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[D] Would you like more neutral structures?

Forum Index > SC2 Maps & Custom Games
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graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 09 2011 21:10 GMT
#1
Poll: Would you like more neutral structures?

No, Xel'Naga Towers are enough. (99)
 
51%

Yes, more neutral structure would give more depth. (57)
 
30%

I already think that the Xel'Naga Towers are too much. (37)
 
19%

193 total votes

Your vote: Would you like more neutral structures?

(Vote): I already think that the Xel'Naga Towers are too much.
(Vote): Yes, more neutral structure would give more depth.
(Vote): No, Xel'Naga Towers are enough.



Would you like to see more neutral structures? In WC3 there were healing fountains, shops and many more... I don't say that SC2 needs the same things, but I would like to see more neutral buildings.

What do you think about that and what would you add?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
nam nam
Profile Joined June 2010
Sweden4672 Posts
February 09 2011 21:13 GMT
#2
I have no clue what such a building would be. If someone can come up with something clever that would add something to the game I'd be fine with it, but if it's just adding structures for "depth", no thanks.
chenchen
Profile Joined November 2010
United States1136 Posts
February 09 2011 21:16 GMT
#3
I think that there are a lot of creative possibilities that will add strategic depth to the game involving neutral structures.
powerade = dragoon blood
Shadrak
Profile Joined August 2010
United States490 Posts
February 09 2011 21:17 GMT
#4
There are a lot of cool things you could add to the game, but the question would be are they adding depth to gameplay or just cheap gimmicks? This kind of stuff seems perfect for Mods more than for the game itself.
Draconicfire
Profile Joined May 2010
Canada2562 Posts
February 09 2011 21:18 GMT
#5
I think that the game is fine as it is. Some neutral doodads like the statues in Metalopolis would be cool, since it adds to the map's aesthetics.
@Drayxs | Drayxs.221 | Drayxs#1802
Horst
Profile Joined November 2010
338 Posts
February 09 2011 21:18 GMT
#6
Maybe later in the game's life. Currently its still being figured out, and shouldn't be messed with moreso.

However, it might be cool later on if there were buildings you could take and hold that give you passive bonuses, or perhaps access to purchase mercenaries... or things like that.

I'd say not for several years though, or at least until the game is universally regarded as balanced, and map design is figured out, in more detail.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
February 09 2011 21:18 GMT
#7
it had those things because of the small army size + heroes.... SC2 doesn't have that... so no.
I'm like badass squared | KeitZer.489
imyzhang
Profile Blog Joined March 2010
Canada809 Posts
February 09 2011 21:19 GMT
#8
On February 10 2011 06:18 Draconicfire wrote:
I think that the game is fine as it is. Some neutral doodads like the statues in Metalopolis would be cool, since it adds to the map's aesthetics.


but... misclicking blings into them really hurts =[
bleh
djWHEAT
Profile Blog Joined October 2005
United States925 Posts
February 09 2011 21:19 GMT
#9
I'd go the opposite and let's make Xel'Naga Towers destructible. Allowing a player to cut vision completely. But regardless, I think any neutral building should be destructible.

If a player has the skill of scouting, why not kill the tower and force scouting into the map.

And while we're at it... can we have some maps with creep already on it ^_^ Neutral of course!!!
OneMoreGame.tv // Weapon Of Choice // Kings Of Tin // Inside The Game // Live On Three
blindsniper
Profile Joined July 2010
United States143 Posts
Last Edited: 2011-02-09 21:21:58
February 09 2011 21:20 GMT
#10
Well there's also destructible rocks and LOS blockers in addition to the Xel'Naga Towers.

Rocks - restrict movement paths until destroyed
los blockers - adds strategic depth by making you think twice about your position and making you aware that you need vision
xel'naga towers - gives an insane amount of vision of an area on the map

So I'm not sure if anything else could be added to affect gameplay that much.

EDIT: forgot about the statues. void rays charging up on them is hilarious
"Video games are bad for you? That's what they said about rock and roll." - Shigeru Miyamoto
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
February 09 2011 21:21 GMT
#11
No please.

The inherent nature of neutral structures is that the benefits it provides tend to favor one race mechanics over the other. This was a problem which was evident in wc3(like healing fountains + orcs and mana fountains + undead heroes).. We dont need such considerations in sc2.
Envy fan since NTH.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
February 09 2011 21:21 GMT
#12
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.
As it turns out, marines don't actually cost any money -Jinro
Elbonbunny
Profile Joined October 2010
Ireland60 Posts
February 09 2011 21:21 GMT
#13
maybe something other than destructible rock would be nice also more animals
Do You See!
Zozo
Profile Blog Joined April 2010
Brazil2579 Posts
February 09 2011 21:21 GMT
#14
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.
EGM guides me
.nix
Profile Blog Joined December 2010
France23 Posts
February 09 2011 21:23 GMT
#15
^You can add "depth" with metalopolis-like doodads.
For example, in the middle of the battlefield there's an house.
With lots of HPs.
In late game, terran could jus hid his army behind and use it as a wall.
As zerg could use it for circling and blocking units, for example.

But both sides could destroy it.
Would be nice, imho.
Neivler
Profile Blog Joined November 2008
Norway911 Posts
February 09 2011 21:24 GMT
#16
On February 10 2011 06:19 djWHEAT wrote:
I'd go the opposite and let's make Xel'Naga Towers destructible. Allowing a player to cut vision completely. But regardless, I think any neutral building should be destructible.

If a player has the skill of scouting, why not kill the tower and force scouting into the map.

And while we're at it... can we have some maps with creep already on it ^_^ Neutral of course!!!


It would be cool to do on some maps. Maybe choose between the two, when the mapmakers make the map?
I pwn noobs
gurrpp
Profile Blog Joined October 2009
United States437 Posts
February 09 2011 21:30 GMT
#17
More neutral structures would be great, as long as they are balanced or purely aesthetic. I personally would like to see more of the current neutral structures utilized more in maps. Map features like vents/tall grass, xel naga towers, and destructible rocks add to gameplay quite a bit. Critters are also really nice.
hot fuh days
Logarythm
Profile Joined November 2010
United States264 Posts
February 09 2011 21:31 GMT
#18
Goblin upgraders. Purchase Boots of Speed for your Marines! Get +3 +3 +3 for your Queens! +150 HP for your Zealots!
Making bad decisions.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
Last Edited: 2011-02-09 21:32:12
February 09 2011 21:31 GMT
#19
moved to starcraft 2 maps
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
redoxx
Profile Blog Joined October 2010
United States333 Posts
February 09 2011 21:32 GMT
#20
I think you should add some sort of option to the poll regarding destructable rocks, which also function as neutral structures. contrary to many old BW players I hear, I think xel naga towers and rocks add good, strategic depth to the game, though I have never played BW myself. The rocks would function better if they were only to block back doors or secondary movement paths rather than block expansions imo.
The horror...the horror
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...)
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 States2408 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)
https://liquipedia.net/starcraft2/Monitor
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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