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[quote]sc style
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[quote]sc style
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in hindsight it's pretty obvious that sc would have arrived at a good mapping paradigm given it was the dominant hardcore competitive rts for the last 20 years [/quote]
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in hindsight it's pretty obvious that sc would have arrived at a good mapping paradigm given it was the dominant hardcore competitive rts for the last 20 years [/quote]
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I don't know that it necessarily arrived there so much as started in the only place it could, which happened to be good; SC is a quite different game and inherently has less map variety than ZK on a macro scale (limited and discrete heights, much more discrete resources, etc.)
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I don't know that it necessarily arrived there so much as started in the only place it could, which happened to be good; SC is a quite different game and inherently has less map variety than ZK on a macro scale (limited and discrete heights, much more discrete resources, etc.)
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For that matter, the fundamental principle of Starcraft maps we're referring to (mostly flat, some chokepoints and ramps) haven't changed much in 18 years - look at Lost Temple.
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For that matter, the fundamental principle of Starcraft maps we're referring to (mostly flat, some chokepoints and ramps) haven't changed much in 18 years - look at Lost Temple.
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I agree that there is a trend towards the mostly-flat maps being the most enjoyable to play on. There are exceptions - for instance I like Badlands, Obsidian and Intersection - but TitanDuel is (I believe) the most !mapped map for a reason.
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