Custom script maps and ranked

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Custom script maps and ranked

Postby Gorton » 15 Dec 2013, 00:43

The map "Lava Highground" I'm not sure if this is allowed since the "lava" on the map (which is just normal water just reskinned) instantly kills units moving through it.
Am fairly certain maps with custom scripts shouldn't be ranked at all.
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Re: Custom script maps and ranked

Postby rockoe10 » 15 Dec 2013, 15:45

agreed, I would also say the same for a lot of "Voodoo" maps with unit restrictions and 4 acu
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Re: Custom script maps and ranked

Postby Ze_PilOt » 15 Dec 2013, 17:54

I don't see why they shouldn't be.
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Re: Custom script maps and ranked

Postby Lame » 15 Dec 2013, 17:56

so make all maps that have civilians in it unranked because that really changes the game.

Lava doesnt have an impact on the game at all once you realize you cannot walk on it - which was kind of self explaining to begin with
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Re: Custom script maps and ranked

Postby errorblankfield » 16 Dec 2013, 04:55

A lot of balanced maps have civilians. Unrank should only occur when both sides don't have the same odds of winning -not just cause it's different (within reason).
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Re: Custom script maps and ranked

Postby Hawkei » 16 Dec 2013, 07:14

Lame wrote:so make all maps that have civilians in it unranked because that really changes the game.


The issue is not whether it changes the game, or is imbalanced. The issue is whether or not it conforms to the expected premise within which people enter the game. That is: I expect to have an ACU, with all the capabilities and a complete build palette. I expect all my units to function with all their intended attributes.

I can understand the concept of hostile civilian units. Because that is an accepted aspect of the game. If however, those civilians were scripted with and AI and started contesting map control in their own right. That is unexpected.

It is expected that if there is water that I should be able to build naval units on it. Or operate amphibious units within it. If those units mysteriously disappear or die. That is unexpected.

If for some reason, I can't build air units. Or my air units do not function in the usual manner. This is unexpected.

If my ACU gets struck by a bolt of lightning. This is unexpected.

If Mex points appear out of nowhere. This is unexpected.

If mysterious flying Valkyries swoop in and pinch my Nuclear missile. This is unexpected.


Lava on the other hand is not water. It would be unexpected at first. But I could adjust to the concept. I would however prefer that units sustain damage over time, rather than instantly being destroyed. Walking an ACU into the Lava would be a hard way to learn. :(
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Re: Custom script maps and ranked

Postby errorblankfield » 16 Dec 2013, 12:07

Once again, firewall walks in to explain what I should have said the first time.

Bravo.
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Re: Custom script maps and ranked

Postby ColonelSheppard » 16 Dec 2013, 12:21

Firewall wrote:If Mex points appear out of nowhere. This is unexpected.

Crazy Rush unranked noooooo :(
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Re: Custom script maps and ranked

Postby lextoc » 16 Dec 2013, 14:07

Lame wrote:so make all maps that have civilians in it unranked because that really changes the game.

I didn't read the whole topic but with this particular part I disagree because if you really care that much about your precious points you'd play a map unranked first to test it out before you play it ranked. :)
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Re: Custom script maps and ranked

Postby Lame » 16 Dec 2013, 14:23

the point is if you would want to make a map which has unpassable corners instead of using lava you could do the same with civilian t2 PD.

now which is worse:

losing engys you send over lava

losing engys to surprise buttsex from t2 pd
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