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Lava on Maps - Page 4

Forum Index > SC2 General
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spkim1
Profile Joined April 2009
Canada286 Posts
August 18 2009 21:37 GMT
#61
meh...i'm extremely skeptic about the usefulness of changing lava levels near expos in Proleagues. I mean, I doubt there would be a single pro player who would fall for something like that... They are way too attentive in everything they do, it would barely be a challenge for them to keep an eye on changing lava levels. There could be rare cases when they are in extremely stressful situations where they might forget to pull out their peons because they are too busy microing offensive units, but on the whole it would barely add any thrill. Especially on the pro level.
"Anyone who has never made a mistake has never tried anything new" - Einstein, Albert
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2009-08-18 22:20:20
August 18 2009 21:54 GMT
#62
A map with a central expansion with yellow crystals on a higher level(platform) with lava surrounding it that comes up for 40 seconds every 4 minutes -- with a countdown warning you 15 sec. before the rising - could be a cool mechanic? That way it might give an advantage for someone who times his expansion there and takes advantage of its natural defending capabilities. Imagine a protoss using Nullifiers to stall for time to wait for the next lava blast.
If the lava is too intrusive there are always the following 'dials': immunity for Colossi, flying units and/or Thors, changing the timers, adjusting the map layout, so I think some experimenting with this has potential for - at the very least - a map in the ladder mappool somewhere down the line.

On another related point, I fear maps in SC2 could end up too restrictive if all they do is emulate classic Starcraft maps. Different mechanics aren't new to Starcraft at any rate: there have been innovations in Starcraft maps throughout the years and some are already confirmed by Blizzard such as the watchtowers, high-yield expansions and destructible rocks, but those seem to be generic additions to every single map so far and might well go the way of, say, shops and taverns in WC3. What I hope for is that as far as would be allowed by balance, Blizzard would take advantage of the community's creativity and the strength of their map editor and allow for unique maps. An example is adding lava, but of the top of my head there are some others such as neutral units or a solar eclipse which reduces sight range once every so often, which are probably bad ideas, but there is a suitable method to introduce any of these in a balanced fashion, which is simply: allow the community to create these maps and test them. First by map testers, then in the mappool and finally in lower proleague games, so that by that time if it is imbalanced or doesn't add something to the game it'll be removed by then.

Some of the goals of this are to have some variety and different mechanics so that people don't get bored doing another TvZ macro game in some generic map. Another more ambitious goal is to not divide the map making community and the community in general into those simply playing the next incarnation of footman wars and castle defense and others who delve into ladder games and through this adding incentive for the regular starcraft player to familiarize themselves with the actual game, even if it's in a not so highly competitive version. (I hope this makes sense: think like if you combine mechanics of some UMS-maps with ladder maps so that people formerly only interested in the first learn to appreciate the 'real' game -- which can only be good for e-sport popularity)
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2009-08-18 22:57:56
August 18 2009 22:28 GMT
#63
I see many possible uses of lava on competitive maps, mainly :

1- Lava in mineral lines like in the single player mission, having to move out peons every X minutes.
2- Lava to separate bases, turning an island map into a regular map after X time, or the opposite.
3- Lava on specific paths, forcing players to use longer paths either permanently or temporarily.
4- Isolating far expansions late game, or removing the isolation of island expos after a while, thus punishing any turtle.

The first option I think wouldn't be good, simply because it would very quickly get tedious and frustrating. I think all the other possibilities have a lot of potential and they could certainly add depth to the game, at least more than neutral buildings such as the Xel'Naga tower imo. Also, the mechanics of lava could easily be implemented on any tileset, such as water on jungle for example (only blocking robotic units?).

One problem I see with lava is how a timer could greatly benefit any player, letting him know exactly when the lava will come down or will come up before any alarm. I guess an in-game timer could be a great feature in SC2 no matter what anyway.
Vision
Profile Joined June 2009
United States113 Posts
August 18 2009 22:54 GMT
#64
Only on singleplayer and custom maps I can see this wanted... Otherwise = BIG NO NO..
Let's unite the blizzard community! But you can't actually talk to eachother..... - Luca
lIlIlIlIlIlI
Profile Blog Joined October 2004
Korea (South)3851 Posts
August 18 2009 22:57 GMT
#65
--- Nuked ---
X3N0N
Profile Joined December 2008
United States78 Posts
August 18 2009 23:14 GMT
#66
On August 19 2009 00:41 prOxi.Beater wrote:
I don't think rising lava will make for a very good game element, as losing a lot of units to something else than your opponent's units is pretty lame. Falling lava that unlocks different part of the map after a set amount of time sounds like a very nice idea though, and is probably how they plan to make "newbie friendly" maps work.


I read through most of this thread, and I think this is the best idea I've seen yet.
sushiman
Profile Joined September 2003
Sweden2691 Posts
August 18 2009 23:22 GMT
#67
I like it. Having it on expos might not be the best idea, but opening and closing paths, making a map semi-islands is a good thing. If you can set a timer and have a warning like in the video, there is no reason to why it should be excluded from ordinary maps.
Mappers have been trying to use more and more features for a long time, being forced to crack the editor to make new things. Things like these are excellent for creating new and innovative maps, and should be encouraged to be able to be included in regular melee-maps.
1000 at least.
Chuiu
Profile Blog Joined June 2003
3470 Posts
August 18 2009 23:23 GMT
#68
Yes, this would add some depth to a game BUT:

Mappers please read this. Limit special map quirks like this to at most two per map. (by quirks I mean buildings/rubble blocking paths, the new high grass thing, lava, pretty much anything that isn't part of the core terrain of a map) Because if you don't start limiting it then its going to get messy and complicated and end up being more irritating to the players, commentators and audience. Well maybe not audience, though I'm sure they will suffer as well when players purposely ignore certain parts of a map because they're annoying.
♞
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
August 18 2009 23:32 GMT
#69
Great for single player, not as good for multiplayer.
Being healthy, it has been said, really consists of having the same disease as everybody else.
Falling
Profile Blog Joined June 2009
Canada11369 Posts
August 18 2009 23:33 GMT
#70
Very good single player feature. For competitive play, it depends.

Lava on expos and random lava would be extremely annoying.

But on certain maps, it could be an interesting map feature if the high/low 'tides' changed at regular intervals. With the big voiceover and a countdown it could hardly be considered random- one could then practice for the 'tides' (when to make timing attacks and expansion etc.)

Attacks would have to be speedy and an opponent could try to pin your army down just long enough so you can't escape the lava as the timer countsdown- on paper it could be exciting. It might be too annoying and therefore reject, but it would be worth the attempt. It might force more drop plays or air attacks.

If it doesn't work, the feature would be mothballed except for casual play. No big deal.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
lepape
Profile Joined November 2005
Canada557 Posts
Last Edited: 2009-08-19 00:04:47
August 18 2009 23:40 GMT
#71
Another thing to consider is how lockdown and the new protoss wall spell (I forgot the name) could work very well with lava in multiplayer games, as well as other slowing abilities I might have forgotten.

Imagine a game in which a protoss would use it's casters to trap a whole terran army on lava grounds, pure entertainment.
DeCoup
Profile Joined September 2006
Australia1933 Posts
August 19 2009 00:17 GMT
#72
This mechanic was not designed for multiplayer, it was thought up for 1 campaign map. Blizz gave said that some of the mechanics they made for missions are a big enough game changer to have their own game mode, but they are in 1 map only. What Make me happy is that they have designed an editor which is capable of so much, but that they appear to be only utilizing the most basic of mechanics (rocks, towers, los shrubs) in the multiplayer maps and letting the map makers decide how far to take the use of advanced editor capabilities in leagues.

Lava is one example of a mechanic which COULD be used well if done right, but is not forced down our throats. We have seen some interesting maps in SC1 in the past utilizing neutral buildings and disruption webs etc, and I bet at first no one exoected them to be any good.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
August 19 2009 00:59 GMT
#73
People who are really paranoid of dynamic map like this hurting competitive play should really reconsider. After all, it's not like it's happening to EVERY multiplayer map, and it will make the game more exciting and strategic. No offense to you guys, of course. I just think it SHOULD be added to competitive play.
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
Vision
Profile Joined June 2009
United States113 Posts
August 19 2009 01:08 GMT
#74
On August 19 2009 07:28 lepape wrote:

1- Lava in mineral lines like in the single player mission, having to move out peons every X minutes.
2- Lava to separate bases, turning an island map into a regular map after X time, or the opposite.
3- Lava on specific paths, forcing players to use longer paths either permanently or temporarily.
4- Isolating far expansions late game, or removing the isolation of island expos after a while, thus punishing any turtle.


I take back my previous post after completely reading this.. What this guy suggested is amazing...
Let's unite the blizzard community! But you can't actually talk to eachother..... - Luca
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
August 19 2009 01:18 GMT
#75
i'd like to see island maps becoming a full map.
however. if you combine this with a buncha tall grass and stuff it might become a disaster like demon's forest
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
August 19 2009 01:25 GMT
#76
Could have the lava on a countdown that covered islands, after 10 mins they would open up for drops to take.
Hwaseung Oz fan for life. Swing out, always swing out.
Craigerson
Profile Joined August 2009
11 Posts
August 19 2009 01:31 GMT
#77
this really looks more like red alert than anything else

starcraft 2 is going to disappoint : (
Gnaix
Profile Joined February 2009
United States438 Posts
August 19 2009 01:46 GMT
#78
Medics are back?
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
Gnaix
Profile Joined February 2009
United States438 Posts
August 19 2009 01:48 GMT
#79
nvm, i thought they were replaced by the medivac dropship, but apparently they're not...
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
Shade692003
Profile Joined August 2005
Canada702 Posts
August 19 2009 02:22 GMT
#80
On August 19 2009 10:31 Craigerson wrote:
this really looks more like red alert than anything else

starcraft 2 is going to disappoint : (


No, just, no.
I hate the post below mine because it feels War3-ish.
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