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[O] Special Q&A Submission - Page 4

Forum Index > SC2 General
122 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 Next All
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 30 2009 13:45 GMT
#61
Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Ota Solgryn
Profile Blog Joined January 2008
Denmark2011 Posts
March 30 2009 14:05 GMT
#62
On March 30 2009 22:45 DeCoup wrote:
Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?


Nice one
ihasaKAROT: "Wish people would stop wasting their lives on finding flaws in others"
Teejing
Profile Joined January 2009
Germany1360 Posts
Last Edited: 2009-03-30 14:18:16
March 30 2009 14:18 GMT
#63
Do created maps still have a 5mb limit?
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
March 30 2009 14:19 GMT
#64
Proper Terran base building can be really frustrating for inexperienced players. If you have a supply depot to the left of or below your barracks when walling off, zealots can walk in between those two buildings; if you have the supply depot to the right of your barracks, zealots can't walk through, but zerglings can. Finally, if you have the supply depot on top of your barracks, even marines can't walk through.

Will there be a more consistent and intuitive design for this in SC2? Or, at the very least, an in depth tutorial that can teach new players the ins and outs of Terran base positioning?
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
rytas
Profile Joined February 2009
Sweden116 Posts
March 30 2009 14:19 GMT
#65
How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)

Will you be able to prevent this type of "baiting" ?
Hold position Underground Conquerors is a bitch.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
March 30 2009 14:45 GMT
#66
On March 30 2009 21:44 Ota Solgryn wrote:
Show nested quote +
On March 30 2009 14:31 Grobyc wrote:
On March 30 2009 12:15 Archerofaiur wrote:
Does the map editor allow for UI modification such as zooming the screen out to see the entire map?

Can you change the max supply limit with the map editor?

Can we make maps larger then 255 *255?

Does the map editor allow for squad creation?

Can we make formations and special move commands like spread out?

Can we create a cover system?

A command that assigns non-attacking units to follow attacking units would be nice. It's so annoying when you 1a2a3a and find out that your medics, science vessels, HT's, overlords, etc ran ahead of the rest of your army and died without you noticing them. Or perhaps this is intended in SC/SC2?


OMG. You can already do this in BW.........................................

Choose a medic or other unit, press m and click on the unit you want it to follow.
Geez

I know you can do that, but that only makes it follow one unit in your army. When that one unit dies the following unit will just stop following the rest of the group. I used to do that with my HT's PvT but then I realized after killing an expo or defending a push or something when I a-move my army the unit I clicked on before died and my HT's didn't come attack with the rest of my army.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
March 30 2009 15:18 GMT
#67
For Sc 2, can the X-digit activation code be located directly on the CD? This might already be a feature but I think I've gone thru like 3 or 4 copies of Sc because of this.
MyLove + Your Love= Supa Love
RawrAnOcean
Profile Joined February 2006
United States359 Posts
March 30 2009 15:22 GMT
#68
I haven't kept up with SC2 but here's my question.

In Warcraft team games particulary 3v3, people always asked what units are you going...then the team says I'm going rifle/caster, or fiends/towers. In Starcraft, it was more dynamic and adapting, the other plaeyrs can switch tech such as goon/reaver, into zealot, temp, archon, instead of constantly staying at one/two unit types so you couldn't say really what you were doing in the beginning, plus if you looked at your allies it's easy to tell what units they are going. My question, are team games more straight forward in SC2? Or is it flexible during the game.

*Note - I'm a WC3 nub so it may not be like that. But even still it makes WC3 boring when playing for fun with pubs.
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
March 30 2009 15:55 GMT
#69
Are the current maps and most popular maps for Sc going to be transferred into Sc2 or are we going to have to wait until the community can put together around group of maps?
MyLove + Your Love= Supa Love
Killy
Profile Joined September 2008
United States39 Posts
March 30 2009 15:59 GMT
#70
On March 30 2009 14:23 omninmo wrote:
what, if any, function will the F2 through F4 keys have in sc2. Has there been any thought of adding additional keys (F5 through F8) to serve as view place holders in sc2?


Will players APM be visable in the new Obs mode display?
Money is your army, every dollar is a soldier
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
Last Edited: 2009-03-30 16:06:13
March 30 2009 16:05 GMT
#71
1)The gameplay options opened up by the new forms of terrain are really exciting. All I’m still waiting for at this moment is the implementation of destructable terrain that only blocks line of sight which seems to be the only option missing from the new selection of implemented terrain options. Are there any plans for this?


2) Units do not exit their buildings anymore under the “move” command but with the “attack-move” command with the exception of worker units or units that lack an attack command. This obviously has some pros and some cons but I found it to be detrimental to general gameplay during the games I played as it, along with automining, deducts from player activity and imput. Are these integrated rally commands still in the game and if so what is the reasoning behind the implementation of this change compared to the original rally mechanic?


3) The new lower tier availability of mass mobility such as phase prisms and nydus canals seems to prompt for an even greater need for timely 'snipe' abilities for players but with removal of units like the scourge Blizzard seems to go in opposite direction. The games of SC2 I played so far clearly presented me with the problem of being forced to deal with the consequences of certain types of harass or assault while I saw them comming a mile away in contrast to being able to effectively prevent them. There were for example no efficient ways of 'sniping' enemy observers and nomads to kill their stealth detection or destroying their medivac dropships before they dropped or finishing off that phase prism before it could deploy and warp-in a dozen or more units into my base. How does Blizzard view these issues and aim to prevent a purely reactive type of gameplay?


4) The range of radar towers was visible as a jagged line for your opponent as well as yourself. I felt this as an artificial and redundant feature. It does not only make no sense but it also deducts from the strength and idea behind the building and its use. Is it still in the game and if so what is the reasoning behind its continued implementation?

ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
March 30 2009 16:10 GMT
#72
On March 30 2009 23:19 Zato-1 wrote:
Proper Terran base building can be really frustrating for inexperienced players. If you have a supply depot to the left of or below your barracks when walling off, zealots can walk in between those two buildings; if you have the supply depot to the right of your barracks, zealots can't walk through, but zerglings can. Finally, if you have the supply depot on top of your barracks, even marines can't walk through.

Will there be a more consistent and intuitive design for this in SC2? Or, at the very least, an in depth tutorial that can teach new players the ins and outs of Terran base positioning?

You obviously haven't played the game yet and don't know some basic things.

I recommend you read my review to answer your question and some others you might have.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=75527
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
Nyovne
Profile Joined March 2006
Netherlands19141 Posts
March 30 2009 16:11 GMT
#73
On March 30 2009 23:19 rytas wrote:
How does the zealot charge ability really work? One scenario has crossed my mind, i.e: the opponent sends in/"sacrifices" one weaker unit towards a group of zealots to trigger their charge then moves in with the rest of the units and proceed to kite the zealots (who have now their charge ability on cooldown?)

Will you be able to prevent this type of "baiting" ?

Hold position.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
D10
Profile Blog Joined December 2007
Brazil3409 Posts
March 30 2009 16:25 GMT
#74
Will you be able to create maps with doodads that show sponsor banners ?

Are there unit formations ? If there are, which did you include ?

Can there be some mechanic that allows you to play a custom game from where you left if a disconnect happen (as in 2 or more players can restart the match exacly where they had stoped from in case anything happens) ?
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
Ideas
Profile Blog Joined April 2008
United States8174 Posts
March 30 2009 16:34 GMT
#75
Are sensor towers still in the game? Why was the decision made to split the missile turret into 2 different buildings (anti-air and detection)?
Free Palestine
Hammy
Profile Joined January 2009
France828 Posts
March 30 2009 16:54 GMT
#76
On March 30 2009 22:45 DeCoup wrote:
Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?


That would be sooo sweet! I've always hated edges on maps... Too bad it's pretty unlikely they would implement this.
Tritanis
Profile Joined November 2007
Poland344 Posts
March 30 2009 17:07 GMT
#77
On March 30 2009 22:45 DeCoup wrote:
Is it possible to create maps which wrap around? So that the right edge leads back onto the left, etc creating a spherical space?

haha
Civilization : Starcraft
I'm for it !
I live, I serve, I die for the Metal
Quanticfograw
Profile Blog Joined October 2005
United States2053 Posts
March 30 2009 17:28 GMT
#78
I hope blizzard is smart and sees all this third party software that improves their game and acts upon it. Like will it impliment observer mode, apm live, and maybe even unit counters like in the korean leagues? Atleast for observer mode I know that would be really really cool to not have to constantly update programs that do things that blizzard could easily program their game to do
https://twitter.com/quanticfograw
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
March 30 2009 17:37 GMT
#79
This question may be answered or simply it's juste one speed (please be more)


Speed options and the speed in your battlereports/gameplay videos.

What speed settings will be available? just one or several like the first game. are you also playing the game on the fastest possible speed in your videos and battle reports or is it "normal"?
Officially the founder of Team Property (:
Oliwoli
Profile Joined November 2008
United Kingdom69 Posts
March 30 2009 17:37 GMT
#80
In WC3, there were many spells such as reincarnate and raise dead that required corpses to be used, but in starcraft there are no corpses, will SC2 have the option to enable corpses?
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