• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:31
CEST 06:31
KST 13:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026) - RO12 Preview0herO wins GSL Code S Season 1 (2026)0Code S Season 1 (2026) - RO4 & Finals Preview5[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7
Community News
Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !18Weekly Cups (April 27-May 4): Clem takes triple0
StarCraft 2
General
Code S Season 2 (2026) - RO12 Preview herO wins GSL Code S Season 1 (2026) Weekly Cups (May 11-17): Classic wins double Code S Season 1 (2026) - RO4 & Finals Preview Team Liquid Map Contest #22 - The Finalists
Tourneys
GSL Code S Season 1 (2026) GSL Code S Season 2 (2026) Maestros of The Game 2 announcement and schedule ! $1,400 SEL Season 3 Ladder Invitational $5,000 WardiTV Spring Championship 2026
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune Mutation # 524 Death and Taxes
Brood War
General
Lights Ro.8 Review (asl s21) 25 Years Since Brood War Patch 1.08 vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker [ASL21] Ro8 Day 4
Strategy
Muta micro map competition Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne ZeroSpace Megathread War of Dots, 2026 minimalst RTS Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread YouTube Thread Russo-Ukrainian War Thread UK Politics Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software)
TL Community
The Automated Ban List
Blogs
Why RTS gamers make better f…
gosubay
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1409 users

Creep Spread Mechanics - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 11 Next All
mutantmagnet
Profile Joined June 2009
United States3804 Posts
May 29 2011 14:45 GMT
#141
On May 29 2011 22:52 Sated wrote:
All this change does is make the mechanic consistent with that seen for tanks and pylons and you can't really argue against consistency.


Sure you can. Creating exceptions to a general trend allows player to encounter something unique to their choices.

In BW Dark Archons are the only spell caster that don't get additional useable mana upon training after researching their max energy upgrade.
In SC upgrades follow the general trend that level 2,3 require a specific tech building for each race. For Protoss Shield upgrades you don't have this restriction.

Personally I'm in favor of exceptions if they offer an interesting conditions in usage. This current condition with creep tumors is just an annoyance and should be changed.
quaren
Profile Joined June 2007
Italy19 Posts
May 29 2011 14:49 GMT
#142
On May 29 2011 23:25 chenchen wrote:
Why don't we make the game play itself if we hold down one button, and whoever holds down the button for longer wins?


Seriously, to everyone that seems to say that anything that makes the interface of the game easier means that the game is getting noobyfied...

The interface is not what should make the game challenging, it should be the actual game DESIGN not INTERFACE that does that.

Examples
Chess, DESIGN: how the pieces move and what they can do, INTERFACE: picking one up and moving it. The interface is easy as pie.... the design leads to a fantastically complex and challenging game.
Tic-Tac-Toe, DESIGN: How the Xs and Os function on the board and how to achieve victory, INTERFACE: drawing them in the cells..... The interface is easy..... but so is the design and the game is a silly waste of time.

Telling people to go back and play BW to see how a "real" game should be.... sigh.... So what? The original Warcraft had a worse interface as did WarII for that matter, it's not like they were anything near what BW or SC2 are. Should we artificially limit how well we can interface with the game so that it is more challenging? Instead of simply right-clicking to move a unit we probably should have players execute key-combos Street Fighter style. A Hadouken to issue commands for Terrans, Shouryuken for Zerg and Sonic Booms for Protoss like this you have to be super gosu to be able to build a supply depots and some barracks. Better yet why not have it so that we can't select more than one of anything at a time?.... Sending a squad of marines to attack would take ~600APM... then we can really see who is the skilled player.
By the standards you guys put forth the truest test of skill is a game like QWOP....
Shall we play a game?
apm66
Profile Blog Joined April 2010
Canada943 Posts
Last Edited: 2011-05-29 14:59:03
May 29 2011 14:55 GMT
#143
Wow! The level of maturity and friendliness in this thread is just as low as Call Of Duty: Black Ops. It's days like this that makes me really miss the broodwar and quake community
(╯°□°)╯︵ ┻━┻
Anzekay
Profile Joined March 2011
Australia63 Posts
May 29 2011 15:12 GMT
#144
What a terrible cesspool of a thread, I'm honestly shocked that so many people either just didn't read the OP, or are so terrible at understanding that they misunderstood what he meant so badly.

I personally think this is a change/fix that is long overdue, and has frequently annoyed me when trying to make creep tumors while selecting multiple tumors.
Vorlik
Profile Joined October 2010
1522 Posts
May 29 2011 15:15 GMT
#145
I support this change!
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-05-29 15:21:12
May 29 2011 15:20 GMT
#146
--- Nuked ---
ePBuckets
Profile Joined April 2011
Canada207 Posts
Last Edited: 2011-05-29 15:22:12
May 29 2011 15:20 GMT
#147
After reading all the posts and stuff,
i believe that starcraft 2 is too easy.
just the other day i played a BW game and noticed how much more i had to do.

if everything is given to us, starcraft 2 just turns into a movie w/ mouse clicking.

so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy.

like come on, starcraft is a game of APM, and multitasking; among other things, and you have to look out for SOMETHING
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-05-29 15:22:30
May 29 2011 15:21 GMT
#148
--- Nuked ---
ePBuckets
Profile Joined April 2011
Canada207 Posts
May 29 2011 15:23 GMT
#149
On May 30 2011 00:21 Sated wrote:
Show nested quote +
so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy.

I assume that you also want the pylon radius indicator removed as well, then?


im pretty sure pylon radius has been shown since the dawn of time.

i dont see why zergs absolutely NEED this..
the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it.
learn to time it out..
`dunedain
Profile Blog Joined April 2011
657 Posts
May 29 2011 15:25 GMT
#150
The same goes for Missile Turrets, unless you didn't notice.
The radius is present when putting down the initial turret, but clicking on it later on doesn't reveal the perimeter anymore.
It's the same as the Creep function, when putting new ones down you can see the included area.

Next thing we know you'll be asking for flying marines, or some crazy shit like that.
Oh wait..
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
Wyk
Profile Joined March 2011
314 Posts
May 29 2011 15:25 GMT
#151
Sure, lets put other people to work on something because we are too lazy to select 2-3 at a time, planning to send them on a certain path. The creep spread mechanic is perfect in the current state, I dont think you should come up with moronic requests.
ePBuckets
Profile Joined April 2011
Canada207 Posts
May 29 2011 15:27 GMT
#152
On May 30 2011 00:25 `dunedain wrote:
The same goes for Missile Turrets, unless you didn't notice.
The radius is present when putting down the initial turret, but clicking on it later on doesn't reveal the perimeter anymore.
It's the same as the Creep function, when putting new ones down you can see the included area.

Next thing we know you'll be asking for flying marines, or some crazy shit like that.
Oh wait..



@ the guy who said pylon radius should be removed:

Cannon radius isnt shown?
wait, i'm pretty sure the spines/spore crawlers show the radius..
imo lets remove that so its all even and you can just burrow/unburrow blindly hoping youre in range.

oh wait.
PopcornColonel
Profile Joined March 2011
United States769 Posts
May 29 2011 15:31 GMT
#153
I agree.
Zerg delenda est.
ALPINA
Profile Joined May 2010
3791 Posts
May 29 2011 15:31 GMT
#154
On May 30 2011 00:25 Wyk wrote:
Sure, lets put other people to work on something because we are too lazy to select 2-3 at a time, planning to send them on a certain path. The creep spread mechanic is perfect in the current state, I dont think you should come up with moronic requests.


Did you even tried playing zerg? Do you know how much time you need to invest to spread creep all over the map? This is a bug which needs to be fixed, at least I see no reason why this should stay how it is now.
You should never underestimate the predictability of stupidity
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
May 29 2011 15:33 GMT
#155
I feel like this thread was made with a Terran mindset.
Tomken
Profile Joined January 2010
Norway1144 Posts
Last Edited: 2011-05-29 15:42:44
May 29 2011 15:41 GMT
#156
On May 29 2011 23:49 quaren wrote:
Examples
Chess, DESIGN: how the pieces move and what they can do, INTERFACE: picking one up and moving it. The interface is easy as pie.... the design leads to a fantastically complex and challenging game.


Well it's like that the creep tumor grid is like chess with grid to show where you could move, why don't they make that for competitive chess? It's not necessary because the player should know where he could place the creep tumor or move the chess unit (dno what's it's called).
MBCGame HERO FIGHTING!!!~
Grimjim
Profile Joined May 2010
United States395 Posts
May 29 2011 15:51 GMT
#157
This thread makes me weep. Seriously.

Protoss and Terran users are getting so defensive they have to argue against a simple indicator?

What the fuck is going on?
I am serious. And my name is Shirley.
TelecoM
Profile Blog Joined January 2010
United States10721 Posts
May 29 2011 15:55 GMT
#158
I saw this thread, and it made me write this thread in the strategy section : http://www.teamliquid.net/forum/viewmessage.php?topic_id=227693 , I think before you go and judge creep spreading mechanic you should know all of its possibilities, if you can spread creep backwards and forwards same time, then I think you might possibly change the OP .
AKA: TelecoM[WHITE] Protoss fighting
Anzekay
Profile Joined March 2011
Australia63 Posts
May 29 2011 15:58 GMT
#159
On May 30 2011 00:23 ePBuckets wrote:
Show nested quote +
On May 30 2011 00:21 Sated wrote:
so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy.

I assume that you also want the pylon radius indicator removed as well, then?


im pretty sure pylon radius has been shown since the dawn of time.

i dont see why zergs absolutely NEED this..
the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it.
learn to time it out..


Pylon radius being displayed is obviously a requirement. But when you say "dawn of time", you mean SC1, right? When you could only select one pylon at time anyway. When you needed to display the power radius of multiple pylons at a time right? Oh, hold on...

If creep tumors shouldn't show the radius of each individual tumor, when multiples are selected, then neither should tanks or pylons do the same.
Greatness
Profile Joined May 2011
United States450 Posts
May 29 2011 15:59 GMT
#160
On May 30 2011 00:58 Anzekay wrote:
Show nested quote +
On May 30 2011 00:23 ePBuckets wrote:
On May 30 2011 00:21 Sated wrote:
so i disagree with this one, showing the creep tumor radius is just making things too convenient/easy.

I assume that you also want the pylon radius indicator removed as well, then?


im pretty sure pylon radius has been shown since the dawn of time.

i dont see why zergs absolutely NEED this..
the creep is as far as the creep is, choose to use your tumors now or dont. go on to the next thing of your mental checklist and skip it.
learn to time it out..


Pylon radius being displayed is obviously a requirement. But when you say "dawn of time", you mean SC1, right? When you could only select one pylon at time anyway. When you needed to display the power radius of multiple pylons at a time right? Oh, hold on...

If creep tumors shouldn't show the radius of each individual tumor, when multiples are selected, then neither should tanks or pylons do the same.

If you're worried about losing the game over creep tumors, you have worse problems than that.
Prev 1 6 7 8 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#82
PiGStarcraft676
EnkiAlexander 57
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft676
RuFF_SC2 149
Nina 112
StarCraft: Brood War
GuemChi 5913
Noble 24
Bale 11
Icarus 7
Counter-Strike
Coldzera 1689
FalleN 1549
m0e_tv507
Super Smash Bros
hungrybox1269
Other Games
summit1g12819
C9.Mang0658
WinterStarcraft327
Sick210
ViBE178
Maynarde112
Trikslyr24
CosmosSc2 13
Organizations
Counter-Strike
PGL8512
Other Games
gamesdonequick971
BasetradeTV56
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 63
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki95
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1034
• Lourlo920
Other Games
• Scarra1172
Upcoming Events
GSL
5h
Cure vs sOs
SHIN vs ByuN
Replay Cast
19h 30m
GSL
1d 5h
Classic vs Solar
GuMiho vs Zoun
WardiTV Spring Champion…
1d 6h
Replay Cast
1d 19h
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
2 days
Replay Cast
2 days
RSL Revival
3 days
Classic vs SHIN
Rogue vs Bunny
BSL
3 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
4 days
Flash vs Soma
RSL Revival
4 days
BSL
4 days
Patches Events
4 days
Replay Cast
5 days
Universe Titan Cup
5 days
Rogue vs Percival
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Proleague 2026-05-19
2026 GSL S1
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
YSL S3
SCTL 2026 Spring
2026 GSL S2
RSL Revival: Season 5
Heroes Pulsing #1
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W8
CSCL: Masked Kings S4
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.