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Lava on Maps - Page 6

Forum Index > SC2 General
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Prev 1 4 5 6 7 Next All
Astray
Profile Joined August 2009
Canada59 Posts
August 19 2009 20:00 GMT
#101
Starcraft 2 is slowly turning into one giant Use Map Settings game...
A stupid person is not a person lacking in knowledge; if that was true, everyone would be stupid. A stupid person has a closed mind, instead of an open one.
Kare
Profile Joined March 2009
Norway786 Posts
August 19 2009 20:19 GMT
#102
Seems kinda strange to be honest. Maybe it will be better when we actually get to play the game.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Noxide
Profile Joined July 2009
United States2870 Posts
August 19 2009 20:32 GMT
#103
Adds another element which definitely increases gameplay quality. Should be able to see it on the minimap though.
Flash ひなの戦争の王である || しかし、実際にはヤフーの ファンタジーサッカー、楽しいプレー私の週末を占めている
AdunToridas
Profile Joined December 2008
Germany380 Posts
August 19 2009 20:38 GMT
#104
On August 20 2009 05:00 Astray wrote:
Starcraft 2 is slowly turning into one giant Use Map Settings game...

Well, well said.
« People say I'm strange, does it make me a stranger that my best friend was born in a manger? »
Leg[end]
Profile Blog Joined May 2009
United States241 Posts
August 19 2009 23:01 GMT
#105
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
Legends Never Die ;;
Tyraz
Profile Blog Joined September 2008
New Zealand310 Posts
August 20 2009 00:15 GMT
#106
On August 20 2009 05:38 AdunToridas wrote:
Show nested quote +
On August 20 2009 05:00 Astray wrote:
Starcraft 2 is slowly turning into one giant Use Map Settings game...

Well, well said.

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...
100% Pure.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
August 20 2009 00:21 GMT
#107
On August 19 2009 00:48 Boundz(DarKo) wrote:
Good for use map settings, not for progaming.

this
Toads
Profile Blog Joined February 2009
Canada1795 Posts
August 20 2009 00:27 GMT
#108
I dont want to see that in iccup or battle.net but if its just the larva without he grow up hell yeah i want it
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
DeCoup
Profile Joined September 2006
Australia1933 Posts
August 20 2009 00:59 GMT
#109
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?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
dcttr66
Profile Joined October 2003
United States555 Posts
August 20 2009 03:36 GMT
#110
On August 20 2009 09:59 DeCoup wrote:
Show nested quote +
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?

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
Profile Blog Joined August 2005
Bulgaria1168 Posts
Last Edited: 2009-08-20 12:28:01
August 20 2009 12:26 GMT
#111
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 ~_~
Leader of the Bulgarian National SCBW/SC2 team and team pSi.SCBW/SC2
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
August 20 2009 14:13 GMT
#112
On August 19 2009 07:57 randomKo_Orean wrote:
Show nested quote +
On August 19 2009 07:28 lepape wrote:
I see many possible uses of lava on competitive maps, mainly :
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.


That sounds fucking awesome


Hell yeah, every point except the first one was nice.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
jtype
Profile Blog Joined April 2009
England2167 Posts
Last Edited: 2009-08-20 15:17:20
August 20 2009 15:15 GMT
#113
What about if there were certain paths that had lava on them for the first 5 mins of the game, but then it opened up later? That could be for the "5 mins no rush" noobs.

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
Profile Blog Joined April 2009
United States627 Posts
August 20 2009 16:02 GMT
#114
I can see the UMS possibilities, but nothing professional.
You are now breathing manually.
jtype
Profile Blog Joined April 2009
England2167 Posts
Last Edited: 2009-08-20 16:17:01
August 20 2009 16:16 GMT
#115
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
Profile Joined July 2009
United States494 Posts
August 20 2009 16:52 GMT
#116
I think that this is a ums feature only implemented because some programmer loved lava dodge on the original sc XD

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.
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Zona
Profile Blog Joined May 2007
40426 Posts
August 20 2009 17:52 GMT
#117
In addition to lepape's suggestions, changing lava levels can also change the shape of a battlefield with time. For example, early on, a map could have narrow paths, making surrounds and push breaks harder, but later on, receding lava leads to a wider battlefield, so flanking becomes more viable. Or beside an expo, a lava pool on the other side of cliffs recedes, so a base that earlier on was safe is now cliffable.


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.
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
Chef
Profile Blog Joined August 2005
10810 Posts
August 20 2009 19:37 GMT
#118
Where's the option for "No, it's a stupid gimmick." ?

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.
LEGEND!! LEGEND!!
F[5]aLaMaT
Profile Joined May 2009
United States71 Posts
August 20 2009 19:53 GMT
#119
i think the lava thing is pretty cool, of course not all maps will have it so i dont see why people are complaining,.. just odnt play maps with it?
Legend
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
August 20 2009 20:01 GMT
#120
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
"When the geyser died, a probe came out" - SirJolt
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