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Thread: New Map Mechanic

  1. #1

    Default New Map Mechanic

    We all know the map mechancis as they are now, cliff heights to allow cliff traversing or not, gold expansions, high-yield geysers (underused), destructable rocks, los blockers, xel'naga towers, etc.

    Well i've come up with a new one.

    Civilians, un-killable civilans. Let me explain:

    Background:
    I took a campaign map (the one where you have the Odin and you broadcast the transmissions), and edited it ot be a melee map. I kept the civilians on the map, along with the Odin in the center and all the people around him. When I was testing this map with a friend I found out that I couldn't kill these civilians in the middle.

    What happened:
    The Middle was the fastest way to get to my enemy but if I went through the middle my units went thrugh a sort-of maze f civilians. Also when I built a pylon and warped in units some would get stuck inbetween civilans and I COULDN'T kill these civilans.

    Proof it is good:
    I was using stalkers and was losing a battle vs roaches, so I retreated to the center. The Roaches followed me. I was able to win vs the Roaches because I was able to spread in the middle, while the civilans made a sort-of chock point. maxze to gett to the center so his roaches wern't as spread out. I won a battle Ishoudln't have won, i made him retreate.

    LONG STORY SHORT:
    Path-blocking, unkillable civilians to create pathing mazes/narrow paths in the middle of the shortest-path between the two bases. See the replay I attached to view what I am talking about.

    I think this mechanic has great potential!


    *note: maybe have the civilans killable by splash, so u have to get to a certain teir to remove their annoyance, and would have to use certain skill to splash these units (attacking somethign next to them. It would be good becuase Protoss splash is Archon Collossus, it woudl take a while to get to that, Zerg's splash costs them the unit, so even though it's low teir they loose that unit which could other-wise be fighitng, and the Terran need Seiege tech which is a high enough teir, and most likeley the unit their attacking would die due to the Seige tank's high damage output.
    Last edited by TheProgramer; 09-24-2011 at 08:14 AM.

  2. #2
    Duckyyy's Avatar Junior Member
    Join Date
    Nov 2010
    Posts
    78

    Default Re: New Map Mechanic

    So if roaches get blocked what happens when a zerg utilises ultras ? is that not a tad unbalanced towards ranged units ? and its not like the maps need even more chokepoints.

  3. #3

    Default Re: New Map Mechanic

    Worst. Thread. Evar.

  4. #4

    Default Re: New Map Mechanic

    This thread made me miss Warcraft 3 days of glory. Now it's full of bots :/

  5. #5

    Default Re: New Map Mechanic

    Nice idea for a scenario mission.

  6. #6

    Default Re: New Map Mechanic

    Quote Originally Posted by DemolitionSquid View Post
    Worst. Thread. Evar.
    Well thanks for making me feel like a loser. When you tell me things like that I fell like I can't post for fear people will say its stupid, how am I able to express ideas I have on this forum without fear when you say things like that?

  7. #7

    Default Re: New Map Mechanic

    Quote Originally Posted by TheProgramer View Post
    Well thanks for making me feel like a loser. When you tell me things like that I fell like I can't post for fear people will say its stupid, how am I able to express ideas I have on this forum without fear when you say things like that?
    A true warrior knows no fear.

    Really though - suggesting a way to add pathing problems and more chokes to this game didn't sound like a bad idea to you?

  8. #8
    Gradius's Avatar SC:L Addict
    Join Date
    Apr 2009
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    9,988

    Default Re: New Map Mechanic

    Squidward, you're the reason why the vast majority of our posters are now spambots. :P

  9. #9

    Default Re: New Map Mechanic

    Quote Originally Posted by Gradius View Post
    Squidward, you're the reason why the vast majority of our posters are now spambots. :P
    ... and your punishment shall continue as long as I see fit.

  10. #10

    Default Re: New Map Mechanic

    Quote Originally Posted by Gradius View Post
    Squidward, you're the reason why the vast majority of our posters are now spambots. :P
    Awww, poor Squiddy, that hurt him. :P

    On-topic, though...Yes, it could make a good mission gimmick/mechanic.

    Kudos to Arkceangel for the Terran avatar and sig!

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