Quite a few times I've run into the situation when 3 abondoned Factories were located very close to each other with other 2 or 1 were also located in close neighbourhood. The same situation is with abondoned Sience Buildings.
This unconsistennes adds the great element of luck and discomfort to the game, because every player heavily relays on finding abondoned Factories early in the game, so he can produce mules.
The situation with Protoss Obelisks is better: they cast eqully. But their (most often 2) Protoss Avanced Technolody Buildings also sometimes lie nearby.
I guess, the situation can be changed by virtual cplitting the map on zones. After casting buildings the algorithm can check each zone for presence of the same buildings, then recast it to the empty zones.
This way you don't need to use those unaesthetic Destuctible Rocks all arround the map for levelling the building presence... or you can just replace one of those rocks in empty-building zones with the another zone extra building. (Convinient: you don't need to start algotithm of autocasting again for the price of extra loading. I don't know how exactly the program works, but the previous autocast to the certain zone with numbers assigned to the buildings would be faster. I mean, would be good if the programm spreaded numbers on the map rather than massives of buildings datas, then changed them... While changing numbers assigned to the buildings would be fast and easy.)
As I said, I don't know the modern programming. But I still want to share my thoghts), because I liked programming very much years ago in school.
There can be big zones on the map, defined as "zones" because they relatively isolated from other area and therefore are easy for clearing from Zergs and subsequent defence. (Usually 2-3-4 the same kind buildings can be found deep in one of such zones at the later stage of a game when nobody needs them any more; while everybody was straggling to find them half an hour before this: wich made sone of the variants of casting quite unfriendly to players. At the later stage they are good for nothing, even for salveging: they are very cheap and are not worth of disrupting players' attention to check if any of other players still owes the building of this kind)
These big zones can be checked for the presense of the same buildings and if there are the same buildings placed there they can be RE-placed to the spot in another empty big zone.
Another way of splitting map on zones is having predifined spots for placing buildings (as an alternative to placing buildings in one of zones this can be: Heyzer, Hutchery, Destructible Rocks, like now or just grass instead of a building, with assigned similarly to buildings numbers)
The check in this case can be done on a bace of comparing building numbers in each spot with the each neaby spot from the assighned list for this specific spot. (Yea, the list of neibaring spots for each specific spot you will have to assign "by micro"(?) (with you own hands(?).
The Heyzers don't need to be checked for spreading equally like buildings: can players hope for at least some surprises?)
That were my fantasies about this map. If they help you, Nagnazul, to write a good skript for casting building on the map - I'll be happy that I made some input. If not... well, my appology for my diletantism...
This unconsistennes adds the great element of luck and discomfort to the game, because every player heavily relays on finding abondoned Factories early in the game, so he can produce mules.
The situation with Protoss Obelisks is better: they cast eqully. But their (most often 2) Protoss Avanced Technolody Buildings also sometimes lie nearby.
I guess, the situation can be changed by virtual cplitting the map on zones. After casting buildings the algorithm can check each zone for presence of the same buildings, then recast it to the empty zones.
This way you don't need to use those unaesthetic Destuctible Rocks all arround the map for levelling the building presence... or you can just replace one of those rocks in empty-building zones with the another zone extra building. (Convinient: you don't need to start algotithm of autocasting again for the price of extra loading. I don't know how exactly the program works, but the previous autocast to the certain zone with numbers assigned to the buildings would be faster. I mean, would be good if the programm spreaded numbers on the map rather than massives of buildings datas, then changed them... While changing numbers assigned to the buildings would be fast and easy.)
As I said, I don't know the modern programming. But I still want to share my thoghts), because I liked programming very much years ago in school.
There can be big zones on the map, defined as "zones" because they relatively isolated from other area and therefore are easy for clearing from Zergs and subsequent defence. (Usually 2-3-4 the same kind buildings can be found deep in one of such zones at the later stage of a game when nobody needs them any more; while everybody was straggling to find them half an hour before this: wich made sone of the variants of casting quite unfriendly to players. At the later stage they are good for nothing, even for salveging: they are very cheap and are not worth of disrupting players' attention to check if any of other players still owes the building of this kind)
These big zones can be checked for the presense of the same buildings and if there are the same buildings placed there they can be RE-placed to the spot in another empty big zone.
Another way of splitting map on zones is having predifined spots for placing buildings (as an alternative to placing buildings in one of zones this can be: Heyzer, Hutchery, Destructible Rocks, like now or just grass instead of a building, with assigned similarly to buildings numbers)
The check in this case can be done on a bace of comparing building numbers in each spot with the each neaby spot from the assighned list for this specific spot. (Yea, the list of neibaring spots for each specific spot you will have to assign "by micro"(?) (with you own hands(?).
The Heyzers don't need to be checked for spreading equally like buildings: can players hope for at least some surprises?)
That were my fantasies about this map. If they help you, Nagnazul, to write a good skript for casting building on the map - I'll be happy that I made some input. If not... well, my appology for my diletantism...
Last edited by Brodyaga on Sat Jan 01, 2011 4:16 pm; edited 1 time in total