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Active: 1717 users

New Mapping Technique/Concepts for Melee - Page 2

Forum Index > SC2 Maps & Custom Games
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CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 20 2010 08:26 GMT
#21
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.
..and then I would, ya know, check em'. (Aka SpoR)
Samro225am
Profile Joined August 2010
Germany982 Posts
October 20 2010 10:54 GMT
#22
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?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 15:19 GMT
#23
No, funny because there's HY gas at every HY expansion already.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
BoomStevo
Profile Joined August 2010
United States332 Posts
October 20 2010 18:36 GMT
#24
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.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
October 20 2010 21:58 GMT
#25
That's why usually there's only HY gas where's HY minerals too. Easy way to see
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
October 20 2010 22:48 GMT
#26
High Yield Gas should be another color, normal gas is green it should be orange or something.
..and then I would, ya know, check em'. (Aka SpoR)
BoomStevo
Profile Joined August 2010
United States332 Posts
October 20 2010 22:53 GMT
#27
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?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
WniO
Profile Blog Joined April 2010
United States2706 Posts
October 21 2010 01:04 GMT
#28
This is an awesome thread. I love the creativity that you guys are bringing to the table.
yoplate
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-10-21 02:04:55
October 21 2010 02:04 GMT
#29
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.
hellokitty[hk]
Profile Joined June 2009
United States1309 Posts
October 21 2010 03:13 GMT
#30
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.
People are imbeciles, lucky thing god made cats.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 05 2010 07:58 GMT
#31
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.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 05 2010 08:43 GMT
#32
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!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 05 2010 09:30 GMT
#33
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?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
.AK
Profile Joined September 2010
United States561 Posts
December 05 2010 09:39 GMT
#34
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
All hail the glorious I sell T.Vs at Best Buy || #1 REQUIZEN FANBOI || IGN: .AK/BEST ANTIMAGE NA || Plat IV ADC Main
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
December 05 2010 10:04 GMT
#35
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.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 06 2010 17:51 GMT
#36
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.
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-12-07 18:38:54
December 06 2010 17:57 GMT
#37
Edit: Deleted
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
Xapti
Profile Joined April 2010
Canada2473 Posts
December 06 2010 18:50 GMT
#38
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?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
iGrok
Profile Blog Joined October 2010
United States5142 Posts
December 06 2010 20:29 GMT
#39
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
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Xapti
Profile Joined April 2010
Canada2473 Posts
December 06 2010 21:55 GMT
#40
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).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
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