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New Map Feature for a future TLMC - Page 2

Forum Index > SC2 Maps & Custom Games
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themusic246
Profile Joined December 2012
United States213 Posts
July 26 2019 18:25 GMT
#21
Based on how differently and faster workers mine from it without mineral collision these may not be ideal for a main or nat. Not sure how big of a difference it is. And for how quickly you can wipe out an entire mineral line.. this would probably have to be used more as a tertiary/strategic or high yield, high risk base.. but it actually opens up a lot of interesting options in terms of pathing and base layouts. You would probably need to block burrowed units as well. Could be cool.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
July 31 2019 10:09 GMT
#22
My first thought was "Is there a way to make mineral nodes that transform into "mineral pools" after being depleted?" I haven't used the editor in so long but I think it's possible...?

Neat idea, pretty simple on its own and very interesting. I like it a lot more than some of the "official" TLMC new map features.
Blunder Man doing everything thing a blunder can.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2019-08-02 04:31:32
August 02 2019 04:28 GMT
#23
On July 24 2019 11:49 themusic246 wrote:
Uploaded a quick and dirty prototype ... published on NA... Custom > Melee > "Mineral Pool POC"
battlenet:://starcraft/map/1/311278


<3

ps: did my baiting help?

follow up question does the ore leave a splashy trail?
"not enough rights"
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