Lava on Maps - Page 6
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Astray
Canada59 Posts
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Kare
Norway786 Posts
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Noxide
United States2870 Posts
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AdunToridas
Germany380 Posts
On August 20 2009 05:00 Astray wrote: Starcraft 2 is slowly turning into one giant Use Map Settings game... Well, well said. | ||
Leg[end]
United States241 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 i think it is only in single player... that's just stupid anyway | ||
Tyraz
New Zealand310 Posts
Yeah... because Use Map Settings maps are where there is new mechanics right...? Please; just because they add more terrain and line of sight options, doesn't mean that the whole game is gonna suddenly turn into DotA. I think the line of sight obstructing objects and dynamic terrain types add depth. If you don't like it, then don't play maps that have it. Nobody is forcing you to play them... | ||
Mastermind
Canada7096 Posts
On August 19 2009 00:48 Boundz(DarKo) wrote: Good for use map settings, not for progaming. this | ||
Toads
Canada1795 Posts
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DeCoup
Australia1933 Posts
On August 20 2009 05:00 Astray wrote: Starcraft 2 is slowly turning into one giant Use Map Settings game... Yes the single player campaign is turning into a giant UMS.... ... ?? Am I missing something here? | ||
dcttr66
United States555 Posts
On August 20 2009 09:59 DeCoup wrote: Yes the single player campaign is turning into a giant UMS.... ... ?? Am I missing something here? i guess you didn't get around to playing all the fun ums games in starcraft...there were so many and they were so wild blizzard had to in wc3 put in a bunch of wild starcraft ums games into the wc3 campaign... now they are just doing the same thing again i guess, only this time it'll probably be a lot better since it's the second time around that they are doing it. | ||
BlueStar
Bulgaria1159 Posts
On August 20 2009 05:00 Astray wrote: Starcraft 2 is slowly turning into one giant Use Map Settings game... kinda true t.t that would suck deeply (the lava shit t.t) P.S. Decoup i believe he means the multiplayer as well ~_~ | ||
KinosJourney2
Sweden1811 Posts
Hell yeah, every point except the first one was nice. | ||
jtype
England2167 Posts
Or if you could destroy a barrier/object that let the lava drain away and create a new access point, then it would really just be a 'prettier' way of implementing what's already on many proleague maps, ie. destructable stacked temples, or empty mineral patches. edit - actually, think about the way Outsider changes over time as mineral lines get mined out. Surely lava could create a similar dynamic. | ||
ActualSteve
United States627 Posts
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jtype
England2167 Posts
On August 21 2009 01:02 ActualSteve wrote: I can see the UMS possibilities, but nothing professional. What about this? - Or if you could destroy a barrier/object that let the lava drain away and create a new access point, then it would really just be a 'prettier' way of implementing what's already on many proleague maps, ie. destructable stacked temples, or empty mineral patches. | ||
Wire
United States494 Posts
as far as progaming goes, I don't see any real application in terms of temporarily blocking mining. however having this kind of thing say in the middle of the map would significantly change the dynamics and make it a lot more interesting. | ||
Zona
40426 Posts
Dynamic maps in general I think can add to the game if used appropriately. Currently we already have the game changing as time passes in a match, especially in response to tech. For example, in TvZ, when mutas appear, Terran often plays defensively during this phase of the match. Dynamic maps can also contribute to make different time periods of a match play out differently. As others have mentioned, current professional league maps already try to incorporate some changing-map elements with neutral buildings and the assimilator/geyser "thing". Dynamic maps will allow more interesting versions of such ideas, and in a more natural manner. | ||
Chef
10810 Posts
I mean, you could say that it would mean attacking during lava rising is ideal because A: your opponent will have his attention split and B: He won't be able to reinforce his troops but... Then it's over, that's all the 'strategy' you added and it doesn't even sound interesting. Just a bunch of forced lapses in macro. Maybe if SCVs automatically went to high ground at the last second, or lava could occasionally block normal unit paths unrelated to macro, it would be cool, but just some dumb thing that makes you pull your SCVs every 2 minutes as an added kind of artificial apm is boring and uninteresting. Keep it on the Blizz maps for games with friends, but not in anything like Proleague. | ||
F[5]aLaMaT
United States71 Posts
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fabiano
Brazil4644 Posts
On August 21 2009 04:37 Chef wrote: Maybe if SCVs automatically went to high ground at the last second that would kind of... well, kill all the reasoning behind the lava. Instead of putting lava in mineral lines, just put it elsewhere | ||
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