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[D] Would you like more neutral structures? - Page 3

Forum Index > SC2 Maps & Custom Games
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gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2011-02-11 20:58:14
February 11 2011 20:56 GMT
#41
On February 10 2011 06:21 Jermstuddog wrote:
I'd like for forcefields to become high HP, high armor neutral structures.

That way you have an inefficient, yet viable way of breaking a forcefield contain, especially when its only 1-2 sentries.

You mean like a thor or ultralis or colossus?? or dropping, warping in, flying units, or siege tanks?
Andwhy
Profile Blog Joined January 2011
United States91 Posts
Last Edited: 2011-02-11 22:04:43
February 11 2011 22:04 GMT
#42
About the bridges:

If a bridge were over no terrain (or at least far above the ground), could zerg units feasibly burrow into it? I cannot imagine an ultralisk burrowing into a bridge without busting through the bottom. And could this be a way to change the bridge; i.e. an ultralisk burrows through a bridge, falls to the ground beneath it, and leaves a big hole in the middle that other units must walk around?
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 11 2011 22:13 GMT
#43
they exerpimented with neutral abilites back in bw (like a constant darkswarm). most of them didn't really work out, but i think its worth revisiting. Not now though, i'd say in a few years when the game is a lot more solid and balanced.
When they see MC Probe, all the ladies disrobe.
nalgene
Profile Joined October 2010
Canada2153 Posts
February 11 2011 22:30 GMT
#44
add neutral probes/scvs for infestors to grab em

it'll add another flavor to playing zerg by allowing them to start another race lategame
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
O.Golden_ne
Profile Joined August 2010
Australia204 Posts
February 11 2011 23:32 GMT
#45
On February 10 2011 06:21 Jermstuddog wrote:
I'd like for forcefields to become high HP, high armor neutral structures.

That way you have an inefficient, yet viable way of breaking a forcefield contain, especially when its only 1-2 sentries.


interesting idea. i'd love too how that changed the game.
Like a baneling in a mineral line
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 11 2011 23:42 GMT
#46
Just for reference, here's a list of buildings/units that could be used easily:

--lowered supply depos at ramps to prevent walls
--refineries at gas geysers blocking pathing
--creep tumor at CC (requires detection)
--creep tumor near CC (easy Zerg expo, P or T need detection)
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
anatem
Profile Joined September 2010
Romania1369 Posts
February 12 2011 00:02 GMT
#47
destructible rocks walling off parts of a ramp to provide a standard narrow choke that can be later expanded, or pressured into

all sorts of things can be done with extra neutral objects, like we saw in bw maps as the game evolved

but it's not yet the time to start considering trying out things like this seriously, when we're barely starting to see the emergence of the mapmaking community's influence on the game and map design elements are barely beginning to get figured out in terms of the effects they bring upon gameplay

some experiments would be nice to see though
'Tis with our Judgements as our Watches, none / Go just alike, yet each believes his own.
Purind
Profile Blog Joined April 2004
Canada3562 Posts
February 12 2011 00:44 GMT
#48
There could be neutral creep tumors, kinda like coloseum in BW, where there was that neutral sunken that spread creep and allowed zerg to sunken that up without putting a hatchery there. Ideally the creep would be in a location that doesn't block the natural from going up to allow P and T to expand without waiting 4 hours for the creep to go away, but also be sufficiently close to actually allow zergs to defend with spines

This should give zergs a small boost against 2 rax and maybe 4 gate, allowing them to start placing spines before the hatch finishes, or even lay a poop creamer there very early. Dunno if zerg needs a boost like that, but I think it's not game breaking and can be offset by making the map T/P friendly in other ways
Trucy Wright is hot
Zechs
Profile Blog Joined August 2010
United Kingdom321 Posts
February 12 2011 01:06 GMT
#49
Healing fountains+Orc = voting no in this thread.
Esports and stuff: zechleton.tumblr.com
nalgene
Profile Joined October 2010
Canada2153 Posts
February 12 2011 03:09 GMT
#50
If the ground queen can infest command centers to build infested terrans... then it'd add a twist to certain maps...

the ramp thing would help prevent blocking, but it is possible to defend it in some of the altered versions of the map
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
February 12 2011 03:47 GMT
#51
I selected No, Towers are enough.

There are some interesting neutral structures and animals already, I think it's good the way it is with the Xel Naga Towers.
~ The Ultimate Weapon
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
February 12 2011 04:07 GMT
#52
On February 12 2011 08:32 O.Golden_ne wrote:
Show nested quote +
On February 10 2011 06:21 Jermstuddog wrote:
I'd like for forcefields to become high HP, high armor neutral structures.

That way you have an inefficient, yet viable way of breaking a forcefield contain, especially when its only 1-2 sentries.


interesting idea. i'd love too how that changed the game.

It would probably make PvT impossible for the P.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 12 2011 08:55 GMT
#53
I think this thread has pretty much wrapped up after getting nowhere, but I'll prolong in the self-important endeavor of completing my earlier post, which left something out. It was meant to be a comprehensive list after all.

-The destructible bridge: I am sad I forgot this because I have a comment about it specifically. 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.



Added to previous post.
Comprehensive strategic intention: DNE
Mafe
Profile Joined February 2011
Germany5966 Posts
February 12 2011 09:16 GMT
#54
They could and probably will, with HotS or LotV, add high-yield vespin geysers.
Though maybe technically not a structure, i could see the power-up pieces of free minerals/gas from campaign be featured on multiplayer maps in a nice way. Maybe hidden behind destructable rocks or on islands, to encourage using the whole map.
A new building might be one that cloaks all units within a certain range.
nallar
Profile Joined January 2011
8 Posts
February 12 2011 10:39 GMT
#55
There already is high-yield vespene in the editor, so you don't need to make your game custom to have it. It's just not used in any of the Blizzard maps.
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