[D] "Perfect" Map Symmetry - Page 3
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Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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TedJustice
Canada1324 Posts
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Randomaccount#77123
United States5003 Posts
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Orange Goblin
218 Posts
Also, this is why I don't understand why a rudimentary tile editor isn't a part of Galaxy (for all I know, it might be, though, I haven't played with it too much yet). It's boring work to try mirroring a map by hand. If I could just plot in the tile height by numbers on a rudimentary graphical representation of the map (i.e. just tiles with numbers on them). Half the job would have been done in a jiffy. The way it works now (if I'm not mistaken), takes AGES, just to get the basics of the map going. | ||
Randomaccount#77123
United States5003 Posts
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Randomaccount#77123
United States5003 Posts
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Zaru
Austria93 Posts
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Anxiety
United States650 Posts
On August 02 2010 06:00 Zaru wrote: There will never be a perfect Left-Right symmetry as long as terrans can only set up their add-ons to the right. What is wrong with that? It has been like this since the dawn of Starcraft. | ||
Fyrewolf
United States1533 Posts
Some of my favorite maps have actually been 3 person and 5 person maps. 3 person maps in BW are actually very imbalanced a lot of times, as 2 spawn points are in corners, while the 3rd is in the middle (of one of the sides), effectively making 1 spawnpoint have twice as much area to attack from (by air, anyway). Most of the 5 person maps were somewhat circular in nature. The point is that these maps wouldn't necessarily have clear single lines of symmetry, but were still mirrored well. What is also interesting is when playing 1v1's on maps with more spawnpoints, each set of positions can play very differently. Spawning close or far on metalopolis for instance, can make for a radically different game. The most popular maps in BW were not 1v1 maps, Lost Temple/Python is a 4 player map, while BGH is an 8 player map, and the wide variety of starting positions always kept those maps interesting. Also, isn't it possible to rotate the view at least somewhat to reveal hidden units instead of using health bars? I never really used it much in the beta, but I'm almost positive I saw a Day9 daily where he did so to get a better view of blocked units. I also remember the camera panning perspective and making the unit become visible if the camera moved to either side when I tried to hide units, but I could be wrong about that, though it definitely is harder to hide units than it used to be. In BW Cover actually worked like High Ground to give a miss chance to attackers, which could stack together for even more miss chance, but I haven't really noticed any difference in SC2 outside of getting the first attack because the units were hidden, so idk if hiding units really makes much difference anymore. | ||
Randomaccount#77123
United States5003 Posts
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