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the mirror match idea isn't bad at all i think.
many others idea mentioned on this page are already possible within the framwork of other possible topics/challenges. I'll try to pick up all new ideas in the next days and edit them in the op.
On August 17 2011 03:56 Zaphod Beeblebrox wrote:Love this thread - I wanted to make a similar thread, but you beat me to it I have a nice challenge too: Make a map with partial or total intentional positional imbalance. You have to secure that both spawns (or all 3-4) have advantages and disadvantages. One possibility is to have one main have a secondary entrance (NOT blistering sands style) and the other being a sunken main. Let one have an easy second base - the other closer 3rd and 4th. Let one have big vulnerability to air - the other a wider ramp. Or make up your own wierd imbalances. Lets see how mapmakers would tacle that.
is this not pretty much the same we are already running with the asymmetric map challenge? at least is is possible within the already running challenge
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Yes it is possible to do that in the running challenge - but the point of that challenge is to force "imbalanced" maps. The point of the running challenge is to destroy symmetry (I actually expect map makers to try and balance rush distance ect. in the current challenge). I wanted to see how map makers (and players) would deal with clear imbalances, and the tradeoffs made to make the maps fair.
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On August 18 2011 11:14 Fearlezz wrote:Show nested quote +On August 18 2011 10:57 mikiao wrote: 2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers. MULEs make this very imbalanced.
I don't know that wasting mules is imbalanced. Instead of 300minerals from the MULE, the terran opens a path slightly faster, losing on economy. I was more worried about Zerg mining, build a building, cancel building, mine again to open it quick (or do drones keep their minerals if you cancel?)
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On August 19 2011 06:32 mikiao wrote:Show nested quote +On August 18 2011 11:14 Fearlezz wrote:On August 18 2011 10:57 mikiao wrote: 2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers. MULEs make this very imbalanced. I don't know that wasting mules is imbalanced. Instead of 300minerals from the MULE, the terran opens a path slightly faster, losing on economy. I was more worried about Zerg mining, build a building, cancel building, mine again to open it quick (or do drones keep their minerals if you cancel?) Drones keep their minerals if you cancel.
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On August 19 2011 06:32 mikiao wrote:+ Show Spoiler +On August 18 2011 11:14 Fearlezz wrote:Show nested quote +On August 18 2011 10:57 mikiao wrote: 2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers. MULEs make this very imbalanced. I don't know that wasting mules is imbalanced. Instead of 300minerals from the MULE, the terran opens a path slightly faster, losing on economy. I was more worried about Zerg mining, build a building, cancel building, mine again to open it quick (or do drones keep their minerals if you cancel?) Even if they didn't keep the minerals, how is wasting so many minerals on canceling buildings not losing on economy? I don't really see your point either way.
Also, another observation, LOS blockers on top/bottom of ramps make some interesting gameplay. I think in general there is a lot of experimenting to be done with LOS blockers to mix things up.
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On August 21 2011 06:24 Fearlezz wrote:Show nested quote +On August 19 2011 06:32 mikiao wrote:+ Show Spoiler +On August 18 2011 11:14 Fearlezz wrote:Show nested quote +On August 18 2011 10:57 mikiao wrote: 2] block paths with low mineral patches instead of rocks. Forces a player to either risk workers by long range mining to clear a path or to stretch out his army to protect those workers. MULEs make this very imbalanced. I don't know that wasting mules is imbalanced. Instead of 300minerals from the MULE, the terran opens a path slightly faster, losing on economy. I was more worried about Zerg mining, build a building, cancel building, mine again to open it quick (or do drones keep their minerals if you cancel?) Even if they didn't keep the minerals, how is wasting so many minerals on canceling buildings not losing on economy? I don't really see your point either way. Also, another observation, LOS blockers on top/bottom of ramps make some interesting gameplay. I think in general there is a lot of experimenting to be done with LOS blockers to mix things up.
As far as I know, the best way to do it is build an extractor/refinery/assimilator on the nearest gas to the minerals you want to mine out, then repeatedly move between the gas and the minerals, as whatever the worker is carrying gets replaced.
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your Country52796 Posts
Some challenges -Make a balanced map with at least 8 rocks. -Make a map that's a balanced remake of Scrap Station or Slag Pits. -7 player map. -Map that has a small rush distance through a very chokey path but a large rush distance through a more open path. -A map with TWO in-base expansions (yes, I'm mad)
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What would be rly nice is a map with 4 or 5 elevation levels. I've never seen one, anyone did?
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your Country52796 Posts
Ok, I have the unspoken, the horrifying challenge of DEATH. Nobody ever dares to attempt this. Make a 2 player map with 16 bases. That is all. Edit: I've done this ^^ In conjunction with my 8 rocks or more challenge.
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On August 21 2011 23:44 TehTemplar wrote: Ok, I have the unspoken, the horrifying challenge of DEATH. Nobody ever dares to attempt this. Make a 2 player map with 16 bases. That is all. Edit: I've done this ^^ In conjunction with my 8 rocks or more challenge.
Remove 2 spawn spots from tal darim altar. Done, took me 20 seconds.
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your Country52796 Posts
On August 22 2011 00:02 Sea_Food wrote:Show nested quote +On August 21 2011 23:44 TehTemplar wrote: Ok, I have the unspoken, the horrifying challenge of DEATH. Nobody ever dares to attempt this. Make a 2 player map with 16 bases. That is all. Edit: I've done this ^^ In conjunction with my 8 rocks or more challenge. Remove 2 spawn spots from tal darim altar. Done, took me 20 seconds. ...
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there are a lot of points that are interesting, many that weere put forward before and some that do not make sense
i want to motivate you to take part in the current challenge
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I had an idea that I will put forward for map makers more skilled than I.
The idea is this: instead of making a xelnaga watchtower that provides vision, have it activate line of sight blockers somewhere on the map that were previously inactive (either next to the watchtower itself, or somewhere else on the map). This could be used in conjunction with normal watchtowers or independently.
This can be used either offensively (to restrict the opponent's vision) or defensively (to hide your own movement through an area, or hide an expansion, or even to trick your opponent into thinking you are doing one of these things).
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I think making a map that has a 300 supply cap limit would be pretty cool (day9 talked about this before)... A 300 supply limit could lead to more epic games, more drones, more macro, more micro, and more macro...
Or people could just modify an already existing map to have a 300 supply cap.
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As a current particapator in map challenge #1, I would like to say that my favorite idea is a mass LoSB map.
I was going to try to create one anyways. Have LoSB EVERYWHERE and then lots of Xel'Naga Watchtowers so that controlling those will be very important. It may entice people to build static D out on the map near the towers to help defend with fewer units. I think it would make for a very interesting game.
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a map of completely custom textures (think of something completely different, like possible underwater or something), custom creep, and a mirrored 2player map, with 1 mirror line, (like how scrap station is, with the diagonal line of symmetry)
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i wish some one would so a map like scrap station, but more balanced and good (big ramp, long rush distance, short air distance, and maybe even the rocks to make path shorter), i loved scrap, and i think it could be balanced if there was an easier 3rd or something ^^ gl!
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Rotterdam just stated an awesome map making challenge on stream:
Make a good map that's called Candy Shop! : D
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