I wanted to create a new feature that wasn't too drastic. I'm thinking the Pools would mainly be used for a fourth or fifth location, possibly to make golds even more risky.
New Map Feature for a future TLMC
Forum Index > SC2 Maps & Custom Games |
Inrau
35 Posts
I wanted to create a new feature that wasn't too drastic. I'm thinking the Pools would mainly be used for a fourth or fifth location, possibly to make golds even more risky. | ||
algue
France1436 Posts
| ||
fluidrone
France1478 Posts
| ||
4theNookie
2 Posts
| ||
fluidrone
France1478 Posts
Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle? (i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory") | ||
Inrau
35 Posts
On July 01 2019 03:52 fluidrone wrote: Sorry.. the reptilian part of my brain just woke up Did you apply this concept on a map in the editor (working version or not) or is this your dream come true idea and you know nothing about how or if it could be done? somewhere in the middle? (i'm mentioning that because the mineral nodes are hard units to deal with or edit .. "full of blizzard hotfixes" or even "notoriously buggy territory") I only thought of the idea, I have not the skills or time to make a prototype version. I imagine Blizzard would probably have to make the damn thing if mineral nodes are cumbersome. Thanks for the comment(s) | ||
insitelol
845 Posts
| ||
themusic246
United States203 Posts
| ||
Sanglune
Netherlands30 Posts
| ||
hg2g2
Canada71 Posts
| ||
Skypirinha1
14 Posts
I also think it’s a cool idea. It probably makes cleaning up harrasment a little easier, instead of helping the agressor. (?) Maybe it coud be used as a mix between a base and a regular pathway. (think of maps like Terraform where the mineralwall bases are made with these minerals instead.) Also hybrid minerallines with some of these minerals could be usefull to help dealing with harras or like sanglune said the bane of “low” elo: The Cannonrush. | ||
Antares777
United States1971 Posts
Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble. I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before. | ||
techsupport90
1 Post
| ||
Inrau
35 Posts
On July 22 2019 04:43 Antares777 wrote: It's a neat idea that might just function as somewhat of a quality-of-life improvement for mapmakers, but might have some unintended effects on gameplay. While we won't have to worry nearly as much about the placement of mineral fields with regards to cannon rushes, unit harassment changes dramatically. No longer would a handful of units be able to hide behind the mineral lines and use them as a shield. Melee units would benefit from this change while ranged units would not. Overall, it seems like it would benefit Zerg while hurting Terran or Protoss in either ZvT or ZvP. Something else to note is that works would be able to surround a harassing unit(s) much more easily. It's hard for me to say whether that is a good thing or not, since I usually think that if you are attacking with your workers to defend you're already in a bit of trouble. I could see this feature being used on some maps where minerals from an expansion double as a wall. With bellow-ground minerals, the wall is no more, but the workers are still just as vulnerable as before. Thanks for the in depth reply. I do think it would be interesting to see how harass would change. How progamers react to the less guarded workers, maybe they would have more vision invested, or static defense. I think if a standard expansion with Mineral Pools, (or whatever they are called,) favors zerg, then maybe making the expansion entrances tighter would offset this. I do wish I had the skills to make a prototype of this, but at the end of the day it was just an idea. | ||
brickrd
United States4894 Posts
widow mines could also benefit insanely since as far as i know anywhere you can walk units you can burrow them as well. there's a lot to consider | ||
fluidrone
France1478 Posts
i think those are even axioms :/ First you want to duplicate the minerals (so you can keep standard default ones) > not sure it is possible :/ (building the ore from scratch seems the best way but .. wouhouuu so much to do ) then you want to make the "ore" (the new duplicated mineral) footprints non existent and make no unit able to collide it > i'm doubtful, maybe it works ? and then you want to make it seem visually as they are beneath ground level > sounds ez manually but quite a challenge to not do it via triggers .. not that the tools aren't there and easy to identify but more that it will bug when you actualy launch the game on bnet (if it ever passes the publish phase/gate) and showcase it over ground the trickiest and possibly hardest part is that the minerals have like "x" variation models.. and they also vary while losing mineral count ... .. quite the challenge overall (i'd add kappa forbidden word if i had enough rights but i don't :D .. but i would add it to entice / bait / kite mapmakers into trying to do it on a new map! ) as to ORE dripping on the way .. i love the idea <3 (again, i would cheat and add a trigger probably :D , because using the tools in galaxy proper sounds ludicrous) ok now the full truth.. last time i tried messing with stuff on the map was a few years ago :p and i totally broke my galaxy :D .. i was messing with the terrain minimal height and wizzzz all minerals were now unminable on the map.. i took me on a roller coaster of fixing .. now admittedly i'm far from the sharpest tool in the box but i did do other tries with the minerals (like trying to make them not invulnerable) and every time something bugs ... all this said, i'll probably end up trying to cheat my way into the sunken ore :D .. hope others do too <3 i'll message you if/when ive failed/wonnered | ||
themusic246
United States203 Posts
battlenet:://starcraft/map/1/311278 | ||
Inrau
35 Posts
On July 24 2019 11:49 themusic246 wrote: Uploaded a quick/dirty prototype... published on NA... Custom > Melee > "Mineral Pool POC" battlenet:://starcraft/map/1/311278 Holy hell. This is awesome, great work. Its a very good prototype, Its really fluid bringing in hellions over the mineral lines. | ||
Mahanaim
Korea (South)1002 Posts
| ||
kaye052
1 Post
| ||
| ||