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[D] Would you like more neutral structures? - Page 2

Forum Index > SC2 Maps & Custom Games
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schimmetje
Profile Joined August 2010
Netherlands1104 Posts
February 09 2011 21:34 GMT
#21
Like someone else said, the game's still being figured out and the judges are still out on things like rocks and gold expos and their effects, so.. not now. Maybe later though, if implemented with a lot of care as to not have to profound effects on the gameplay. Otherwise I feel the campaigns'd be better suited for them.
Change to MY nostalgia? UNACCEPTABLE! Monkey paaaw!
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 09 2011 21:39 GMT
#22
On February 10 2011 06:21 Zozo wrote:
I think we could use new stuff that copy the old BW gimmicks, like the stackable mineral. Having a bridge that requires workers to be lowered would be neat.

Mineral stacking doesnt work in sc2. At least I haven't found a way to do it.

Earlier today I thought about neutral Comsat Station that would allow any player to scan every * minutes or something.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2011-02-12 08:56:01
February 09 2011 22:52 GMT
#23
There are two major classes of neutral structure, those that affect unit stats directly and those that augment a different game resource. The neutral structures we have so far are all the second type. Towers give you vision, rocks impede movement, LOS cuts vision. Terrans have access to bunkers which directly augment units granting repairability and hp buffer, and that's it.

I think the best neutral structures for starcraft would not affect units, because it would be hard to include them without causing degenerate situations. I like the idea of garrisonable structures best, where you can park units (as in a bunker) for some benefit, but I'm not sure this could be executed well.

I could see non-unit buff options, but the major alternate game resources are already provided for. Vision and mobility are covered. They also happen to be integral and interchangeable with the nuts and bolts of the game. Units can do everything these do. The only remaining things I can think of that don't augment units:

-Detection, like a xel naga tower but for detection
-Air unit impedement, like rocks but a no fly zone
-Supply limit boost. This could grant extra supply, or it could increase the cap beyond 200, or both. It would have to be something like capturing a territory with a flag, a la halo, not just walk on like a tower.
-Resource acquisition without a harvest center, possibly without workers. This seems very worthwhile if done correctly. It could create very interesting map dynamics. The bonus would have to be very small. Although this pretty much goes against everything we know in SC.
-Teleporters. Meh.
-Wrap around map edges. This would be cool, much better than teleporters, and much cleaner. But it wouldn't make aesthetic sense.

The design of SC accounts for all these things. You could add things without disrupting the strategic environment too much, but the game pieces already give you access to all these things. For example, if you want to impede enemy mobility, stick an army there. If you want to impede air mobility, get air control. Vision and ground mobility are very basic, so they work the best.

edit: further items.

-The destructible bridge: This is a specific version of the inverse destructible rocks idea. There is a path that can be destroyed, closing off mobility, probably permanently. Using this well would be hard, because the game already gives each race ways to block mobility. In fact, I believe the design intentionally includes mobility downgrade abilities for each race, one per, as a sort of aesthetic symmetry. Protoss have forcefield of course (the purest), terrans have concussive shells, and zerg have fungal growth. The way these play out is accounted for in the balance. Yes, I realize marauders don't prevent movement completely, or block a choke absolutely. That is the point of what I said.
I can see a very bold addition to the game in an expansion that allows constructible bridge sites (to put bridges back up for a resource cost / build time), which would also provide for maps that have bridge sites with bridges already installed. This could be very interesting, but it would be important to use it effectively, unlike backdoor rocks in the early map pool.

Monitor's additions-
-Neutral lowered supply depot is, put abstractly, destructible (and repairable I suppose) "no build" pathing.
-Refineries on geysers is another implementation of destructible pathing; it doesn't differ functionally very much from a normal walloff, except that it always excludes large units. This differs from BW, where the refinery actually opened the path, like a constructible bridge.
-Creep tumors: more things that are like rocks, blocking building and/or pathing until removed, except they're also cloaked. These also grant speed to zerg units, so they span both categories, and must be used very carefully as such, granting a race-preferential buff even, not to mention accelerating creep spread.
Comprehensive strategic intention: DNE
Zeon0
Profile Joined September 2010
Austria2995 Posts
February 10 2011 00:14 GMT
#24
neutral command centers!?
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
February 10 2011 03:44 GMT
#25
Destructible bridges in combination with destructible rocks could add an interesting dynamic to a map.

For example, one map could have four attack paths to the other base; it might then be in a Terran player's interest to destroy 2 bridges to prevent flanking, while a Zerg player attempts to keep all the bridges intact. Another example could be destroying a bridge after a failed attack to force the opponent's counter attack on a longer path and allow time for reinforcements to be built.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 10 2011 03:56 GMT
#26
Forget about that, bridges still need to have terrain underneath, they don't offer pathing.

This thread game me some good ideas. If I only knew how to make certain buildings neutral and accessible for all the players :/
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
Last Edited: 2011-02-10 03:58:14
February 10 2011 03:58 GMT
#27
Neutral supply depots at the bottom of ramps to prevent building
HOLY CHECK!
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
February 10 2011 08:33 GMT
#28
On February 10 2011 12:58 Lonyo wrote:
Neutral supply depots at the bottom of ramps to prevent building


add a trigger

if p2['type'] == 'zerg' && p2['playstyle'] == 'macro'
generate_depots(findramp(p2['spawnlocation']));
else
do_it_anyway();

KCCO!
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 10 2011 08:36 GMT
#29
Poll: Add one neutral building with each expansion?

No (5)
 
63%

Yes (3)
 
38%

8 total votes

Your vote: Add one neutral building with each expansion?

(Vote): Yes
(Vote): No



SaltyDog
Profile Joined January 2011
Uganda73 Posts
February 10 2011 09:41 GMT
#30
There should certainly be different models for Xel'Naga Towers, the crrents one looks a little out of place in maps like Metalopolis and even Lost Temple. The model itself is clearly designed for the Ulnar (Xel'Naga Worldship) texture set.
I'm unemployed, so I make maps.
3loodMoon
Profile Joined February 2011
Thailand13 Posts
February 10 2011 10:41 GMT
#31
I think this has already been mentioned, but the game is still being figured out..., I do however agree with this if things like vision blocker (vents and tall grass) or more path blockers (destructible rocks) are included in maps. This would however need to be applied in a way to make it neutral to each race.

Perhaps this might be better for UMS rather then for a 'normal' SC2 map.
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
February 10 2011 14:20 GMT
#32
This is maybe something for the expansions but not for now, the game is currently still being explored.

On Blizzcon you guys might have seen that cool zerg unit that burrows under a bunker and takes it on his back? Maybe in the next expansion there will be neutral bunkers. ;P
I had a good night of sleep.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 10 2011 15:21 GMT
#33
On February 10 2011 12:56 FlopTurnReaver wrote:
Forget about that, bridges still need to have terrain underneath, they don't offer pathing.

Bridges DO offer pathing, they just do it in a quirky way which makes the map analyzer ignore them. Check out one of my maps, Beneath the Ice, for an example of a bridge with no cliff beneath.

Back to topic: I don't think destructible bridges is a good idea, if there is nothing which can bring them back (like engineers in CnC). Terran could just destroy them and then turtle without any punishment while an attacking zerg would be forced into using either air or attacking a certain path.

A neutral planetary fortress might be a good idea, if it is guarding something precious, like a 10 mineral gold or 4 gas or something.
But it might not fit on most maps, as you don't want anything hostile except your enemy.
The Planetary Workshop - TPW - Mapmaking Team
Kanil
Profile Joined April 2010
United States1713 Posts
February 10 2011 15:39 GMT
#34
I think destructible bridges would go along nicely with destructible rocks. One to open up additional paths, and one to close them down.

Other stuff seems less appropriate, but perhaps there's some good ideas out there... and lots of bad ones. :p
I used to have an Oz icon over here ---->
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
February 10 2011 20:14 GMT
#35
On February 11 2011 00:21 NullCurrent wrote:
Show nested quote +
On February 10 2011 12:56 FlopTurnReaver wrote:
Forget about that, bridges still need to have terrain underneath, they don't offer pathing.

Bridges DO offer pathing, they just do it in a quirky way which makes the map analyzer ignore them. Check out one of my maps, Beneath the Ice, for an example of a bridge with no cliff beneath.

Back to topic: I don't think destructible bridges is a good idea, if there is nothing which can bring them back (like engineers in CnC). Terran could just destroy them and then turtle without any punishment while an attacking zerg would be forced into using either air or attacking a certain path.

A neutral planetary fortress might be a good idea, if it is guarding something precious, like a 10 mineral gold or 4 gas or something.
But it might not fit on most maps, as you don't want anything hostile except your enemy.

Hm looks like so far I only tried it with the long one which doesn't appear to work. But thanks for that, finally I can use bridges^^ Only sucks now that you can't pass under bridges :/ They should fix that.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Oliwoli
Profile Joined November 2008
United Kingdom69 Posts
February 10 2011 22:55 GMT
#36
I don't understand why anyone would be against the inclusion of more neutral features for melee maps. If they are imbalanced, either don't use them or use them to offset another racial disadvantage. Why complain about having more options?
nTwLegy
Profile Joined December 2010
Croatia63 Posts
February 10 2011 23:13 GMT
#37
suggestion: control is same like xel naga tower,but it's a zeppelin which spawns every 2 minutes to someone,speed of 2,10 and drop wherever you want.

long short: free drop every 2 mins

pros:free
cons:your opponent which most likely has a brain will expect it.
If you see an insulting post,it's just me having a lose streak of 3-10,and if you see a nice post,it's me after having sex.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
February 11 2011 10:42 GMT
#38
On February 11 2011 05:14 FlopTurnReaver wrote:
Show nested quote +
On February 11 2011 00:21 NullCurrent wrote:
On February 10 2011 12:56 FlopTurnReaver wrote:
Forget about that, bridges still need to have terrain underneath, they don't offer pathing.

Bridges DO offer pathing, they just do it in a quirky way which makes the map analyzer ignore them. Check out one of my maps, Beneath the Ice, for an example of a bridge with no cliff beneath.

Back to topic: I don't think destructible bridges is a good idea, if there is nothing which can bring them back (like engineers in CnC). Terran could just destroy them and then turtle without any punishment while an attacking zerg would be forced into using either air or attacking a certain path.

A neutral planetary fortress might be a good idea, if it is guarding something precious, like a 10 mineral gold or 4 gas or something.
But it might not fit on most maps, as you don't want anything hostile except your enemy.

Hm looks like so far I only tried it with the long one which doesn't appear to work. But thanks for that, finally I can use bridges^^ Only sucks now that you can't pass under bridges :/ They should fix that.

It is not possible to have different ground levels in SC2 which cross each other. From what I've seen of it, the RTS game engine is completely in 2D while the graphics is in 3D.

It just has a "flag" which tells if it is flying or not, and probably also preferred height so it changes its height depending on the height of the ground below. So if it isn't flying, it cannot pass under a bridge, and even flying units passing under a bridge would require a lot of scripting as you have to manually change the height value, or even mimic it with scripted doodads.
The Planetary Workshop - TPW - Mapmaking Team
Roblin
Profile Joined April 2010
Sweden948 Posts
February 11 2011 12:05 GMT
#39
On February 10 2011 09:14 Zeon0 wrote:
neutral command centers!?

I always wanted this in bw, then the queens could infest them and the infested terrans could actually be used in a game.

you know, those things that acted like banelings and were built from infested command centers, but their blast radius was twice that of the baneling and they did 500 damage to everything, including buildings?

basicly oneshotted everything, pity they were so hard to get by, that was the major thing that hindered them from being used in a competitive game I feel.
I'm better today than I was yesterday!
WinterNightz
Profile Blog Joined August 2010
United States111 Posts
February 11 2011 20:23 GMT
#40
I really love the idea of tunnels: terrain where flying units cannot enter/pass, but ground may.

Besides that, destructible bridges would be pretty interesting. The only problem I see is what happens if they're destroyed while ground units are on them. Presumably they would all die, or fall to a lower level. If the map is made well, it could become an incredibly tense situation, with armies tiptoe-ing forward onto the bridge, putting pressure onto each other, but backing up as they see the HP of the bridge decreasing. As soon as the bridge collapses, those units fall to the lower level where they have an incredibly long walk to get back to a defensible position, while the "victorious" army has an opportunity to run in and plunder the enemy base.

It sounds cool, but it might place too many consequences on such a tiny mechanic.

What I really would like is more hostile buildings. I remember there was a map a while back with all sorts of crazy things going on, one of which was a hostile planetary fortress in the middle of the map. It also had permanent force fields at some chokes which would have to be broken by a player with a massive unit. While I know this sort of stuff would probably never be seen in pro-level play, it would be so much fun to have more crazy stuff like that.

(does anyone actually remember the name of that map with the hostile planetary and permanent force fields? I wish I could find it...)
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