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Thread: Zerg Buildings, Graphics + Question

  1. #11
    Rizhall's Avatar Junior Member
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    Default Re: Zerg Buildings, Graphics + Question

    I LOVE the Baneling nest. I think it's my favorite looking Zerg building right now.
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  2. #12
    Raisk's Avatar Junior Member
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    Default Re: Zerg Buildings, Graphics + Question

    I HATE the Baneling nest, it looks like a walker? Also I think the angle looking down on it makes it look confusing as fook.

  3. #13
    The_Blade's Avatar Administrator
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    Default Re: Zerg Buildings, Graphics + Question

    I believe they did the buildings for several reasons:

    1. when u scouted a toss or terran you could actually know what he was teching for. Then when u scout a zerg you wouldn't know if he got banelings or lurkers.

    2. Encourage the deevolution of zerg when they lose a base.

  4. #14

    Default Re: Zerg Buildings, Graphics + Question

    Baneling nest should definatly evolve from the spawning pool. All other Zerg evolution stages work this way. Plus it would be so cool to see those spindly legs rise out of the pool dragging the mass of the building up with it.

  5. #15

    Default Re: Zerg Buildings, Graphics + Question

    The Spawning Pool and Baneling Nest are two separate buildings because they're early game. So losing one won't necessarily mean you lose access to the other. Its an insurance policy for balance.

  6. #16

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by DemolitionSquid View Post
    The Spawning Pool and Baneling Nest are two separate buildings because they're early game. So losing one won't necessarily mean you lose access to the other. Its an insurance policy for balance.
    Why would that be nessisary? Lets face it if you lose your spawning pool early game your done.

  7. #17
    Pandonetho's Avatar SC:L Addict
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    Default Re: Zerg Buildings, Graphics + Question

    That's true. You lose your spawning pool, so you can't make Zerglings.

    If you can't make Zerglings, how are you going to make banelings?

  8. #18

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by ArcherofAiur View Post
    Why would that be necessary? Lets face it if you lose your spawning pool early game your done.
    That's why the Roach was originally tier 1, and is why the Hydralisk Den is now there. At least with the Baneling Nest not being part of the Spawning Pool, you can morph any Zerglings you may still have into Banelings if you so choose to create a mixed force.

    I agree it doesn't seem nessessary, but I understand why its there.

  9. #19

    Default Re: Zerg Buildings, Graphics + Question

    Quote Originally Posted by DemolitionSquid View Post
    That's why the Roach was originally tier 1, and is why the Hydralisk Den is now there. At least with the Baneling Nest not being part of the Spawning Pool, you can morph any Zerglings you may still have into Banelings if you so choose to create a mixed force.

    I agree it doesn't seem nessessary, but I understand why its there.

    I think we would need a blue responce to be sure that was the reason. It doesnt seem significant at all.

  10. #20

    Default Re: Zerg Buildings, Graphics + Question

    Perhaps, as a compromise, the Nest remains as it is in multiplayer (if it is indeed an issue of balance), but in the campaign, it mutates from the Pool.

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