 2010 05:45 GMT
#50
I really like this map...
Entertaining
Profile Joined September 2007
Canada793 Posts
June 30 2010 05:48 GMT
#51
just make the gold minerals only at top right and its a decent map.
Cow
Profile Joined May 2010
Canada1104 Posts
June 30 2010 05:51 GMT
#52
Really curious to see how the hostile Ultralisk and that creep is going to work out! Great idea though, and a lot of potential!
R.I.P. Nujabes ♫
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 30 2010 10:19 GMT
#53
the grass on the top is fail
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
ordos
Profile Joined June 2010
Australia38 Posts
June 30 2010 11:33 GMT
#54
Can the idiots asking whether the creep works for zerg (obviously it does, even your enemies creep works) and whether the Ultralisk will attack you/follow you please READ THE THREAD?
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
June 30 2010 11:38 GMT
#55
Awesome map, im gonna play it as soon as beta is up! :D
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
Rabiator
Profile Joined March 2010
Germany3948 Posts
June 30 2010 11:58 GMT
#56
Personally I dont think we need more "scrap station clone maps" and the symmetry looks pretty much like Scrap Station.

The idea with the Torrasque is nice, BUT when I look at the whole map picture it should be more obvious that something isnt quite right in the middle from the background. Most of the map should be lush green and only the middle with the "all devouring beast" should be greyish, so you are drawn to it instantly with the eye.

Having such a hostile NPC in the middle is nice, if that beast is hard to kill (i.e. it actually hurts when attacking and isnt just "a destructible rock that itches a little") and you can move past it without needing to fight it. There should also be a "reward" for killing it ... a gold expansion with a regular number of patches perhaps? Sadly your version has more than just this one gold expo, so it isnt as desirable as it could be.
If you cant say what you're meaning, you can never mean what you're saying.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-06-30 12:01:26
June 30 2010 11:59 GMT
#57
Like the funky color scheme as well the ultra instead of the more common rocks.
ESV Mapmaking!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-30 12:52:19
June 30 2010 12:51 GMT
#58
On June 30 2010 20:58 Rabiator wrote:
Personally I dont think we need more "scrap station clone maps" and the symmetry looks pretty much like Scrap Station.

The idea with the Torrasque is nice, BUT when I look at the whole map picture it should be more obvious that something isnt quite right in the middle from the background. Most of the map should be lush green and only the middle with the "all devouring beast" should be greyish, so you are drawn to it instantly with the eye.

Having such a hostile NPC in the middle is nice, if that beast is hard to kill (i.e. it actually hurts when attacking and isnt just "a destructible rock that itches a little") and you can move past it without needing to fight it. There should also be a "reward" for killing it ... a gold expansion with a regular number of patches perhaps? Sadly your version has more than just this one gold expo, so it isnt as desirable as it could be.

why would it be scrap station at all? thats like saying metalopolis is like lost temple. seriously comments like this blow me away. yes it has close positions in the air that doesnt mean its a scrap station clone, infact anything outside that aspect is totally different from scrap station. why would the hostile creature nescasarily have to reward u with something obvious? why cant i just put it there and add gameplay, kill it if u want, run around it if u want, go around the cave if u want. its just supposed to add some gameplay and not give some reward for the slayer, this isnt a rpg game where u get concrete rewards for everything u kill or do.

On June 30 2010 14:48 Entertaining wrote:
just make the gold minerals only at top right and its a decent map.

that would just favor zerg insanely much. new gamers just assume that the far away expoes deserve more gold but in fact if u do that zerg ends up taking it every game and just needing to worry about the timing attack. if u dont know how balance work dont say anything at all


On June 30 2010 14:40 Madkipz wrote:
Or just kite it to opponents base and let it finish whatever you intend to start if its even possible to do that sort of thing. xD

read the OP or the comments in this very thread. it will TURN AROUND and go home. its getting frustrating to tell everyone over and over because they cant bother to read whats already in the thread


On June 30 2010 14:27 terranghost wrote:
2 questions
1.) Can you kill the utlra (I would think so since it is gaurding an expo
2.) Is it possible zerg players not take the speed bonus on the ultras creep. Else early lings will be just as strong cuz the ultra won't be able to catch up to them.

you can kill the ultralisk, its just a hostile ultralisk, nothing more, nothing less.
creep is creep like i said before, no its not possible to edit that and i dont want to edit that. even if lings can run past quickly how would that change anything from a normal map then lol. what r u driving at?


On June 30 2010 13:47 LuigiNMario wrote:
looks like an air-cheese map, also is there enough room for buildings in the starting expo?

yes there is room for buildings in the main base, its not called starting expo tt. air cheese could have potential, just like desert and scrap station, doesnt mean its good cheese. its not like everyone is rushing for air just because its close pos, i think its horribly wrong to call a map air-cheese map as a general theme


On June 30 2010 11:55 Antares777 wrote:
I'm also not that sure about the naturals being high yield.
You'd need a significantly less amount of workers to saturate it, decreasing the need for macroing a lot of workers, making certain timing pushes pointless imo.

The Ultra in the center is a great idea! If you can, you should program the creep tumor to die when the Ultralisk gets killed so that players can expand there without the need to kill the creep tumor.

Also - since the ultra won't follow your units - can't you kite with it very easily?

some timing attacks would get pointless, but it would also give room for a ton of new timing attacks and strategies that wouldnt ordinarily work.
im not gonna add triggers to make the creep tumor die if ultra dies, that custom map. this is a melee map and i cant do such things.
the ultra will follow for lets say 10 seconds, then it will turn around. even if its easy to kill it doesnt matter, it will still add gameplay in the early stages that no other map has. just because i put out an element in a map doesnt mean everything has to be so revolved around it, just see it as a small touch.


On June 30 2010 11:41 Kinmaul wrote:
Personally it reminds me of creeps which was one of the features I disliked in WC3. To me an RTS should be about player vs player, having a 3rd hostile "faction" adds a random element which I felt took away from the game. I hated having my opponent getting lucky and come up behind me while I was creeping. It also felt cheap when I would randomly come up on my opponent creeping and force them to blow their TP early.

However that's just my opinion and to each their own.

Edit:
I missed the post where you said the mob is just a normal Ultralisk, I assumed you had made some sort of "uber" unit that would require a decent force to take down. So not as bad as I first thought. :p Still, I'm heavily biased against creeps ^^.

Kudo's for the DnD reference though, that brings back memories.
+ Show Spoiler +
[image loading]

the difference is that in wc3 u ran around killing creeps for experience. and here there is 1 ultralisk at 1 point in this 1 map. there is 0 luck factors by adding this element to the map. in wc3 u ran out and got backstabbed because u were out creeping but this is sc2, try to kill the ultralisk but then its up to ur level of play to scout that ur enemy went around on the outside just like any other map with 2 directions to reach ur opponent. its exactly the same concept of luck without the ultralisk

im not gonna answer any more questions that ive already answered now. this is not air cheese map this is not scrap station and its definitely not wc3, lets move on from these silly questions please
Progamerpls no copy pasterino
OdnoB
Profile Joined June 2010
Canada61 Posts
June 30 2010 13:27 GMT
#59
Well done Morrow. This is something i was expecting for someone to try out. (hostile units) The gold minerals is also interesting. This map basically provides potential for something new to happen, very cool.
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
June 30 2010 13:40 GMT
#60
the natural base is made out of rich minerals so it will run out quite quickly but with maximum workers it will give same income as a normal blue natural.


This doesn't take into account aggressive low drone zergs or mules, I'd be very surprised if this was balanced, if you didn't want the minerals to last as long why didn't you just reduce their amount.

Apart from that I think that the map is pretty well designed and there is not much wasted space.
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