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Thread: Karune on Building placement

  1. #51

    Default Re: Karune on Building placement

    We're not discussing rotation for UMS. Of COURSE it should be an option in UMS.

    We're discussing it for melee.

    It is unnessessary, and in fact detrimental, to the melee game.

  2. #52
    Pandonetho's Avatar SC:L Addict
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    Default Re: Karune on Building placement

    I'm pretty sure it can already be done in UMS.

  3. #53

    Default Re: Karune on Building placement

    Quote Originally Posted by Nicol Bolas View Post
    In what way does it improve aesthetics? Indeed, it hurts aesthetics, because now they have to spend time and effort modeling the back of these buildings to look as good as the front.
    They still have to make the backs of buildings look good anyway, and for multiple reasons.

    Anyway, building rotation would only be needed for ones with rectangular bases, which are few from what I understand. The only other issue I see is with Terran add-ons. Perhaps they could allow add-ons to be added anywhere onto the building.

    And so far as building exit issues, perhaps they can make a "building exit" option that would allow you to set the direction from which the unit exits, and then have the rally point thing separate from that. I tend to build my base pretty tight in order to form a natural wall against enemies, so this would be helpful.

  4. #54
    Junior Member
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    Default Re: Karune on Building placement

    Quote Originally Posted by n00bonicPlague View Post
    They still have to make the backs of buildings look good anyway, and for multiple reasons.
    Perhaps in case there is a reflective surface. i'm thinking the old terran building models, they were so shiny. :P

    Quote Originally Posted by n00bonicPlague View Post
    Anyway, building rotation would only be needed for ones with rectangular bases, which are few from what I understand. The only other issue I see is with Terran add-ons. Perhaps they could allow add-ons to be added anywhere onto the building.
    All buildings in sc2 are squares EXCEPT the addons, so wierd rectangular bases shouldn't be a balance issue. Unfortunately, addons screw that all up, so yeah, addons should be placeable anywhere around a building. The problem is that addons automatically connect with buildings that land next to them. It would be more difficult from a programmers perspective to implement this in an intuitive way.

    Quote Originally Posted by n00bonicPlague View Post
    And so far as building exit issues, perhaps they can make a "building exit" option that would allow you to set the direction from which the unit exits, and then have the rally point thing separate from that.
    An alternative I like better is permitting queues as rally points so that a unit that is built, instead of going straight to a point, goes to that point through the path you specify. It works for you problem (set first waypoint to where you want the exit) and is more interesting.

  5. #55

    Default Re: Karune on Building placement

    What if the addon built underneath the building?

    Might be interesting...

    You would click "addon" then suddenly, your barracks would lift up and a new foundation would start building underneath it. When its done, the barracks would land again on top of it, smooth as silk.

    2 problems:

    1) i dont see a way to destroy it separately (maybe if it were on top...)
    2) eliminates one click (placing the addon, which is redundant anyways since you have no choice)

    I think that the new SC2 engine will make base layout more easy to navigate but also really annoying for blocking units (esp for melee units).

  6. #56

    Default Re: Karune on Building placement

    You could simply create a new model of the building that is facing a distinct direction. You could switch through each model(instead of having the choice to freely turn it, you could only put it in specific angles.) after you select the building. This, however, should only be in single player and the editor. Its too time wasting for multiplayer, that is, if they do it. This would be very much like the Elve farms in War3.

  7. #57

    Default Re: Karune on Building placement

    No necromancy in my forum. Thx.

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