Beating anyone other than Zest <.<
SHOUTcraft Clan Wars - Season 2 - Official thread - Page 10
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Elentos
55456 Posts
Beating anyone other than Zest <.< | ||
FFW_Rude
France10201 Posts
This is going hard to follow this and SPL. | ||
pNRG
United States333 Posts
Any idea on broadcast times yet? I'd love to be able to catch them live... | ||
IeZaeL
Italy991 Posts
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FFW_Rude
France10201 Posts
On March 16 2015 23:21 IeZaeL wrote: Actually creating the maps for the tournament is harder than expected. Anyone got some cool mechanics you would like to see ? Maybe we can take some ideas! Just this on top of my head with absolutly no knowledge of if it could be fun or how hard it could be to create. - Activation / Deactivation of a no fly zone on the map. Basicly like the lava rising but could only prevent air units for crossing the map. - Neutral units on the map that could be MC or maybe just moving accross the map randomly (it could confuse players on the minimap or fuck up some engagements). Not to many. Just something like criters migration or something. - Rocks that rebuild themselves (an inversion of arkanoid if you will) but not with as many rocks as arkanoid. Just maybe backdoor rocks that can rebuild ? - gaz/mineral pickups on the map ? Maybe under rocks so they are not accessible at the start ? - Night/day cicle. Summer/winter - Gold main base (no other gold on the map) with maybe less minerals on it ? - Expansion choice for mineral only or maybe one gaz or two gaz expension choice ? - neutral supply depot (that could be killed) blocking path with them lowering/rising every now and then (timer like the map with the bridges). - Bridges that can open and close but instead of being a timer it could be activated by a unit or deactivated (so players could choose to open or close path). The activation would be only of one side of the bridge. Basicly two bridges with one activation on a side and the other bridge have the activation on the other side (is that even understandable ?). - Circled minerals main/expension. A little like the center of fighting spirit where you have minerals left AND right of your CC/Hatch ect... could be fun since simcity would be different and saturation would be maybe harder to do ? Hope it's not too stupid. | ||
TotalBiscuit
United Kingdom5437 Posts
On March 16 2015 22:28 pNRG wrote: Wow! TB, this looks super fun! Any idea on broadcast times yet? I'd love to be able to catch them live... In April we have 2 broadcast times. 8pm Eastern and 2pm Eastern. I've split the events evenly between the two timeslots to best accomodate the teams. Obviously Koreans dont wanna play at 3am, so I dont expect them to sign up for the 2pm Eastern events. As usual with MLG.tv, the episode will be rerun for several days, so you can catch it anytime and spoiler-free vods will be available on the Youtube channel. | ||
SetGuitarsToKill
Canada28396 Posts
On March 16 2015 23:21 IeZaeL wrote: Actually creating the maps for the tournament is harder than expected. Anyone got some cool mechanics you would like to see ? Maybe we can take some ideas! You ever play C&C? In Red Alert 2 there were neutral captureable buildings on the map that gave the player who captured them big advantages, like additional income if they got a oil rig and access to new or upgraded versions of units for having tech buildings. That'd be very difficult to imimplent but I'd be very fun | ||
noobPride
Spain333 Posts
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Ej_
47656 Posts
On March 16 2015 23:21 IeZaeL wrote: Actually creating the maps for the tournament is harder than expected. Anyone got some cool mechanics you would like to see ? Maybe we can take some ideas! I'd just like to see a map with 7 mineral patches on nat and 3rd, instead of 8 :x | ||
OtherWorld
France17333 Posts
On March 16 2015 23:35 FFW_Rude wrote: Just this on top of my head with absolutly no knowledge of if it could be fun or how hard it could be to create. - Activation / Deactivation of a no fly zone on the map. Basicly like the lava rising but could only prevent air units for crossing the map. - Neutral units on the map that could be MC or maybe just moving accross the map randomly (it could confuse players on the minimap or fuck up some engagements). Not to many. Just something like criters migration or something. - Rocks that rebuild themselves (an inversion of arkanoid if you will) but not with as many rocks as arkanoid. Just maybe backdoor rocks that can rebuild ? - gaz/mineral pickups on the map ? Maybe under rocks so they are not accessible at the start ? - Night/day cicle. Summer/winter - Gold main base (no other gold on the map) with maybe less minerals on it ? - Expansion choice for mineral only or maybe one gaz or two gaz expension choice ? - neutral supply depot (that could be killed) blocking path with them lowering/rising every now and then (timer like the map with the bridges). - Bridges that can open and close but instead of being a timer it could be activated by a unit or deactivated (so players could choose to open or close path). The activation would be only of one side of the bridge. Basicly two bridges with one activation on a side and the other bridge have the activation on the other side (is that even understandable ?). - Circled minerals main/expension. A little like the center of fighting spirit where you have minerals left AND right of your CC/Hatch ect... could be fun since simcity would be different and saturation would be maybe harder to do ? Hope it's not too stupid. This one's been done already d: http://www.teamliquid.net/forum/sc2-maps/480155-2-crazy-clash | ||
Soke
United States790 Posts
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JamesT
United States681 Posts
On March 16 2015 23:50 SetGuitarsToKill wrote: You ever play C&C? In Red Alert 2 there were neutral captureable buildings on the map that gave the player who captured them big advantages, like additional income if they got a oil rig and access to new or upgraded versions of units for having tech buildings. That'd be very difficult to imimplent but I'd be very fun I know one of the maps back in season 1 had capturable neutral add-ons, and partially unrelated, at least one map in Brood War had an infestable neutral command center | ||
Circumstance
United States11403 Posts
On March 17 2015 10:24 JamesT wrote: I know one of the maps back in season 1 had capturable neutral add-ons, and partially unrelated, at least one map in Brood War had an infestable neutral command center Not to mention, of course, that there were capturable minerals in the greatest map of all time. | ||
FFW_Rude
France10201 Posts
On March 17 2015 04:28 OtherWorld wrote: This one's been done already d: http://www.teamliquid.net/forum/sc2-maps/480155-2-crazy-clash Hahahaha that's awesome. Do the bridge controls respawn ? This map would be awesome. Healing shrines hahahaha and the full bushes land. This looks really fun to watch :p | ||
SetGuitarsToKill
Canada28396 Posts
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Deathstar
9150 Posts
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chipmonklord17
United States11944 Posts
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Ej_
47656 Posts
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TBone-
United States2309 Posts
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Circumstance
United States11403 Posts
On March 19 2015 14:11 TBone- wrote: I see that Ruff is on the Ascendancy roster on the Liquipedia page, is he still banned for this season? TB said something to the effect of "everyone deserves a second chance" when he rejoined IvD (shortly before they were acquired by Ascension). | ||
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