It's been a while since anyone has posted an exercise, so I thought I'd throw out an idea. Lava Hazards have been done, in campaign and coop maps. But what other hazards can you throw at players?
A high speed train that damages units it collides with? Toxic Fog patches that roll in or are put off by local flora and fauna that must be destroyed to pass?
Apart from specialized maps, revamp existing or create your own ladder map. I think it would be an awesome twist to see a ladder style map where you have to fight the map as much as you do the enemy player(s).
That's sound cool. Much like the coop missions and their mutations, tornadoes, slowing thing, low ressources, etc. Also, that could make some ideas to pop for coop as well if people participates.
Personally, I like the thought of a flooded installation map with low standing water that could be traversed, but would be electrified at random intervals with no warning, doing decent, but non-fatal damage. Make it a back way into the enemies base, so it's a risk whether you can get there in one piece.
What about a map that its low ground is like the old sc1 Plague ability. It doesn't kill...but it makes your units lose hp down to 1%. Maybe even add a heal area to compensate. That could create some special engagement based on positionning if its in the heal zone or not. The plague zone could be in shortcuts path so at the cost of some hp for the time you travel you get ahead.
If it were a "Radiation" zone that affected unit health based on unit size, affecting smaller units before or simply more than larger units?
That would fit any number of worlds Mengsk has been. Perhaps have 2 modifiers. One that changes that speed of decay based on attribute (light, armored, etc.) and another that changes speed of decay based on actual unit size?
Or you do it unit by unit divided into 3 categories, like not resistent, a little resistent and very resistent, think of zergling, roaches, ultralisk, or marine, marauder, tank, or sentry, stalker, immortal... basicly what makes sense.
Isn't that list designed exactly like mine? lol. smallest being least resistant, with armor helping to mitigate the effects? It's more data based than trigger based to make it by attribute and size, but you could make it very unit specific and detailed in how fast it actually hurts things.
Also, I want all rich expansions in such a map to be IN one of these fields of effect. This would make them very risky investments.
It's been a while since anyone has posted an exercise, so I thought I'd throw out an idea. Lava Hazards have been done, in campaign and coop maps. But what other hazards can you throw at players?
A high speed train that damages units it collides with? Toxic Fog patches that roll in or are put off by local flora and fauna that must be destroyed to pass?
Apart from specialized maps, revamp existing or create your own ladder map. I think it would be an awesome twist to see a ladder style map where you have to fight the map as much as you do the enemy player(s).
That's sound cool. Much like the coop missions and their mutations, tornadoes, slowing thing, low ressources, etc. Also, that could make some ideas to pop for coop as well if people participates.
Working on projects:
Personally, I like the thought of a flooded installation map with low standing water that could be traversed, but would be electrified at random intervals with no warning, doing decent, but non-fatal damage. Make it a back way into the enemies base, so it's a risk whether you can get there in one piece.
What about a map that its low ground is like the old sc1 Plague ability. It doesn't kill...but it makes your units lose hp down to 1%. Maybe even add a heal area to compensate. That could create some special engagement based on positionning if its in the heal zone or not. The plague zone could be in shortcuts path so at the cost of some hp for the time you travel you get ahead.
Working on projects:
@SCBroodsc2
If it were a "Radiation" zone that affected unit health based on unit size, affecting smaller units before or simply more than larger units? That would fit any number of worlds Mengsk has been. Perhaps have 2 modifiers. One that changes that speed of decay based on attribute (light, armored, etc.) and another that changes speed of decay based on actual unit size?
@BigDonRob: Go
Or you do it unit by unit divided into 3 categories, like not resistent, a little resistent and very resistent, think of zergling, roaches, ultralisk, or marine, marauder, tank, or sentry, stalker, immortal... basicly what makes sense.
Working on projects:
@Scbroodsc2: Go
Isn't that list designed exactly like mine? lol. smallest being least resistant, with armor helping to mitigate the effects? It's more data based than trigger based to make it by attribute and size, but you could make it very unit specific and detailed in how fast it actually hurts things.
Also, I want all rich expansions in such a map to be IN one of these fields of effect. This would make them very risky investments.