
[A] Starbow - Page 162
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decemberscalm
United States1353 Posts
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decemberscalm
United States1353 Posts
Gimme a sec for stream to start. | ||
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Deleted User 97295
1137 Posts
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Deleted User 97295
1137 Posts
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CapnAmerica
United States508 Posts
On November 22 2012 04:23 Laertes wrote: Right now 4:00 marine pushes are really deadly, the stalker doesn't even kill 4 marines, because it has to take damage to kill them. No, you just don't know how to micro against a marine poke. You would straight up die to this same thing in SC2 if you didn't micro properly, you just need to kite and poke in and whittle down the marine count while your stalker ball grows. Also you were going Nexus First. Bringing this up because, while your post (the rest of it) is kinda cool, it's totally not needed and there is no issue at present that can't be solved by you being better. | ||
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Traceback
United States469 Posts
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Deleted User 97295
1137 Posts
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Kabel
Sweden1746 Posts
I agree that the Immortal is a plain unit and there are many similarites between Immortal + Stalker. They are unique to each other mainly in stats and not in terms of control or interaction. They simply function in a similar way. I do look at ways to add some spice to the Immortal, since I think there is potential for it. You mention that one nice feature with the Dragoon is the moving-shot and the projectile. Maybe a similar thing can be added to the Immortal. Just as a way to allow P to do more stuff with it. dragoons would WAAAAY more fun to handle than immortals and stalkers, You mention that the Dragoon would be truly unique and not overlap with any P unit. Since it has moving shot it allows skilled players to get more potential from their units. And that is nice. But apart from that, exactly what makes the Dragoon so much more fun to handle? What is so lame with the Stalker with Blink? Edit: Again, I do not hate the Dragoon. I just wanna understand how you mean. | ||
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Deleted User 97295
1137 Posts
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makmeatt
2024 Posts
On November 22 2012 06:58 Kabel wrote: What is so lame with the Stalker with Blink? The complete control over any kind of fight, the possibility to choose when and where to fight, the ability to invalidate any sort of static defenses and walls, ultimate mobility, map control, scouting AND an amassable core part of the army combined in one unit. | ||
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SolidSMD
Belgium408 Posts
Why take out one of the few interesting abilities the browderteam came up with? I don't get it, it adds much more depth into the game (not only bypassing terrain, also rewarding good micro in fights), the problem was that the stalker was too strong before, which got fixed, i don't see the problem. | ||
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Traceback
United States469 Posts
The fundamental problem is units that avoid terrain eliminate a lot of defenders advantage. You now no longer have to fight up the ramp, you can just blink past the ramp. | ||
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pzea469
United States1520 Posts
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Traceback
United States469 Posts
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Xiphias
Norway2223 Posts
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Traceback
United States469 Posts
PS: If you want more people tell your friends. | ||
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Xiphias
Norway2223 Posts
On November 22 2012 16:40 Traceback wrote: There are lots of people on at certain times. Just have to find the times. PS: If you want more people tell your friends. I will try harder ![]() | ||
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vrumFondel
Russian Federation42 Posts
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decemberscalm
United States1353 Posts
I'll be working on and coordinating a project that should revitalize the current map pool. I have a few mappers already I could get to help me, but I'd love if we have more than just NA guys helping me and talking to me. If you wouldn't mind lending a hand pm or just pm me your skype if you have it. As for non-mappers, feel free to PM me maps so we don't just have pages and pages of talk about new maps people find. I'll post really good candidates for discussion. To start off we need to know what is the best criteria for a map. My primary goal is to make sure defenders advantage is put into actual practice to support Kabel's concept of the game as proposed in the Op. This means making choke points and ramps actually matter. With Kabel's blessing, we could potentially get in some amazing maps to play on to complement this amazing mod. Thank you! | ||
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purakushi
United States3301 Posts
On November 23 2012 06:14 decemberscalm wrote: To start off we need to know what is the best criteria for a map. I know we both agreed on this earlier, but I just want to reiterate that maps really need to be larger than they are. I realise BW, SC2, and Starbow are all different games, but due to the perfect pathing of units under the SC2 engine, units just get everywhere so quickly. I think the only map we really have on a decent size is Lunar Industries, which is 160x160 of playable terrain. I think 160x160 would be a good minimum, but I would love to see even larger maps like Condemned Ridge size (208x200, of course the map would need to work for Starbow. SC2 maps are limited by the need to be able to use forcefields and such -- a lot less pure open space.) Some other things that are more personal wants: - having the 3rd not be basically "given" to you - if trying to port over BW maps, the open spaces should be like twice as large (well, everything, but this is just a reminder). For example, the remake of Fighting Spirit is way too small. It is 160x160 of playable terrain, but maybe 15x15 of that is some outer air-only area. The open space in the middle is not large enough. It is so easy to go boundary to boundary (within the middle open space) with units in the SC2 engine. More space also allows for more flanking. I may just completely remake Fighting Spirit again. - maps where non-forced cross spawn are possible. I have always hated that about SC2. I really miss not knowing which spawn your opponent is at. I know it needs to be balanced, but it definitely provides more positive dynamic (and fun) to gameplay. | ||
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