Page 5 of 15 FirstFirst ... 34567 ... LastLast
Results 41 to 50 of 141

Thread: DemolitionSquid Reviews HotS Multiplayer Changes

  1. #41

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by RamiZ View Post
    From that, I only know what creep does, since it was like that in WoL alpha. What are the other two things? Ragdoll system and unified shaders?
    Ragdoll system: It's a way of doing death animations. Ever play Halo: CE? Think they might have had it in Halo 2, to be honest...

    Shaders: How textures react to light.

    Pretty nifty stuff for an RTS.

  2. #42

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    The creep thing sounds like it's just graphical. Creep isn't player-bound.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  3. #43

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Aldrius View Post
    The creep thing sounds like it's just graphical. Creep isn't player-bound.
    That assumes they haven't changed that. Or, it just kills non-zerg structures as in Alpha.

  4. #44

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by PsiWarp View Post
    What does it mean by "consume" enemy buildings? I assume it isn't gameplay related as in DPS.
    It is, it damage enemy buildings, same like that Zerg buildings die off creep.
    "Living for the Swarm!"

  5. #45

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Muspelli View Post
    That assumes they haven't changed that. Or, it just kills non-zerg structures as in Alpha.
    Well I hope they haven't changed that. It'd make things a little bit tricky from a design standpoint.

    Though I imagine the 'destroys any non-zerg building' thing would work. Makes team games a LITTLE tricky, but with the way maps are designed it's not a huge, huge problem.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  6. #46

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Aldrius View Post
    Well I hope they haven't changed that. It'd make things a little bit tricky from a design standpoint.

    Though I imagine the 'destroys any non-zerg building' thing would work. Makes team games a LITTLE tricky, but with the way maps are designed it's not a huge, huge problem.
    I'm sure an allied flag could be added. But that'd almost defeat the purpose of it.

    That said, creep drops on bases. Yes.

  7. #47

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Muspelli View Post
    I'm sure an allied flag could be added. But that'd almost defeat the purpose of it.

    That said, creep drops on bases. Yes.
    Actually, thinking about it, it'd have to be... team coloured... that sounds kinda disgusting.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  8. #48

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Aldrius View Post
    Actually, thinking about it, it'd have to be... team coloured... that sounds kinda disgusting.
    Not necessarily. The game I am sure is capable of tracking ownership without team colour. Just make sure creep has no team colour areas on its texture. Or, if they do go that route, do it tastefully. Perhaps make the veins team-coloured, but leave the rest purple-grey.

  9. #49

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Not necessarily. The game I am sure is capable of tracking ownership without team colour.
    Yeah, but the player's not.

    It's just... unnecessary I think. Let it be an aspect of team games that you need to keep your protoss/terran and zerg buildings away from one another.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  10. #50

    Default Re: DemolitionSquid Reviews HotS Multiplayer Changes

    Quote Originally Posted by Aldrius View Post
    Yeah, but the player's not.

    It's just... unnecessary I think. Let it be an aspect of team games that you need to keep your protoss/terran and zerg buildings away from one another.
    It should be obvious who owns what creep, though, between overlords, hatcheries and creep tumours.

Similar Threads

  1. What changes in multiplayer for HoTS?
    By Rake in forum StarCraft Discussion
    Replies: 18
    Last Post: 03-01-2011, 11:21 AM
  2. Do we need more multiplayer units?
    By Maul in forum StarCraft Discussion
    Replies: 53
    Last Post: 08-12-2010, 01:21 AM
  3. singleplayer vs multiplayer (what do you value more?)
    By senervo in forum StarCraft Discussion
    Replies: 12
    Last Post: 07-30-2010, 05:04 PM
  4. Smart Multiplayer AI
    By The_Blade in forum StarCraft Discussion
    Replies: 24
    Last Post: 01-13-2010, 09:22 PM
  5. multiplayer question
    By ragsash in forum StarCraft Discussion
    Replies: 10
    Last Post: 10-02-2009, 07:26 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •