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Adaptability, Creativity, and Map Generator - Page 7

Forum Index > SC2 General
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Prev 1 5 6 7 All
D10
Profile Blog Joined December 2007
Brazil3409 Posts
August 16 2009 02:54 GMT
#121
The map will be revelead in the sense that you can see how it is instead of having to explore it to even know how the map looks like.

Theres only normal fog.
" We are not humans having spiritual experiences. - We are spirits having human experiences." - Pierre Teilhard de Chardin
dcttr66
Profile Joined October 2003
United States555 Posts
August 16 2009 05:49 GMT
#122
although i think with ums you can adjust the map to have dark fog if you want it.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
August 16 2009 09:40 GMT
#123
Uh, idk if this has been mentioned cus I cba reading it all :<. but Red Alert command and conquer 2 had a random map generator, where you could make it random a map and then watch it before start?
That looks like it could work out without too much trouble.
In the woods, there lurks..
Rakanishu2
Profile Joined May 2009
United States475 Posts
August 16 2009 21:26 GMT
#124
I think the bottom line and ultimate counter to this argument is, why?

Why do you need random maps when pre-made ones already have zero-chance of undetermined imbalance and are familiar so you can learn them after playing a little bit?

A diverse amount of creative strats already are created for pre-existing maps.
10 G's in the packet and I'm ready to roll, on fire like a rocket and I'm ready to blow
dhe95
Profile Blog Joined December 2008
United States1213 Posts
August 16 2009 22:00 GMT
#125
Maps evolve, and an algorithm that makes code doesn't. When SC1 first came out, there were maps with no gas in expos, a gas geyser that requires 8 workers, no natural expansions, imbalanced spawn points, etc. But as the maps evolve, we now have maps that have an easily securable natural and usually 3rd, a nat gas, only 3-4 workers required, we have maps like holy world with the dwebs and neutral ccs, and maps like neo medusa with the blocked temples. IMO if a random map generator was made, it wouldn't be able to keep up with the innovations that human mapmakers are making.
Kingfisher
Profile Blog Joined July 2009
Canada144 Posts
Last Edited: 2009-08-16 22:51:29
August 16 2009 22:48 GMT
#126
I agree with this thread.
Unfortunately, creativity only goes so far in this game. Creativity loses against good mechanics and trite strategies and therefore, in order to compete and secure your victory, I'm afraid you can only counter using better mechanics - hence the dilemma of the game favoring boring strategies with good mechanics than creative strategies with mediocre mechanics.
Randomized maps cannot be solution because that would result in many players winning from sheer luck or imbalances of the map rather than adapting to the environment. I agree that this can allow more creative strategies but realistically, it's not the best solution to tackle this matter.
Because, for example, if the randomly generated map is an island map, zerg would make mutalisks which would force terran or protoss to make valkyries/corsairs and then counter with drop etc. which wouldn't change one bit from the Starcraft you talk about.
And to tell you the truth, professional Starcraft isn't always like that. I mean, there are innovative players and always will be, and we will definitely see more of brilliant strategies in the future that revolutionizes the style of play. This is also the reason why Starcraft is loved by so many for such a long time.
dcttr66
Profile Joined October 2003
United States555 Posts
August 17 2009 02:51 GMT
#127
dhe95 you are exaggerating...i think it was the players that were putting 8 workers on gas, not the geysers. it was probably something like a gas only expansion and you probably needed more than the 8 workers for it... but yeah there definitely were quite a few maps that you would need 5 workers for the geyser. i think random map generation would be great for like a game mode for ladder that people don't really play much like warcraft 3's free for all. i don't see a problem with it.

i feel like they would want different map generation directions instead of different maps in the ladder when they do this. so basically if you made a custom game with random map generation you would have to pick your map generation directions, or, they could set a randomize the directions feature...which would make the map layout even more random, in other words, it wouldn't let you choose that you don't or do want an island map, or it wouldn't let you choose that you want or don't want yellow minerals or whatever...it would randomize that. i think it's a good idea.
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
August 18 2010 03:05 GMT
#128
Is something like this possible in the map editor?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
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