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I'm wondering if people have an interest in maps with minimalistic triggers or effects such that a game on these maps will still feel very much like a normal melee game but have slight interesting touches.
For example I have a map on the back burner that is probably 70% done which is a cave map with lava. There is a cliff ledge providing a short rush distance between mains with destructable rocks above the ledge holding back a lava flow. If the destructable rocks are destroyed then lava is free to flow down over the ledge blocking this path (and killing any units on the ledge at the time.
This results in a fairly normal game of SC2 but provides some interesting possibilities: If you see your opponent going for a rush strategy you can increase the rush distance on the map. If you wish to play aggressively then it is in your interest to try and protect the rocks. The base layout is such that it is akward to take a 3rd base with this path still active so you need to take out the rocks before going for your 3rd.
There are many other simple concepts such as this that do not have a dramatic effect on the gameplay but can make a map have a very unique feel to it and provide for an interesting game some examples are: A map with a swamp that slows massive units A city map with a monorail network where if you kill the monorail it will drop some resources (done this one already) A map with lightning storms along a path by air which deal small amounts of constant damage thus detering light air units (mutas/pheonix) but being less of a deterant to large air units (battlecruisers/etc)
I'm not talking massive changes. Subtlety is the key word to remember here.
Obviously things like this are impossible to balance for tournament play but is there an interest for the sake of fun custom maps for things like this? Because I don't see anyone making these kind of maps.
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For the sake of fun, custom maps? Absolutely. I'd even love to see tournaments and etc. with these kinds of things, but unfortunately as you said it'd be hell trying to get it balanced, or getting people to accept changes of that magnitude (subtle though they are).
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this is one of the final stages of mapmaking "metagame" that we wont (and shouldn't) reach until at about one year after LotV
(something like that)
it's a cool idea and it always was and always will be on the table, but we're just not ready for such things imo (there is precedent for this in BW).
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I agree that we're not ready but for Brood War, there was always a limit to what you could do with triggers. 0. Any triggers would make it a non-melee map and that was the accepted line between UMS and melee maps. Anything you could do within those bounds was fair game. In SC2 though, even with triggers you can make things melee maps. The editor just has a lot more flexibility than in SC1.
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hehe currently the fog on some maps is quiet funny as its pretty hard to spot burrowed moving units in these regions. I guess for tournaments it will have to wait till people know how to handle the game good, which should be achieved a few years after the last expansion. But galaxy editor allows a few nice things, but losing units due to it will probably always be a nono. As C&C already showed, atleast no one ever dared to step on a bridge lol. Well atleast losing units without a warning, fields like in the campaign should be okay.
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