Why such limited creativity when making maps - Page 6
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Nabes
Canada1800 Posts
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RockIronrod
Australia1369 Posts
I fucking love droning. | ||
Morphs
Netherlands645 Posts
Make a map with center gold bases, but instead of making all patches gold, only make half of them gold, rest regular. That would require extra micro to take full advantage off (= good for skilllevel). There's a lot of cool stuff to be done. Putting rocks on a tower was also nice (think it was testbug). -edit- whoops just saw someone else also came up with a similar idea... perhaps we'll see it in a map one day. | ||
justinpal
United States3810 Posts
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Jinsho
United Kingdom3101 Posts
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Novalisk
Israel1818 Posts
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sandg
Australia123 Posts
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CrtBalorda
Slovenia704 Posts
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ceaRshaf
Romania4926 Posts
It's like instead of saying to all the races "Here, take 1000 minerals for the first 2 minutes" you say "Here, take 3000 minerals for the first 2 minutes". It's a multiplication with a constant. There would be completely new timing on everything though, and this is a reason why pros would not like it. I feel that not giving a small percent of the game credit to the map itself is kinda bad for viewing SC2. We might as well play the same maps over and over again for ever and just switch the tile theme. I am not saying that we should add completely weird maps, but I would like one small thing on each map that makes it unique. Make one freaking map without Xelnaga Towers for starters. | ||
Grumbels
Netherlands7028 Posts
On February 26 2012 19:11 CrtBalorda wrote: Why does every map need at least 1 watch tower, seriusly, it could be a special map addition, but no now its on every map, also some rocks should be way harder to break down, they dont even make a diffrence, aside from limit zerg, which is stupid. Also the maps need to be the biggest like tal darim, terminus. Watch towers help to defend against pushes, it either forces the opponent to take a longer route or be spotted. Having stray zerglings or overlords to scout for the same thing is really hard and unviable except for really good players. Furthermore, towers are a safe spot for late-game army movement, where you don't run the risk of walking into your opponent's army suddenly etc. All kinds of good qualities for a game that tries to be newb-friendly. Most pro maps tend to have a bit fewer towers relative to the map size than the ladder maps, I think, so their effect is negated mostly. They could be removed without impacting the map on a pro level, but they don't really hurt either way. | ||
ceaRshaf
Romania4926 Posts
On February 26 2012 20:40 Grumbels wrote: Watch towers help to defend against pushes, it either forces the opponent to take a longer route or be spotted. Having stray zerglings or overlords to scout for the same thing is really hard and unviable except for really good players. Furthermore, towers are a safe spot for late-game army movement, where you don't run the risk of walking into your opponent's army suddenly etc. All kinds of good qualities for a game that tries to be newb-friendly. Most pro maps tend to have a bit fewer towers relative to the map size than the ladder maps, I think, so their effect is negated mostly. They could be removed without impacting the map on a pro level, but they don't really hurt either way. But you would need to scout more actively and be on alert more often. | ||
Broodie
Canada832 Posts
Newer maps are making use of varied terrain pathing which is almost as far as you can go. If you want a harsher extreme take a look at DOTA (HoN, LoL, DoTA2) the core of the game revolves around map design so in fact starcraft 2 has close to the best design out there for freelancing RTS mapping. I've been trying a couple new things in my maps but also trying to not leave the bounds set before me. After all; Structure is set so the building will not collapse. http://www.teamliquid.net/forum/viewmessage.php?topic_id=314030 Link to my map thread^ | ||
nam nam
Sweden4672 Posts
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Scarecrow
Korea (South)9172 Posts
On February 26 2012 20:38 ceaRshaf wrote: For those who think golds in main would favor terran you forget that we are post patch. They will mine exactly the same as any other race. It's like instead of saying to all the races "Here, take 1000 minerals for the first 2 minutes" you say "Here, take 3000 minerals for the first 2 minutes". It's a multiplication with a constant. There would be completely new timing on everything though, and this is a reason why pros would not like it. Yeah, make mules redundant, sounds like a great idea. New timings for EVERYTHING would just force players to completely relearn the game for each retarded map you put out and reduce the overall quality of competition which is what's actually entertaining to watch. Maps should influence pro players build choices and tactics but not to the extent where they have to start from scratch, we'd be right back in beta again with all sorts of shenanigans. Maps are the way they are after years of evolution in BW and RTS. Creativity is explored within the limitation of not breaking matchups. Stupid shit like changing fundamental aspects of the game, like gold instead of regular minerals will never get implemented. Noone wants to see pro's fuck around with triple mining mode unless it's for a special event. | ||
Jarree
Finland1004 Posts
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StarBrift
Sweden1761 Posts
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Kuni
Austria765 Posts
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Soma.bokforlag
Sweden448 Posts
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sVnteen
Germany2238 Posts
also the ideas you described would all be terribly imbalanced... | ||
KalWarkov
Germany4126 Posts
i agree that there could be a bit more creativity put in concerning how the mid looks like, the placement of 4th, 5th etc. base - but the main, natural and 3rd are to crucial to experiment with - it simply influences the balance way too hard. | ||
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