Lava on Maps - Page 4
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spkim1
Canada286 Posts
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Grumbels
Netherlands7028 Posts
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) | ||
lepape
Canada557 Posts
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
United States113 Posts
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lIlIlIlIlIlI
Korea (South)3851 Posts
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X3N0N
United States78 Posts
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
Sweden2691 Posts
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. | ||
Chuiu
3470 Posts
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
United States10657 Posts
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Falling
Canada11258 Posts
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. | ||
lepape
Canada557 Posts
Imagine a game in which a protoss would use it's casters to trap a whole terran army on lava grounds, pure entertainment. | ||
DeCoup
Australia1933 Posts
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. | ||
TheOvermind77
United States923 Posts
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Vision
United States113 Posts
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... | ||
Mykill
Canada3402 Posts
however. if you combine this with a buncha tall grass and stuff it might become a disaster like demon's forest | ||
StorrZerg
United States13910 Posts
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Craigerson
11 Posts
starcraft 2 is going to disappoint : ( | ||
Gnaix
United States438 Posts
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Gnaix
United States438 Posts
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Shade692003
Canada702 Posts
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. | ||
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