ow.
My head.
If red alert 2 looked anything like this I would be in heaven because I would have been playing Red Alert 2 nonstop.
Forum Index > SC2 General |
Husky
United States3362 Posts
On August 19 2009 11:22 Shade692003 wrote: Show nested quote + 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. ow. My head. If red alert 2 looked anything like this I would be in heaven because I would have been playing Red Alert 2 nonstop. | ||
Polyphasic
United States841 Posts
On August 19 2009 00:36 StorrZerg wrote: i think it would be great for on paths to battle. not so much for halting mining ect. chasing someone into a lava pool seeing them all melt and die lol you're right, this would be very fun. i can see lava rising and what not be more of a battle element than a mining element. maybe certain key pathways are usually overflowed with lava, but during certain time periods, open up, allowing a shorter route into an enemy's base. perhaps the whole center area never has lava, but the sides of the map get overflowed every now and then. in large engagements when for example, terran pushes the protoss to the edges, the protoss need to attack within a certain time period or have to retreat from the central platform area. the possibilities are pretty cool. | ||
Virtuoso
United States119 Posts
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Simple
United States801 Posts
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MK
United States496 Posts
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ArvickHero
10387 Posts
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skypacer
China174 Posts
Besides, several strategic points on the map can also be connected with this type of mechanic, if so, we can have roads that passable occasionally, X-naga towers you can only held for a period of time, etc. | ||
HeaDStrong
Scotland785 Posts
in single player ok in ums ok static lava which can be removed by destroying some rocks/buildings ok. (just the same as destroying a building just the effect becomes bigger or smth...) | ||
CharlieMurphy
United States22895 Posts
In summation, anything to spice up gameplay to prevent stagnation and keep the game fresh is always good, but we don't need it to start off with. Maybe later when the meta game develops a little more it would be nice. For now, just leave it to UMS maps. PS- there are some blizzard maps like 'black hole' (i think it was called) where every couple of minutes the middle of the map would kill anything. It's basically just a natural disaster/map obstacle. I don't really want to play against the map, I wanna play against a player. This isn't sim city. PPS- there should be a poll option for Maybe good idea at some point, don't want it in every map though | ||
lepape
Canada557 Posts
On August 19 2009 20:03 CharlieMurphy wrote: Shit like this is already possible with BW, just not in melee maps. And rightly so imo, if you add too many gimmicky things like this the game becomes totally crazy and the balance from maps is just ridiculous. No one would ever join random custom maps online because noobs would just abuse things like this and rig maps to basically make you lose half way into the mid game or something. In summation, anything to spice up gameplay to prevent stagnation and keep the game fresh is always good, but we don't need it to start off with. Maybe later when the meta game develops a little more it would be nice. For now, just leave it to UMS maps. PS- there are some blizzard maps like 'black hole' (i think it was called) where every couple of minutes the middle of the map would kill anything. It's basically just a natural disaster/map obstacle. I don't really want to play against the map, I wanna play against a player. This isn't sim city. PPS- there should be a poll option for Maybe good idea at some point, don't want it in every map though I disagree, I don't think lava is much different from destructible temples, and certainly less gimmicky than destructible assimilators on some SC maps, or even stacked temples on Medusa. It's much easier for a new player to understand that "in 15 mins, you'll be able to use that path to reach the enemy's base" than "if one assimilator is destroyed, only bio units are gonna be able to get through this choke". Also, if newbs were to abuse this all the time, I don't see how this could be any worse than backdoor mineral patches in Destination and Heartbreak Ridge. I see the point that SC evolved into this after 5 years, maps didnt start with fancy mineral patches and destructible buildings here and there, and if they had, we'd probably have three times more of that stuff on maps today. At the same time, I like the idea of dynamic maps better than neutral Xel'Naga tower (which never seemed to fit right with SC imo), or the yellow crystals, because there's so many new possibilities with dynamic maps. The main problem I would see with lava is that it's a mechanic controlled by the game instead of being player controlled (like rocks for exemple). Lava would force the players to adapt to the map over time, which is something that never was introduced in any Blizzard RTS, and time could become a too big factor in the game. | ||
BBS
Germany204 Posts
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lepape
Canada557 Posts
On August 19 2009 22:05 BBS wrote: Oh yeah, that would be so cool and would make timing even more important like "okay, if i am too late with my units, i can't make them walk over the lava" cool stuff! definetely want it! If you're too late with your units, you end up being killed anyway. Or it could easily be the other way around, if you wait long enough, you can make units walk over this old lava pit. | ||
Lancaster
Canada12 Posts
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Mortician
Bulgaria2332 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. This | ||
bubblegumbo
Taiwan1296 Posts
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fabiano
Brazil4644 Posts
what i hope that doesnt happen is that the map makers end up overusing things like that. | ||
Myst-
United States96 Posts
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lepape
Canada557 Posts
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Toxiferous
United States388 Posts
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yarders
United Kingdom194 Posts
On August 19 2009 22:05 lepape wrote: The main problem I would see with lava is that it's a mechanic controlled by the game instead of being player controlled (like rocks for exemple). Lava would force the players to adapt to the map over time, which is something that never was introduced in any Blizzard RTS, and time could become a too big factor in the game. How about combining the rocks and lava together. For example destroying some rocks could cause lava to flow into your opponents base. This lava can only be a good thing it gives more options. If it doesnt work so be it, no ones going to be forced to use it. | ||
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