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New Mapping Technique/Concepts for Melee - Page 2

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
  CharlieMurphy   United States. October 20 2010 17:26. Posts 22893Profile Blog # 

On October 20 2010 11:10 neobowman wrote:

Show nested quote +



But there's a limit to how far you can place a creep tumour from its original. And I doubt anyone has the mechanics to plant a creep tumour exactly when its cooldown finishes either.

I do it all the time, not saying i'm perfect but I've got the mental timing down on how often u need to respread a tumor for the most part.
..and then I would, ya know, check em'. (Aka SpoR)
Old Post

 
 Samro225am   Germany. October 20 2010 19:54. Posts 794
Profile # 

On October 20 2010 13:03 FlopTurnReaver wrote:

Show nested quote +


Now that's funny


funny for terran,fly in get gas, tech up a bit and get out if the expansion is safe enough situated in a map?

i like the idea of highyield vespene quite a bit, pretty much a counterpart to mineral only expansions. though I think some of us might have already played with this idea.

i think mappers should take the tech pat into account. make the xtra vespene (like tripple) harder to control for example. but it might be hard to balance: map control of centre vs more expansions, bigger army used for better map control or teched up forces for small attacks. tech up and bigger army is a contradiction somehow, isn't it?
Old Post

 
 FlopTurnReaver   Switzerland. October 21 2010 00:19. Posts 1808
Profile Blog # 
No, funny because there's HY gas at every HY expansion already.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Old Post

 
 BoomStevo   United States. October 21 2010 03:36. Posts 332
Profile # 

On October 21 2010 00:19 FlopTurnReaver wrote:
No, funny because there's HY gas at every HY expansion already.

High-Yield gas geysers were broken for a while until one of the patches fixed them. So I know I hadn't been using them until recently. I don't know about everyone else.

Aside from that, my biggest problem with the high-yield geysers is they look exactly the same as the regular geysers. Therefore, if you use the high-yield gas at a regular, blue mineral expansion, it's difficult for the player to see the difference. With the high-yield minerals, it's easy to see because they're gold, but with the gas, you either have to click on them or start mining from them to know.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Old Post

 
 FlopTurnReaver   Switzerland. October 21 2010 06:58. Posts 1808
Profile Blog # 
That's why usually there's only HY gas where's HY minerals too. Easy way to see
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
Old Post

  CharlieMurphy   United States. October 21 2010 07:48. Posts 22893Profile Blog # 
High Yield Gas should be another color, normal gas is green it should be orange or something.
..and then I would, ya know, check em'. (Aka SpoR)
Old Post

 
 BoomStevo   United States. October 21 2010 07:53. Posts 332
Profile # 

On October 21 2010 07:48 CharlieMurphy wrote:
High Yield Gas should be another color, normal gas is green it should be orange or something.

It should be Terrazine gas... which I think is purple?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
Old Post

  WniO   United States. October 21 2010 10:04. Posts 2704Profile Blog # 
This is an awesome thread. I love the creativity that you guys are bringing to the table.
Old Post

 
 yoplate   United States. October 21 2010 11:04. Posts 328
Profile # 
How about different expansions than the standard 8/6 patch/2 gas.

Like a 12 mineral patch base, or a 4 minerals, but 3 gas base.

Or how about an expo with only 6 regular patches and 1 gas, but they have 3k mins instead of 1.5?

The possibilities are nearly endless.
Last edit: 2010-10-21 11:04:55
Old Post

 
 hellokitty[hk]   United States. October 21 2010 12:13. Posts 594
Profile # 

On October 19 2010 18:27 CharlieMurphy wrote:
Also, the owner of the XWT in their main would have to choose when to devote units to sitting at the tower to see outside their own base, so there is a little dynamic of if/when you should use workers to see instead of mine/build.


IMO early game you don't need to be scouting you're "ramp"; by the time you need to start watching for attacks, you've probably already got units, and lategame it won't really be detrimental to leave a unit or worker there if you really need. For example, (assuming it's the entrance to your main) you're going to have a unit there anyway if you're teching on one base, and you won't need it if you're being really aggressive. You also won't use it if you have an expo outside of it. If you happen to take a main with one, you'd do better to get more of a heads up against an attack if you want to stop it. Units/structures defending an expo from harass would be near enough to the expo that it wouldn't matter if the tower were active or not.
People are imbeciles, lucky thing god made cats.
Old Post

 
 TedJustice   Canada. December 05 2010 16:58. Posts 1321
Profile Blog # 
So, something that hasn't been mentioned:

Force fields.

You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.

They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.
Old Post

 
 iGrok   United States. December 05 2010 17:43. Posts 4240
Profile Blog # 
Thats a good idea, but a little imba towards Terran. Thors are the fastest massive unit by a long shot. Still if you can balance it out, could be quite useful!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 prodiG   Canada. December 05 2010 18:30. Posts 1993
Profile Blog # 

On December 05 2010 16:58 TedJustice wrote:
So, something that hasn't been mentioned:

Force fields.

You can place them down as neutral units, and they last forever. But they can still be crushed by massive units or burrowed under by roaches and infestors.

They could be used for terrain that you want uncrossable by anything that can't crush FFs or burrow. Basically a destructible rock that can't be destroyed no matter what until the late game.

They used to expire after 15 seconds. Has this been changed recently?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Old Post

 
 .AK   United States. December 05 2010 18:39. Posts 230
Profile # 
I dont know how good of an idea this would be but ill give it a shot

Have forcefields that are unbreakable but lets say have to a trigger to go on/off every five minutes
This would effectively change the dynamics of the map for ground units
All hail the glorious I sell T.Vs at Best Buy | IGN: .AK/Avanik
Old Post

 
 PrinceXizor   United States. December 05 2010 19:04. Posts 4432
Profile Blog # 
I've used forcefields to block expos. and such. and hostile PDDs overtop of destructable rocks forcing you to have to melee/projectileless attack them to break them.
Old Post

 
 TedJustice   Canada. December 07 2010 02:51. Posts 1321
Profile Blog # 

On December 05 2010 18:30 prodiG wrote:

Show nested quote +


They used to expire after 15 seconds. Has this been changed recently?

I don't know how recently it changed, but using them in my map, they stayed forever.

Expiring in 15 seconds is a function assigned to them by the spell, it's not native to the forcefield itself.
Old Post

 
 Steezysn0brdr   United States. December 07 2010 02:57. Posts 16
Profile # 
Edit: Deleted
Last edit: 2010-12-08 03:38:54
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
Old Post

 
 Xapti   Canada. December 07 2010 03:50. Posts 2184
Profile # 
Funny that I stumble upon this topic.... I was wondering if it's possible to add custom units and effects into custom maps... such as custom dark swarms, custom disruption webs, custom cover/miss-chance (SC1 doodads), or other stuff.
I'm curious about what are the limitations of melee for maps. I think in beta I played a melee game where all build times were reduced to 0, so I guess there's not much limitations, lol. I guess triggers are one of the only limitations?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Old Post

 
 iGrok   United States. December 07 2010 05:29. Posts 4240
Profile Blog # 
You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | Samurai Champloo | Maker's Mark | Gangnam Style! | Nunu
Old Post

 
 Xapti   Canada. December 07 2010 06:55. Posts 2184
Profile # 

On December 07 2010 05:29 iGrok wrote:
You didn't play a melee game like that. In melee, non of the units can be changed, no triggers added, no player-controlled units on the map at the start.... other stuff that i'm forgetting to say right now
OK I was suspecting that the data couldn't be edited, I guess I was mistaken that it was a melee mode game. That of course means no custom units,to emulate SC1's, but certainly there will be new things discovered I suppose (force fields were mentioned already for instance).
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Old Post

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