Hey guys,
cause we have this discussion going on in the main thread for the tma map i think its better for claritys sake to open up a new thread for this.
as we all know, the tma map so far is fun, but it kinda lacks the feeling and the intense micro needed of the original map.
the idea was to throw in some sc2 units as they offer new abilities and therefor require more micromanagement to use them all properly.
the outcoming question of this is, do we actually all want that?
And if yes, how do we want to have it?
1. a hybrid map
so we could add all the units we like.
but then what is the measurement? do we alter the unit stats so that they fit to the integrated units?
or do we rather alter the integrated units so that they fit for the sc2 gameplay?
then what units do we want? for example the ghost in sc1 and sc2 is different.
so would we go with a ghost that has all the features? emp, lockdown,snipe? or do we make 2 versions of the ghost and integrate him as a sc1 and sc2 unit? or do we want just 1 plain ghost? but with what abilities?
(the example maybe bad cause emp would be kinda imbalanced for a normal tier ghost)
we could also leave the normal ghost as it is, and add a sc2 ghost as an hero?
(note that this was only to throw in some general ideas, no need to talk only about the ghost ;) )
2. 2 different modes as jack suggested
So we could have 2 independent different versions, but would they work?
because sc2 units have totally different abilities that would require to balance it a lot. for example we cant have emp for the ghost, its just too strong. a team wouldnt choose any protoss units anymore... (leaving alone the fact that emp can also make the nexi shield vanish) --> we cant have ghosts in the whole gameplay only as a hero maybe
either way there is a lot to be discussed, and every option would require a lot of work from our great mapmaker jackolas.
i myself am unsure.
i like both and i see problems for both
sc1 and sc2 units together might be most fun but would be a shit job to balance and would lack the sense of tma in sc1, as it was kinda a training to get a better micro for units you were fighting with in normal melee games.
2 different versions with one for sc1 and one for sc2 would maybe lack the fun, cause the map as it is right now is way more casual and easier than it was in sc1, due to the sc2 game-engine.
and for an sc2-unit-version we dont know if colossi, reaper, stalker roaches etc.. are not too strong maybe
Your opinons?
just some info. if we go 2 modes.
all units will be separated and will not share..
so I can have the ghost of mode 1 have 2 hp more than the ghost of mode 2 (as an example)
don't worry about that. (its not even that much work since the basis of the whole system is already done)
so you can see the 2 modes as different maps (in unit) nothing needs to be shared between the 2
think its useful to say it here 2:
have the basics ready for TMA: Evolution (SC2 unit version)
only need unit groups that you can spawn.
but the basics are all done and should be easy to work on.
the mode can be selected when creating a game.
atm 3 modes:
- TMA: Legends (units from the SC1 TMA map)
- TMA: Evolution (units from SC2)
- TMA: Training (a concept I'm working on)
now its up to the guys that want SC2 units in the map to think up spawn groups.
I think it should stay the way we agreed to do it when we first set out to create the map.
Start with TMA Classic, then we can make a new version completely from scratch with new units new terrain new heros etc and can give that some sort of name (Think of all the different TMA versions in SC1--Emerald/Wired/Star Wars/X17/Legends/etc. Now of course in SC1 99% of those versions were shit but that's because they weren't being made by expert TMA players)
Once TMA Classic is finished, then a new map with sc2 units can be built from the ground up
sure, thats something i had on my mind all the time.
but as i said above i think due to different game mechanics the game might be not challenging enough.
cuz to simplified micro and casual-changes like the smarcasting feature(for all that dont know: it allows you to select a whole bunch of (different) casters but you still are able to cast storms, emp, stim etc. without selecting the specific unit. the other thing is that templar for example wont all cast their storms on 1 position if you have selected a group of them and cast a storm only 1 of them will cast it. you gotta storm multiple times so that every templar is using its storm)
im concerned that the map wont receive the appreciation it deserves.
but lets see, maybe the discussed "unit sizes" in the other thread bringes the change,
who knows ;)
Is magic boxing gone?
video doesnt work because its property of sony music ?!
are you talking about this sort of thing?
No, see the vid I posted
Magic boxing is an SC1 trick that allows casters to cast spells in formation (you probably used this the most with vultures laying spider mines)
Form Storm <3
lol pack I CANT!!!!!!!!!!!! see the vid
okay gotta find some other video where this is explained
Hello :) I would like to let you guys know broodwar tma is def. not dead. WE have plenty of innies on iccu op tma channel and you guys are welcome to come by anytime. You guys can team up vs us its really up to you but we are all friendly ppl no need drama.
FOr the records, I def. agree with you guys about the faggety team falco ego jules and pack. they really bm and banished tma on east. We have many good players so i hope to see you guys soon :)
Well sc2 emp only removed 100 shileds so it wouldn't really hurt the nexus.
I was thinking a zone 1 immortal with either a sentry, warp prism, or zealot. Maybe zone 1 reapers, or would that be OP? Maybe new ghost plus medic could also go in zone 1. Thor/marine and collosi/zealot could go in zone 2 with equal resource cost to ultra/ling. Also, maybe tank/Thor/hellion in zone 2 or 3.
Zweng I haven't even been playing...
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