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[D] Day and night being optional to melee maps? - Page 2

Forum Index > SC2 General
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Tyrio
Profile Blog Joined November 2006
United States3248 Posts
August 04 2007 09:54 GMT
#21
At night, your tanks have a significantly higher chance to shell your own troops.
[NA] Tyrio.486 / Ahsh
020644
Profile Joined August 2007
United States2 Posts
August 04 2007 10:06 GMT
#22
NO

in sc1, map makers are arrogant fuckers who dream of having their "new" (over-complicated and tacky) concepts revolutionizing the game. then they whine and flame players for not being "open-minded" (gullible) enough to play their maps.

day/night adds fuel to their fire, so it's a bad idea.
fuck
TheShizno
Profile Joined May 2007
United States112 Posts
August 04 2007 12:28 GMT
#23
Where did you get that from? I certainly found UMS fun to play when I got tired of melee
tec27
Profile Blog Joined June 2004
United States3702 Posts
August 04 2007 12:30 GMT
#24
On August 04 2007 21:28 TheShizno wrote:
Where did you get that from? I certainly found UMS fun to play when I got tired of melee

He's talking about melee maps, not UMS. Stuff like mineral walls, neutral building walls, etc.
Can you jam with the console cowboys in cyberspace?
020644
Profile Joined August 2007
United States2 Posts
August 04 2007 12:37 GMT
#25
i play ums too, i'm talking about people who make gay maps with tons of swarms, webs, and doodads spammed all over the map
fuck
TheShizno
Profile Joined May 2007
United States112 Posts
August 04 2007 12:37 GMT
#26
Oh, ok. Thanks for clarifying that
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 30 2008 02:28 GMT
#27
Before we begin - yes this is an almost year old thread, yes it's an intentional bump.

I'd like to see some more discussion on night/day cycles as it's something I've been thinking about lately. I haven't heard anything on blizzard's stance on this, but I feel the reception here has been overly critical.

What exactly is wrong with it? I'm going to almost assume it will be in the map editor (it is in WC3's editor right?), but what's interesting is wether it should be a part of ladder maps or not. Eventually, if it's in the map editor, it will probably make its way into competitive play but that will take a while.

I'm not sure why people have reacted so negatively to it, seeing as how it doesnt have to be in every map and doesn't even have to be available from every tileset. The jungle, desert and snow tilesets it would work fine on for instance.

So, do I want it all the time? Nah. Do I want it at all? Maybe ? The effect doesn't have to be drastical, ie the loss of vision doesn't have to be 50% it could be 20 or 25% or what have you. Further, the duration doesn't have to be the same either, map specific day/night cycles could lead to interesting situations, just as long as the effect is not big enough to lead to one side stalling during one part of the cycle.

Ok this might be a little rambly but I wanted to bring the topic to up before I went to bed.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
TheOvermind77
Profile Blog Joined March 2007
United States923 Posts
April 30 2008 02:39 GMT
#28
Good bump, I didn't catch this topic when it was last up.

I think it is a great idea to have day/night cycles, although not on every map. -25% global loss to vision could change gameplay a bit during the night and would definitely provide for interesting gameplay. It isn't as drastic as "natural disasters" or anything, but I think it looks cool and is cool.
Awaken my child, and embrace the glory that is your birthright. Know that I am the Overmind; the eternal will of the Swarm, and that you have been created to serve me.
KwarK
Profile Blog Joined July 2006
United States43350 Posts
April 30 2008 02:46 GMT
#29
I think it's fair to say that if you can imagine it, it ought to be in the map editor. Simply because that way the map makers have as much potential as possible. Take Troy, it's basically your standard bridge map. You can damage a building which makes the route harder to cross, and then uncrossable. By intelligent use of what they have they have created an awesome map. Or Demon's Forest, the idea behind it was that you had no vision in the middle. The map sucked but that was only because the editor could not create the concept without also creating pathing issues. If he'd been able to put a localised eclipse across the middle we'd all be happy and you'd have a good map. Realism is unrelated to any question because gameplay always trumps it in any debate.
It all depends on if the mapmakers can get it to work. Early bw mapmakers had no clue (blade storm excluded) and it took a while for people to work out what made a good map. I expect the same in SC2. Basically, we have no idea what a good SC2 map will look like so the idea that we can rule stuff out is silly. We should give mapmakers as many options as we can and just trial and improvement it.
ModeratorThe angels have the phone box
zobz
Profile Joined November 2005
Canada2175 Posts
April 30 2008 04:31 GMT
#30
I think it might be awkward for a very timing-based game to have a day/night cycle. I think it might be too hard to forsee what time of day it will be when a certain timing comes up, a timing when you might want to be making your big push, and if it became night unexpectedly the timing might be lost, due to increased threat of ambushes. You can't really anticipate while designing your build order and game plan pre-match, what time of day it will be when you reach a certain supply or anything, because of all the various adaptations you have to make throughout the game. That means you'd have to be able to sense this independent linear time cycle and how it will overlap your non-linear adaptive push timing, and further adapt your timing with that in mind. Worse, if some more unexpected developements suddenly changed your ideal push timing to night time after you'd already invested alot towards that timing, it could be really hard to adapt.
"That's not gonna be good for business." "That's not gonna be good for anybody."
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 30 2008 05:15 GMT
#31
My opinion on anything related to melee map creation is that melee map creators are what keep SC1 alive and balanced. If there were no map editor and the only maps we had available were those in blizzard's ladder folder, then most of us would have quit a long time ago and the rest would be pissed with MU imbalance. It is those geniuses at Kespa who keep constantly making new maps and improving old ones who keep this game interesting.

That said I think the most freedom we have when making melee maps the better. If we can add day/night cycle to the list of tools a map maker can use to change the flavor or MU balance of his map, then I'm all for it.

Not only you could add day/night control only as visual flavor. But you could also add it as a mechanism that would affect game balance on that map, favor some units and not others.

For example. If night reduces the sight range of siege tanks but not the sight range of protoss stalkers. Then PvT mid-game would be easier at night (T may get something to make up for it later). So you have this map with a 20% win rate PvT because for whatever reason T gets too much advantage mid-game. Then the map maker could set the map to change to night on mid-game to try to balance it.

So what I think they should do is try to first of all understand what units are gonna be commonly used on each MU. Then put one advantage and one downside for those units, for each time state (day/night), for each game state (early, mid, late game).

Example: if zvt early game = ling/bane vs rine/marauder then make lings banelings faster at night while marauders slow better at day. So map makers could shift early game balance to either race by changing day/night cycle timing.
Great people talk about ideas. Average people talk about things. Small people talk about other people.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
April 30 2008 05:24 GMT
#32
Unfortunately day/night would bring up race balance problems if implemented with effects on gameplay.
Terrans would be hit way more than Zerg, many of their units can shoot further than they can see in SC - Zerg are mostly melee/short range. What if for example night comes in while the ghost channels a nuke?
In WC3 that wasn´t so bad since each side had melee units, and I don´t have to argue for Night Elves do I?

Timed global events (like night etc...) are only fair if they affect each side equally or if the "advantage" is carefully balanced in, in WC3 only the Night elves have to really pay attention to day/night.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
April 30 2008 05:29 GMT
#33
As long as the effects of day/night are not race specific (no night-elf nighttime advantage bullshit) I'm find with it.

I especially find the thought of night falling and the zerg hoarde charging a terran emplacement in the dark to be frighting and awesome.
¯\_(ツ)_/¯
naventus
Profile Blog Joined February 2004
United States1337 Posts
April 30 2008 05:34 GMT
#34
Just with the vision reduction at night, Z is at an advantage against T. Tanks will have even reduced range and require some sort of detection to sight. It will be trickier to scout flanks - say with a SCV.

I'm not sure what sort of benefit you could give T in reverse during day...
hmm.
mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
April 30 2008 05:34 GMT
#35
I see nothing wrong with night/day, as long as the effects are the same for each race. As long as units don't get tired or some bullshit.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
ShcShc
Profile Joined October 2006
Canada912 Posts
April 30 2008 07:41 GMT
#36
On April 30 2008 11:28 FrozenArbiter wrote:
Before we begin - yes this is an almost year old thread, yes it's an intentional bump.

I'd like to see some more discussion on night/day cycles as it's something I've been thinking about lately. I haven't heard anything on blizzard's stance on this, but I feel the reception here has been overly critical.

What exactly is wrong with it? I'm going to almost assume it will be in the map editor (it is in WC3's editor right?), but what's interesting is wether it should be a part of ladder maps or not. Eventually, if it's in the map editor, it will probably make its way into competitive play but that will take a while.

I'm not sure why people have reacted so negatively to it, seeing as how it doesnt have to be in every map and doesn't even have to be available from every tileset. The jungle, desert and snow tilesets it would work fine on for instance.

So, do I want it all the time? Nah. Do I want it at all? Maybe ? The effect doesn't have to be drastical, ie the loss of vision doesn't have to be 50% it could be 20 or 25% or what have you. Further, the duration doesn't have to be the same either, map specific day/night cycles could lead to interesting situations, just as long as the effect is not big enough to lead to one side stalling during one part of the cycle.

Ok this might be a little rambly but I wanted to bring the topic to up before I went to bed.


Yes.
I agree with FrozenArbiter.
If we are using "Dark Swarm" and "Disruption webs" on professional maps, then I don't see why day/night cycle could be implemented on certain maps.

It would be similar to the "Demon Forest" map which had a great idea but
1) was too buggy
2) slightly too "extreme"

I approve the idea : )
God DAJNFBGHSfIDSHUKLFHSGUIO! -Jinro
paper
Profile Blog Joined September 2004
13196 Posts
April 30 2008 08:38 GMT
#37
If it's bad, no serious league will use it. I don't see the problem.
Hates Fun🤔
sushiman
Profile Joined September 2003
Sweden2691 Posts
April 30 2008 09:31 GMT
#38
I like it as something that is purely esthetic. It makes sense in WC3 to have units lose vision during the night, but the high-tech armies and mutated-beyond-recognition creatures of SC doesn't really have any reason to why they would see less during the night. Besides that, I'd probably be annoyed with constantly floating buildings around to see a bit further.
But if there's no impact on gameplay from it, I think it's nice. Seeing marines with small shoulderlamps and glowing protoss units during the night would be nice eyecandy.
1000 at least.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
April 30 2008 10:53 GMT
#39
On April 30 2008 13:31 zobz wrote:
I think it might be awkward for a very timing-based game to have a day/night cycle. I think it might be too hard to forsee what time of day it will be when a certain timing comes up, a timing when you might want to be making your big push, and if it became night unexpectedly the timing might be lost, due to increased threat of ambushes. You can't really anticipate while designing your build order and game plan pre-match, what time of day it will be when you reach a certain supply or anything, because of all the various adaptations you have to make throughout the game. That means you'd have to be able to sense this independent linear time cycle and how it will overlap your non-linear adaptive push timing, and further adapt your timing with that in mind. Worse, if some more unexpected developements suddenly changed your ideal push timing to night time after you'd already invested alot towards that timing, it could be really hard to adapt.

Everything you said makes me want day/night cycles even more. How is making the game more difficult a bad thing?
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 30 2008 11:23 GMT
#40
On April 30 2008 13:31 zobz wrote:
I think it might be awkward for a very timing-based game to have a day/night cycle. I think it might be too hard to forsee what time of day it will be when a certain timing comes up, a timing when you might want to be making your big push, and if it became night unexpectedly the timing might be lost, due to increased threat of ambushes. You can't really anticipate while designing your build order and game plan pre-match, what time of day it will be when you reach a certain supply or anything, because of all the various adaptations you have to make throughout the game. That means you'd have to be able to sense this independent linear time cycle and how it will overlap your non-linear adaptive push timing, and further adapt your timing with that in mind. Worse, if some more unexpected developements suddenly changed your ideal push timing to night time after you'd already invested alot towards that timing, it could be really hard to adapt.

I actually like these implications, it would add some cool situations where you can stall someone until dark etc.

Btw I think I forgot to add, but I of course think the option to set how long a day/night is and set it to eternal night/day, should be in.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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