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On October 20 2010 11:10 neobowman wrote:Show nested quote +On October 20 2010 09:56 CharlieMurphy wrote:On October 19 2010 21:19 neobowman wrote: I don't think the creep one has much uses, though it's interesting. Creep tumours can only make a new one so far from the original. As for speed, it's pretty rare that you actually need the tumours to spread the creep faster, and in the end, it's not uncommon to have two or three creep tumours spreading in the same location.
. Are you crazy? rare that you need to spread creep faster? Creep spreading is the single most important thing you need to be doing in every game besides spending/making your larva. It provides scouting, speed boost on most of your units, the ability to make structures, etc. So the fact that this actually gets it to spread faster and get you across the map sooner is really really good for a zerg player. If a player were to have 2 or 3 tumors spreading in the same direction then this would make it spread EVEN faster. That is the point. And finding a green square to place a tumor is not a problem at all. But there's a limit to how far you can place a creep tumour from its original. And I doubt anyone has the mechanics to plant a creep tumour exactly when its cooldown finishes either. I do it all the time, not saying i'm perfect but I've got the mental timing down on how often u need to respread a tumor for the most part.
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On October 20 2010 13:03 FlopTurnReaver wrote:Show nested quote +On October 20 2010 12:59 Speedbump wrote: I guess something I've wanted to see for quite a while is instead of having gold minerals at an expo, you have high-yield vespene. Now that's funny
funny for terran,fly in get gas, tech up a bit and get out if the expansion is safe enough situated in a map?
i like the idea of highyield vespene quite a bit, pretty much a counterpart to mineral only expansions. though I think some of us might have already played with this idea.
i think mappers should take the tech pat into account. make the xtra vespene (like tripple) harder to control for example. but it might be hard to balance: map control of centre vs more expansions, bigger army used for better map control or teched up forces for small attacks. tech up and bigger army is a contradiction somehow, isn't it?
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No, funny because there's HY gas at every HY expansion already.
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On October 21 2010 00:19 FlopTurnReaver wrote: No, funny because there's HY gas at every HY expansion already. High-Yield gas geysers were broken for a while until one of the patches fixed them. So I know I hadn't been using them until recently. I don't know about everyone else.
Aside from that, my biggest problem with the high-yield geysers is they look exactly the same as the regular geysers. Therefore, if you use the high-yield gas at a regular, blue mineral expansion, it's difficult for the player to see the difference. With the high-yield minerals, it's easy to see because they're gold, but with the gas, you either have to click on them or start mining from them to know.
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That's why usually there's only HY gas where's HY minerals too. Easy way to see
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High Yield Gas should be another color, normal gas is green it should be orange or something.
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On October 21 2010 07:48 CharlieMurphy wrote: High Yield Gas should be another color, normal gas is green it should be orange or something. It should be Terrazine gas... which I think is purple?
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This is an awesome thread. I love the creativity that you guys are bringing to the table.
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How about different expansions than the standard 8/6 patch/2 gas.
Like a 12 mineral patch base, or a 4 minerals, but 3 gas base.
Or how about an expo with only 6 regular patches and 1 gas, but they have 3k mins instead of 1.5?
The possibilities are nearly endless.
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On October 19 2010 18:27 CharlieMurphy wrote: Also, the owner of the XWT in their main would have to choose when to devote units to sitting at the tower to see outside their own base, so there is a little dynamic of if/when you should use workers to see instead of mine/build.
IMO early game you don't need to be scouting you're "ramp"; by the time you need to start watching for attacks, you've probably already got units, and lategame it won't really be detrimental to leave a unit or worker there if you really need. For example, (assuming it's the entrance to your main) you're going to have a unit there anyway if you're teching on one base, and you won't need it if you're being really aggressive. You also won't use it if you have an expo outside of it. If you happen to take a main with one, you'd do better to get more of a heads up against an attack if you want to stop it. Units/structures defending an expo from harass would be near enough to the expo that it wouldn't matter if the tower were active or not.
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So, something that hasn't been mentioned:
Force fields.
You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.
They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.
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Thats a good idea, but a little imba towards Terran. Thors are the fastest massive unit by a long shot. Still if you can balance it out, could be quite useful!
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On December 05 2010 16:58 TedJustice wrote: So, something that hasn't been mentioned:
Force fields.
You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.
They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game. They used to expire after 15 seconds. Has this been changed recently?
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I dont know how good of an idea this would be but ill give it a shot
Have forcefields that are unbreakable but lets say have to a trigger to go on/off every five minutes This would effectively change the dynamics of the map for ground units
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I've used forcefields to block expos. and such. and hostile PDDs overtop of destructable rocks forcing you to have to melee/projectileless attack them to break them.
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On December 05 2010 18:30 prodiG wrote:Show nested quote +On December 05 2010 16:58 TedJustice wrote: So, something that hasn't been mentioned:
Force fields.
You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.
They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game. They used to expire after 15 seconds. Has this been changed recently? I don't know how recently it changed, but using them in my map, they stayed forever.
Expiring in 15 seconds is a function assigned to them by the spell, it's not native to the forcefield itself.
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Funny that I stumble upon this topic.... I was wondering if it's possible to add custom units and effects into custom maps... such as custom dark swarms, custom disruption webs, custom cover/miss-chance (SC1 doodads), or other stuff. I'm curious about what are the limitations of melee for maps. I think in beta I played a melee game where all build times were reduced to 0, so I guess there's not much limitations, lol. I guess triggers are one of the only limitations?
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You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now
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On December 07 2010 05:29 iGrok wrote: You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now OK I was suspecting that the data couldn't be edited, I guess I was mistaken that it was a melee mode game. That of course means no custom units,to emulate SC1's, but certainly there will be new things discovered I suppose (force fields were mentioned already for instance).
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