Do YOU Think Bounds Should Stop Being Made OR Do You Think THat There Are Not Enough?
I think they shud keep being made if the creator has a unique idea.
BTW, excuse me for asking, but how is this a concept?
They should stop making them because they dont use alot of skill to be made, And most bounds out these days are impossible to beat...And some are just rigged for player 1
Who cares? As long as a map is well-made, it doesn't matter what kind it is.
Yea, I guess that is true DT...But there is like a billion bounds out there today.
Again, It doesn't matter. It is annoying if (which they are) over 60% of them are poorly made. If every bound was stellar, we would not be tired of them.
Yea, Like an new obstacle or something...Like a big fire ball chasing you or something, And you gotta move in front of building to get away from it before it catches up to you again.
I find bounds boring... Always the same thing ! There is no inteligence needed or no strategy (that why it is so popular, most people playing UMS can't be inteligent, so it's good for them, lol)
I think it would be good to find new concecpts or make better some old and badly made concepts that can be good. That all I can say.
I don't care what you make. Doesn't mean I'll play it though.
Bounds actually do require skill to some degree. The actual calculating of the position the zergling can move, and making the bound possible.
I also believe it is quite repetitive because all you see are explosions and dodging units, or running from them. There isn't much new in bounds these days.
The bound market is saturated. The practice should be stopped. They no longer take skill or creativity to make, or beat. I hate them.
Bounding does require some skill in playing it as Legacy said.
But actually making a bound in the editor requires no skill at all. It's just Create Unit, Explode and Wait/Death Counter.
I say stop making them unless it's one with something new besides explosions by the hundreds.
Bounds should still be made, but with different styles. I'm pretty sick of those impossible exploding square ones.
I agree. The impossible ones I hate. They are fun to a few people, but the majority of people just get POed t them. We need something new, fun, and not impossible. I just can't think of something yet....
Wow, first of all you all need to stop saying that bounds shouldn't have the constant exploding squares like they do. THATS THE WHOLE IDEA OF A BOUND! Second of all bounds DO require skill, which obviously none of you have because you are calling most of the newer bounds impossible. Third bounds require more skill than you think to make, because while they are just create explosion then kill it that is not the hard part. The hard part is making an obs that people will like but is not too hard and not too easy. (Id also like to point out that there is also a lot of defences, which are basically all the same anyways).
The first bound map had one explotion obstical in the whole thing. Bounds were considered to be Obstical maps. A spawn off the "Obstical Course" genra that shortly preceded it. I suppose the meaning has evolved from its beginning.
QUOTE(LegacyWeapon @ Nov 22 2004, 11:49 AM)
I also believe it is quite repetitive because all you see are explosions and dodging units, or running from them. There isn't much new in bounds these days.
[right][snapback]102162[/snapback][/right]
Yeah I agree with this because:
1. You run through explosions.
2. You click like crazy to get through the sucking explosions.
It is the same thing each time. There is probably more, but I don't really remember. The only cool thing about bounds are the picture and terrain. Some of the old maps like Obstacle Course was more fun, but the only problem is that they got too easy. Ice Bound was a classic also. I'd like to see more of those kind of maps, but just make it a little more challenging.
WHOA, wait a minute...
so all bounds are are creating units, killing units, and then counters huh?....
lets look at other types of maps...
-Defense: create unit at start, order move, add counter for kills.... wow....
-Madness: create unit, create unit, create unit, player has kill 'amount of unit' win...
-Dont [Click/Look At] the "unit": hah...right.... 2 mins tops?
-RPG: display text message, display text message, create units, minerals, repeat...
-Golems: create unit, hero golems... repeat...
-OMFG the "race": OMFG!...
okay we looked at all of that.... now lets look at the facts...
most of you say bounds take no skill at all to make.... well ha.... if you looked at it how I looked at the other maps... of course ud say theres no skill... bounds are infact harder to make then ud think... all maps are hard to make... think about the time it took to create these new kinds of maps... I wanna see you create a new map type... yea... thats what I thought... you can't... thats why ppl make maps in the same categories in the first place...
and by saying bounds take no skill to make... you basicly said ALL maps take no skill to make.... so look at the facts before you say anything... geez...
(as a note... I can make maps other then bounds... I feel bounds are the funnest to make.)
(As a final note... I don't believe the maps I listed to having no skill to make... I do believe they take skill to make, I was using them as examples to show that bounds indeed do take skill to make... so no flames pls.)
The triggers for bound maps have become a lot more standardized than any other genre. If you ask people how to make a bound some times you will get exactly what trggers to use everything from who owns the triggers, how to keep track of the levels, what units to use, and how to layout your obstical triggers. Many bound makers do not create triggers they memorized a format and copy it.