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[D] Stage Hazards - Page 3

Forum Index > SC2 Maps & Custom Games
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Antimatterz
Profile Blog Joined October 2010
United States1010 Posts
May 28 2012 22:01 GMT
#41
The reason why I (and most people) would not like these to be implemented is because stage hazards do not add to the skill level of the game. Playing SC2 should not be about having events decide how the game will turn out, it should be about two players playing a game and the better player (or person who played better) winning. Adding in rising lava creates a mechanic that would also nullify some timing pushes, prevent harass or counters, and prevent contains from being set up. This is just one example, as you can probably see it would be interesting but it would not make the game require any more skill, it would only make it possibly more frustrating. Don't fall into the trap of "TERRIBLE TERRIBLE DAMAGE".
"HotBid [11:45 AM]: i dunno i kinda like the big muta shooting smaller mutas out"
GMarshal
Profile Blog Joined March 2010
United States22154 Posts
May 28 2012 22:03 GMT
#42
moved to maps
Moderator
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2012-05-28 22:09:26
May 28 2012 22:05 GMT
#43
I think destructible/reconstructible terrain such as bridges which can be destroyed and repaired could be good. And before anyone decides to shit all over the idea, it worked in broodway (several maps had chokes which were open while assimilators were built, and became closed once they were destroyed but reopened if rebuilt. For example battle royale(?))

These could add dynamics which change the battle field and add all manner of sneaky timings and clutch moments where you have to destory the whatever to close the choke before the enemy army arrives.

Of course it would have to be implemented properly, and not just added everywhere, but it has potential.

Also terrain which debuffs units, such as area's of the map which are always under a dark swarm, or which slow movement speed. Things like this make controlling space MUCH more important, and cause battles to revolve around controlling space. Something which has been brought up quite often as a flaw in sc2 compared to broodwar where space control was much more prevalent.
thezanursic
Profile Blog Joined July 2011
5500 Posts
May 29 2012 05:38 GMT
#44
All of this are way to extreme there are a few things that would make the game more interesting, but all of this suggestions are way to extreme you have to think the way kespa did when it added their features. Like chokes that only allow certain units through, invisible debris etc etc.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
nebffa
Profile Blog Joined February 2009
Australia776 Posts
Last Edited: 2012-05-29 06:29:13
May 29 2012 06:28 GMT
#45
On May 29 2012 07:00 BrosephBrostar wrote:
I don't see why everyone is so opposed to this saying it's not competitive. There were lots of kespa maps for BW with different gimmicks. Most of them were stupid like DMZ and Demon's Forest, but some like Outsider and Triathlon were really cool.

Another idea that's not a hazard but still might be cool is a watchtower that gives vision of a different area of the map. I'm sure something like this would be easy to make with the map editor.

I think people are imagining a map where lava would randomly kill all your units. Realistically it would be something like a map where there's a path between the 3rd and the 4th expos that becomes unpathable every 5 minutes. There's an in game clock that you can see so there would be no excuse for you losing units by surprise.


I very much agree with BrosephBrostar here. Yes I very much think that people do not have some experience from the Broodwar days. NOTE: this is not saying that Broodwar is better or more intelligent.

There are ideas that SC2 can use from BW's 10+ years of experience to enhance the awesomeness of games and making maps more varied is something that BW tried to do a lot. Yes, sometimes there were garbage maps, for instance Tears of the Moon in an OSL which Protoss won I think one game out of about 14 in the entire OSL when versing Zerg.

But there were some great ones too. Of course, SC2 is in its infancy in the map-making department. The way to tell is to look at how few gimmicks we have. Very few, most of them are very standard with a decent number of bases. Few back door entrances or island bases or other map-specific features (like that Xel'Naga watchtower that expired after a set number of minutes). Though people are not used to these ideas and often have a gut reaction to them, as is displayed in this thread - I think as people become accustomed to them people will LOVE the idea of them and LOVE the variety they bring.

Stage hazards might not be where things end up, but I think its a great discussion to have.

FYI: For people unfamiliar with Broodwar, some of the most popular maps of all time were Destination which was quite balanced and had a backdoor entrance to the main blocked by a mineral patch which could be mined out if you weren't watching. Also there was Python which had low-ground island expansions and was also quite balanced.

Then there were some maps that had very memorable games on them such as Heartbreak Ridge featuring a backdoor entrance to the natural that had neutral buildings blocking it that could be destroyed. This led to a path behind the natural that was high ground and taking control of it allowed for some very interesting play. This doesn't mean games always went bananas because of these features, but it certainly allowed for the play which was very exciting as a spectator.

Please don't take this post as saying Broodwar is better than SC2 - it really is not that. They are different games, but I think many reasonable people can agree that maps in SC2 could use some work, and the Broodwar pro-scene is a great place to take inspiration from.
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
May 29 2012 08:27 GMT
#46
This could be kinda good, if you'd not make it to big.

Like a small crater with rising lava around the size of a destructible rock as a backdoor entrance into the natural. Even steady lava that damages units slowly while the pass it would work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 29 2012 08:48 GMT
#47
On May 29 2012 07:03 GMarshal wrote:
moved to maps


I feel like you dumped out a garbage bag on the porch



but on topic:

There's no reason why sc2 maps couldn't involve more active terrain elements. Sky's the limit. But it muddies the gameplay. And right now there's really no reason why they are needed. Maybe in the future, used judiciously by geniuses.
Comprehensive strategic intention: DNE
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