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Hello everyone,Starcraft is almost a perfect game,but we all know that zvz 's not perfect.
Mutalisk is cool,but we also want to see Hydralisk/Lurker/Defiler/Ultralisk…Also I want the game to be longer than 15 minutes~ If the ASL Final is bo7 zvz,I bet you'll shout out “Oh no,come on, no zvz 7 games !".
But,If we make some changes directly(like reduce Mutalisk's damage) ,it would affect zvt/zvp.
BW is a classic game more than 20 years.We can't do anything to disrupt the balance.
So,I think we could design a special version for each map,only for ZVZ(like Fighting Spirit zvz version/Circuit Breaker zvz version).
In this map,you can reduce Mutalisk's damage/speed,or remove the glaive wurm,or change it's type to big unit...etc.maybe let the pros decide how to balance.
The most importing thing is,this will not have any effect on zvt/zvp's balance and zvz of course.
I don't think there is much difficulty in map design technology~
now If you play zvt/zvp,use “Fighting Spirit normal version” If you play zvz,use “Fighting Spirit zvz version”
come to an end,yeah I'm so bored~
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Imagine having Kerrigan as starting hero that shutdown any muta.
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If something like this were to be implemented, I would go for a more subtle change. Perhaps reduced gas main/natural.
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buff spores? make ensare more accessible?
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Same maps, but just have neutral aggressive valks patrolling all the cliffs
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Thanks, valks,Kerrigan or Jim Raynor,really imaginative.
But,we dont like muta vs muta,it does not mean remove that unit.Ideally,Bo5,you could see muta/Hydra/defiler each time,that's great.
Just like PVP,first game drak,2nd Reaver,3rd Hightemplar.Wow,nobody likes a cookie cutter game, right?
What I'm emphasizing is a way to modify zvz without disrupting balance,not a specific solution to the problem.
Also in TVT,the game is too long.We can make a special TVT map, do something to reduce the game time.
Like adjust the 3rd/4th base minerals/gas 5000 to 4000,then “Battlecruiser vs Battlecruiser”30min+ games may be less.
And the most importing thing is,this will not have any effect on tvz/tvp.
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i have a much better idea, put trasparent dark swarm at certain position like minerals and gas.
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I like this idea. I've had similar thoughts about map design but my idea went further with separate maps for even more match-ups. We used to get a lot of strange and quirky maps earlier in the game's life but now maps are much more standardized. From my understanding, the biggest reason map makers are now more conservative in their experimentation is because of balance. After all, nobody wants to play on an imbalanced map. Once the novelty of a map gimmick wears off, people start to dislike the map and complain about how awful it is to play on.
Currently in Starcraft, a map must be (more or less) balanced for all 9 match-ups, meaning a map maker is hugely constrained in any changes they can make on a map. When a wacky map is scrapped for being too imbalanced, sometimes it is just one match-up that is blatantly unfair but it's not obvious whether the others are as well. It's easy to see (or at least convince oneself) that certain kinds of maps are impossible to balance for all three races. That doesn't mean these maps can't be balanced for some of the match-ups (or be tweaked to be balanced).
Mirror match-ups seem to be the logical place to start, since the worst that can happen is an imbalanced or degenerate strategy becomes dominant but overall race balance isn't affected (in terms of one race winning more than another). To get going, however, requires both competent map makers (which I am not) to experiment with these new ideas and a large enough community willing to play these maps and provide constructive feedback. Perhaps if enough people like the idea, it might spread and gain traction for others to start considering it at least for fun or something. We have, to my knowledge, never tried to balance a map for just one or a subset of the match-ups. This game is old - many people love it just the way it is - but I think this is something interesting that can be explored, fully community-driven, without making any changes to what already exists.
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make a map that has no high ground or unpathable terrain and mutas will do much less
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On June 16 2022 03:54 Volka wrote: If something like this were to be implemented, I would go for a more subtle change. Perhaps reduced gas main/natural.
what if the map started off with depleted gas in main? or min-only main
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