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Breadth of Gameplay in SC2 - Page 51

Forum Index > SC2 General
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NEW IN-GAME CHANNEL: FRB
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 02:22 GMT
#1001
Changing the totals was done all the time in BW and is an important aspect of balancing bases on a map. So I think any mapper should be able to adjust the amount of resources for any given base on a map. That's why it is an object property to adjust individual nodes on a map, not just in the data editor to edit the entire object class.

I think the total amount of gas is something that can be adjusted over time through balancing. Right now it's hard to say how effective it would be. Sticking to 2500 gas might be just fine, or 2000 might be better. It does seem like, in SC2 right now, gas geysers last a very long time before being depleted, so I wouldn't mind it lower.
all's fair in love and melodies
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2012-03-21 02:36:55
March 21 2012 02:24 GMT
#1002
EDIT: On your queston, Barrin, I think we absolutely need to reduce the maximum gas a geyser has, for one clear reason: ghosts vs templar. With that much excess gas, protoss may practically be forced to go templar every mid-late game, and the cost of the ghost is much more severe for terran, while the templar it's made cheaper for protoss. And, of course, infestor spam.

1) Casters. I suggest day[9] and a pro who's proven good at casting before. DeMuslim, perhaps.

2) Players. We need mid-level pros who emphasize micro. HuK can't afford to practice a game he's not playing, but for some cash, there are other players who can. Micro focused players because they'll be more comfortable, and be able to show off a better performance, in the now micro-oriented game. TLO is a perfect choice. Perhaps TLO vs WhiteRa?

3)Map pool. Because we'll be introducing a new gameplay to the players, I suggest small map pool that consists of ladder maps. Using maps they are already familiar with helps them focus on the gameplay, the part we want to shine. A small pool allows them to practice more effectively with less time invested, keeping it easier to attract players and, again, allowing them to focus on gameplay changes.

4) Showmatch length. A showmatch of 5 or 7 will be best. I think 5, where all 5 games are played. This makes it easy for the viewer to watch the whole series, maximizing our audience, while having enough matches to really show off the changes in gameplay in several circumstances. If we go for 5, I suggest a map pool of 3-4.

5)Mineral/Gas count. We need to decide what exactly we're going, and keep it consistent across all the maps. I support 6m2lyg or 6m2g.
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 02:32 GMT
#1003
Today I've been working on a map in 6m2g and I'm liking it quite a bit. I'll post it up a bit later. Still needs a name and I've been tweaking it a bit, but it's mostly ready for feedback.

I don't think converting ladder maps for this would be a very good idea, I think there's enough interest among map makers to make an entirely new pool. It does have benefits when it comes to making it easier for players to practice, though, so for the time being it might be good to select around 5 currently mainstream maps which would make the best conversions, if there was going to be some kind of showmatch or something.
all's fair in love and melodies
GPThunder
Profile Joined March 2011
Canada53 Posts
Last Edited: 2012-03-21 02:43:18
March 21 2012 02:36 GMT
#1004
3)Map pool. Because we'll be introducing a new gameplay to the players, I suggest small map pool that consists of ladder maps. Using maps they are already familiar with helps them focus on the gameplay, the part we want to shine. A small pool allows them to practice more effectively with less time invested, keeping it easier to attract players and, again, allowing them to focus on gameplay changes.


I am not sure that would work for displaying the way the games will play out. The ladder maps imo are too spread apart between bases/too few as well. I have no idea how to even use the map editor and I have no idea how long Barrin spent creating devolution, but if a couple of more maps like that could make it into a 6m pool, then the idea might work better. I'd rather see a bo5 on devolution then use the ladder maps.

I love 6m, I am not sure I even want to play standard ladder anymore lol.

Just saw new map made

http://www.teamliquid.net/forum/viewmessage.php?topic_id=322193
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2012-03-21 02:49:09
March 21 2012 02:47 GMT
#1005
Let's go with 6m2g for now, and only switch to lyg if we need to.

I'm persuaded, if we have good 6m2g maps, we should absolutely use those. But if we do, the map pool should not be more than 3. Remember, we're asking them to amost play a whole new game here. Let's limit the unfamiliarity.

DoDonPachi
Profile Joined February 2011
Canada69 Posts
Last Edited: 2012-03-21 02:51:02
March 21 2012 02:50 GMT
#1006
Why do the 6m2g is now better that 6m1hyg ?
I mean you can adjust you're gaz income, but other than this versatibility, i don't see the clear advantage. The 3 previous page, Barrin become depressed since hyg deplete faster than a normal gas, suggest to modify the AI of the worker, wake up and realize it was stupid, want to keep the 2 gaz mechanic so he invent the term low yield geyser, etc etc.

I feel kinda lost in the reasoning, can someone explain me :
Why 2g is better
Why hyg is not as good as what we used to think
What is a low yield geyser
other related thing

plz and thank you in advance
i'll schroumpfs you until you GG
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
Last Edited: 2012-03-21 03:15:39
March 21 2012 03:13 GMT
#1007
For questions 1 & 2:
On March 20 2012 15:59 FoxyMayhem wrote:
I really think 1 gas gyser is an inferior mechanic to having 2. If we go the 6m style, I beg you guys to keep it 2 gas, even if they are edited to return 3 gas per trip instead of 4. It provides more interesting opportunities for deception, keeps gas steals in check, and has greater implications for scouting. Think of what a large role "taking your second gas" has in the early game of modern starcraft. That would all be lost. Overall, it's just more dynamic.

Is there any argument against keeping the two gyser mechanic?

On March 21 2012 08:07 FoxyMayhem wrote:
Barrin, have you considered 6m2g with gysers that only return 3 gas per trip? It's an exact 25% reduction in income, matching the mineral reduction. The 2g mechanic is so dynamic. Think of how important the timing is on when one "takes their second gas". It's more interesting for scouting, more interesting for viewers, more dynamic for gameplay, and superior in every way I can think of.

It also keeps gas steals in check.

There is so much to be lost here by abandoning the 2 gas mechanic, and nothing to be gained but making things simpler, aka lowering the skill requirement. 1 gas is a step in the wrong direction. What argument it there for it?


A "low yield gas geyser" is the geyser mentioned returns 3 gas instead of 4.

He did not get depressed, nor was it about gas at all, it was about minerals. He thought for a moment of switching the 6m idea for the solution brood war used for the problem, which is a soft cap resource collection rate. After some discussion, we decided that idea had too many bad points, and decided to continue pushing for 6m. The 1 gas or 2 question was an entirely different discussion.


So what we need right now is 3 good 6m2g maps. Mapmakers ahoy!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 21 2012 03:15 GMT
#1008
I just wanted to say Barrin you are a god and that I'm extremely interested in making 6m 1hyg maps. I won't use the tag or even upload anything yet but I may be posting something for feedback soon.
~ ~ <°)))><~ ~ ~
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 03:26 GMT
#1009
Before I make a thread for it, or use the tag or anything, here's my map currently.

+ Show Spoiler +

Outcome

[image loading]
all's fair in love and melodies
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
March 21 2012 03:33 GMT
#1010
I have no idea how to balance 6m2g maps, but that looks really cool.

Is the middle too far open?
Omegalisk
Profile Blog Joined May 2010
United States337 Posts
March 21 2012 03:43 GMT
#1011
That map looks awesome! It reminds me of BW maps (tons of expansions, mineral only, many paths but one central push path).
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 21 2012 03:51 GMT
#1012
outcome: It seems a little bit too chokey but then again lots of attack paths make countering good... still though i think rine tank v z would be a little too hard to engage once it's seiged up. Maybe make the highground outside the natural a little smaller. Just a thought
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-21 03:58:32
March 21 2012 03:52 GMT
#1013
--- Nuked ---
MNdakota
Profile Joined March 2012
United States512 Posts
March 21 2012 04:00 GMT
#1014
On March 21 2012 12:52 Barrin wrote:
How big? seems huge :D which is maybe only a tad bigger than it should be ^^

CS is a tad high, this is only a problem cuz there is such a big unpathable line disconnecting 2(4) bases from the center of the map which hinders movement from the center to those areas.

Gfire definitely free to publish 6m/7m tag maps at will :D


So now the standard of this is now shifting towards 6m2lyg?

What's the problem with the high yield geyser?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
GinDo
Profile Blog Joined September 2010
3327 Posts
March 21 2012 04:02 GMT
#1015
@ Barrin

I was wondering about your opinion on depleted geysers. Should they still produce a little gas like in BW. Big part of the balance in SC2 revolves around gas intensive units. My fear is that ultra late game Terra becomes rather strong versus Protoss and Zerg who need alot of gas to deal with the MM of Terran. Of coarse this is very hard to test. But, I was wondering your thoughts.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
OldManSenex
Profile Joined June 2011
United States130 Posts
March 21 2012 04:03 GMT
#1016
Hello everybody in the 6m1hyg community, here's another game in this variant from the map Entombed Valley. VTWhiplash plays an excellent PvP against Maharishi that showcases the huge differences between the low eco maps and ordinary, 1 base heavy Protoss vs Protoss. I hope you enjoy!

In this cast I worked hard to incorporate all the great advice I've been getting from the folks in this tread and on youtube, and I want to say thanks so much, you guys are the best. I axed every possible pause sound like "Aah" and "Umm" that had been dominating my earlier casts, and with some more practice I think I'll be able to offer a smooth, enjoyable casting experience. Any advice and criticism is welcome.

Here's the new game:


And if you enjoyed that cast check out my channel for even more games:
www.youtube.com/wiseoldsenex
For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
Gfire
Profile Joined March 2011
United States1699 Posts
March 21 2012 04:07 GMT
#1017
It's 136x152. And yeah, I was worried about the sides, but I wasn't entirely sure what to do about it. It's supposed to be something like the sides of a lot BW 3p maps (most recently outlier,) where it seems to play out just fine. Of course that's a different game though. I was thinking of pushing the ridge closer to the sort of 4/10 expos so they could be harassed from the center more easily, which might help some.

I will post this is the mapping forum and we can move any discussion there.

@OldManSenex: I've been watching your games and it's really cool, I'm interested to check out that PvP. It would be cool if you could do some 6m2g now, I guess. Thanks for casting the games. (:
all's fair in love and melodies
KJSharp
Profile Joined May 2011
United States84 Posts
March 21 2012 04:08 GMT
#1018
It seems like having a main base of 7m 2 gas with all expansions of 6m 1 rich gas would be a better direction to go toward. That way, 1 base play is still a strong option, but once expansions are taken the game evolves into the style we are excited about. It seems to be the best of both worlds. I'm not sure there would be any way to do 1 base strategies with just a 6m 1 rich gas setup.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-21 04:26:54
March 21 2012 04:18 GMT
#1019
--- Nuked ---
Zandar
Profile Blog Joined July 2010
Netherlands1541 Posts
March 21 2012 04:39 GMT
#1020
Yes 6m2g 2000 gas sounds great Barrin

On March 21 2012 11:24 FoxyMayhem wrote:
2) Players. We need mid-level pros who emphasize micro. HuK can't afford to practice a game he's not playing, but for some cash, there are other players who can. Micro focused players because they'll be more comfortable, and be able to show off a better performance, in the now micro-oriented game. TLO is a perfect choice. Perhaps TLO vs WhiteRa?


Grubby vs Moon plz :D The former WC3 pro's should love these maps.
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man.
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