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Active: 1515 users

New Map Feature for a future TLMC

Forum Index > SC2 Maps & Custom Games
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Inrau
Profile Joined June 2019
35 Posts
June 29 2019 22:54 GMT
#1
I posted this over at reddit, but I might as well post it here as well since this is where the TLMC stuff officially is.

[image loading]

I wanted to create a new feature that wasn't too drastic. I'm thinking the Pools would mainly be used for a fourth or fifth location, possibly to make golds even more risky.
algue
Profile Joined July 2011
France1436 Posts
Last Edited: 2019-06-30 09:48:38
June 30 2019 09:48 GMT
#2
Interesting. I've always enjoyed the idea of having ressources use less space so that mapmaker could be more creative with the the terrain surrounding an expand.
rly ?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
June 30 2019 13:34 GMT
#3
<3 more! .. i always want more rts in my rts!
"not enough rights"
4theNookie
Profile Joined May 2018
2 Posts
June 30 2019 15:26 GMT
#4
Cool idea. I like it. Adds definite variety to builds.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2019-06-30 23:58:48
June 30 2019 18:52 GMT
#5
Sorry.. the reptilian part of my brain just woke up

[image loading]

Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle?

(i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory")
"not enough rights"
Inrau
Profile Joined June 2019
35 Posts
July 01 2019 01:24 GMT
#6
+ Show Spoiler +
On July 01 2019 03:52 fluidrone wrote:
Sorry.. the reptilian part of my brain just woke up

[image loading]

Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle?

(i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory")


I only thought of the idea, I have not the skills or time to make a prototype version. I imagine Blizzard would probably have to make the damn thing if mineral nodes are cumbersome. Thanks for the comment(s)
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-07-01 11:36:35
July 01 2019 11:35 GMT
#7
Workers should stay "burrowed" when they mine the pools then.
Less is more.
themusic246
Profile Joined December 2012
United States214 Posts
July 01 2019 15:54 GMT
#8
This idea isn't bad actually..
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
Sanglune
Profile Joined February 2016
Netherlands30 Posts
July 02 2019 16:36 GMT
#9
Would certainly fix all problems we have designing the natural against cannon rushes.
hg2g2
Profile Joined January 2013
Canada71 Posts
July 02 2019 17:18 GMT
#10
I just wanna say, liquid gold bases just sound great.
Skypirinha1
Profile Joined June 2018
14 Posts
July 05 2019 22:55 GMT
#11
+1
I also think it’s a cool idea.
It probably makes cleaning up harrasment a little easier, instead of helping the agressor. (?)
Maybe it coud be used as a mix between a base and a regular pathway. (think of maps like Terraform where the mineralwall bases are made with these minerals instead.)
Also hybrid minerallines with some of these minerals could be usefull to help dealing with harras or like sanglune said the bane of “low” elo: The Cannonrush.
🚫🍷
Antares777
Profile Joined June 2010
United States1971 Posts
July 21 2019 19:43 GMT
#12
It's a neat idea that might just function as somewhat of a quality-of-life improvement for mapmakers, but might have some unintended effects on gameplay. While we won't have to worry nearly as much about the placement of mineral fields with regards to cannon rushes, unit harassment changes dramatically. No longer would a handful of units be able to hide behind the mineral lines and use them as a shield. Melee units would benefit from this change while ranged units would not. Overall, it seems like it would benefit Zerg while hurting Terran or Protoss in either ZvT or ZvP.

Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble.

I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before.
techsupport90
Profile Joined July 2019
1 Post
July 22 2019 05:58 GMT
#13
--- Nuked ---
Inrau
Profile Joined June 2019
35 Posts
July 23 2019 01:16 GMT
#14
On July 22 2019 04:43 Antares777 wrote:
It's a neat idea that might just function as somewhat of a quality-of-life improvement for mapmakers, but might have some unintended effects on gameplay. While we won't have to worry nearly as much about the placement of mineral fields with regards to cannon rushes, unit harassment changes dramatically. No longer would a handful of units be able to hide behind the mineral lines and use them as a shield. Melee units would benefit from this change while ranged units would not. Overall, it seems like it would benefit Zerg while hurting Terran or Protoss in either ZvT or ZvP.

Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble.

I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before.

Thanks for the in depth reply. I do think it would be interesting to see how harass would change. How progamers react to the less guarded workers, maybe they would have more vision invested, or static defense. I think if a standard expansion with Mineral Pools, (or whatever they are called,) favors zerg, then maybe making the expansion entrances tighter would offset this.

I do wish I had the skills to make a prototype of this, but at the end of the day it was just an idea.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
Last Edited: 2019-07-23 02:47:54
July 23 2019 02:45 GMT
#15
i think people should keep in mind it wouldn't have to be all 8 mineral patches, it could be a mixture or alternating as well. for example the patches near the main base cliff could be open to nerf cannon rushes, but others could be left intact to preserve interactions like bio vs melee. mappers can also adjust things like the area or shape of terrain behind minerals to account for the sim city effect as well.

widow mines could also benefit insanely since as far as i know anywhere you can walk units you can burrow them as well. there's a lot to consider
TL+ Member
fluidrone
Profile Blog Joined January 2015
France1478 Posts
Last Edited: 2019-07-23 10:27:48
July 23 2019 10:06 GMT
#16
Again, i don't want to sound negative but the minerals are build in with a gazillion interdependencies..
i think those are even axioms :/

First you want to duplicate the minerals (so you can keep standard default ones) > not sure it is possible :/
(building the ore from scratch seems the best way but .. wouhouuu so much to do )

then you want to make the "ore" (the new duplicated mineral) footprints non existent and make no unit able to collide it
> i'm doubtful, maybe it works ?

and then you want to make it seem visually as they are beneath ground level > sounds ez manually but quite a challenge to not do it via triggers .. not that the tools aren't there and easy to identify but more that it will bug when you actualy launch the game on bnet (if it ever passes the publish phase/gate) and showcase it over ground

the trickiest and possibly hardest part is that the minerals have like "x" variation models.. and they also vary while losing mineral count ...

.. quite the challenge overall (i'd add kappa forbidden word if i had enough rights but i don't :D .. but i would add it to entice / bait / kite mapmakers into trying to do it on a new map! )

as to ORE dripping on the way .. i love the idea <3
(again, i would cheat and add a trigger probably :D , because using the tools in galaxy proper sounds ludicrous)

ok now the full truth.. last time i tried messing with stuff on the map was a few years ago :p and i totally broke my galaxy :D ..
i was messing with the terrain minimal height and wizzzz
all minerals were now unminable on the map..
i took me on a roller coaster of fixing
..
now admittedly i'm far from the sharpest tool in the box
but i did do other tries with the minerals (like trying to make them not invulnerable) and

every time
something bugs

... all this said, i'll probably end up trying to cheat my way into the sunken ore :D .. hope others do too <3
i'll message you if/when ive failed/wonnered
"not enough rights"
themusic246
Profile Joined December 2012
United States214 Posts
July 24 2019 02:49 GMT
#17
Uploaded a quick/dirty prototype... published on NA... Custom > Melee > "Mineral Pool POC"

battlenet:://starcraft/map/1/311278

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
Inrau
Profile Joined June 2019
35 Posts
July 25 2019 17:23 GMT
#18
On July 24 2019 11:49 themusic246 wrote:
Uploaded a quick/dirty prototype... published on NA... Custom > Melee > "Mineral Pool POC"

battlenet:://starcraft/map/1/311278


Holy hell. This is awesome, great work.

Its a very good prototype, Its really fluid bringing in hellions over the mineral lines.
[image loading]
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
July 25 2019 21:40 GMT
#19
This is great. I would love to see this tested extensively.
Celebrating Starcraft since... a long time ago.
kaye052
Profile Joined July 2019
1 Post
July 26 2019 05:32 GMT
#20
--- Nuked ---
themusic246
Profile Joined December 2012
United States214 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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