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what about ums features in melee maps?
page: 1
I know this will be troublesome on a higher level since many leagues play games in melee.

But i mean, weve spoken long about how cool it would be to have bridges, and to have paths that are closable and openable (like neutrals, or that narrow gas node thing as example)

But in the editor there are perfectly useable doors that can be toggled with triggers. You could do beacons like swiches - move a ground unit into it and door opens, or even make buildings - destroy building and door is permanently closed or whatever.

Imagine what variety this could bring to a one on one map :o The map would have to be played in UMS mode to work, but many games are today anyway, like as soon as you want an observer in u make an obs map.

A map like this wont exactly make into starleague the first thing that happens, but wouldnt it be able to make some fun games?
2009, 03, 12 18:20
sure
2009, 03, 12 20:20
opened paths after X:XX minutes
this would be really fun, i accidently did it in my firste version of (2)Coastal Battery
if SP said that, it's time to change :>

let's make a comp with this theme!!
modified by ProTosS4EveR
2009, 03, 12 20:23
We need this and an FFA map competition. Now.
2009, 03, 13 05:39
I support this. With Starcraft2 on its way, I think it's the best time to start using these features.

If we don't use them right now, when will we? Broodwarmaps is known for it's large map database and good mapping community, we are also known for making experimental maps as well.

After all, this is what people expect from us, mapmakers. People want us to make maps where new gameplays will emerge. This is possible to do this with usual starcraft melee elements, but can also be achieved in other ways..

Starcraft mapping is in a constant evolution. This is part of it's evolution imo!

I remember myself 4 years ago saying I was a "classis mapmaker" Most of us were not using inverted ramps, but it became clear it was needed for balance purposes and also for the creation of new gameplays.

:P!!
modified by trcc
2009, 03, 13 20:22
Did you edit your post to add ":P!!" ? lol
2009, 03, 14 19:51
HOW DID YOU KNOW ? :D
2009, 03, 14 21:46
lol

:P!!
modified by spinesheath
2009, 03, 16 04:34
I hereby donate this idea to the community:

Make a map with doors where the trigger to open it can only be activated by ground units from WITHIN a base, but no outside. The door closes when a unit leaves the location.

So maybe you could have a base with two entrances, but one had that door thing. Thus, a scouting peon could open it, but once that peon was dead, the door would not open. Likewise, a zerg could slow drop a ling inside the base, and then open the door to let his comrades in :O Personally, I think I'm a genius.
2009, 03, 17 21:04
I like it
2009, 03, 17 21:23
Call it Troyan Horse ;)
2009, 03, 17 22:36
if u burrow a zerg drone or ling on top of the beacon trigger, it would make a perma open 2nd entrance unless u get some detection?
2009, 03, 17 23:19
Or mind control a critter and walk it in! ;) lol
2009, 03, 18 23:14
Thats an instant win strategy you got there psychotemplar :D mouahah
2009, 03, 19 03:14
enemy units autmatially attack mc'd critters and it would show up on mini map
2009, 03, 23 08:01
Sigh. You think I don't know that?
2009, 03, 23 18:05
I knew that you knew that
2009, 03, 23 20:21
There was some large discussion about this on TL.net's sc2 forum a while back. I suggested a lot of the (similar) ideas mentioned here.

And I'll repeat my general feelings on it here too.

You can't really have these added elements all the time in melee play. It changes the balance of the game over and over. Just look at the egg walls, terran and Zerg have no problem taking those down especially en masse. But protoss on the other hand has trouble. They either have to waste a storm or a few scarabs. Same with that stacked temple on Medusa.

The door concept has a million different ways it can be used and I don't really see too much imbalance for it (its just like neutral buildings).

But when the game is just a UMS obstacle course it's not really competitive vs the player anymore, its just who beats the system better. That may be as valid a competition in other games, but for BW i just wanna play my opponents and have as little map confusion as possible.


Also for the issue about Triggers on maps, don't they tend to screw up replays? And OP, pretty sure most league games (if not all) have obs and refs from kespa and the game network they are played on. So none of them are melee, its mostly all UMS.

2009, 03, 24 19:00
No one said to make an obstacle course of barriers, the idea was to make different guys of chokes and bridges and stuff using ums triggers to add to the gameplay strategically. Just because this stuff isn't useable in sc melee maps doesn't mean it also couldn't be used in sc2 maps.

The point is, you can add these elements if you make sure you understand perfectly how they'll effect balance and gameplay. This isn't like randomly adding creep all over a map and calling it revolutionary, this would be very much like the assimilator use on troy, except less limited, easier to use, and with less harmful or atleast non-permament effects on gameplay (if that's how you decide to use it).
2009, 03, 24 22:09
spor, i was more refering to instances like ICCup, where games are played in meleemode to affect ur rating, when i said "league".
2009, 03, 25 22:59
"Same with that stacked temple on Medusa."

Archons.

Certain triggers screw up replays, not all of them. Things like 'create units here' I think tend to mess things up. But obviously observer triggers don't screw anything up... It would need to be tested to see which triggers are okay to use and which aren't.

The main issue is that a replay played in UMS needs to be played at Fastest speed, and no faster or it screws up. So it's probably things like 'wait' triggers that mess up the replay so you can't play it at x4
2009, 03, 26 19:14
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