Castanova
Prophet
All RTS games that I've ever played that have any real multiplayer scene are designed under the premise that a competitive player should have the map memorized as a pre-requisite. SC2 goes so far, if I remember correctly, to pre-reveal the entire map at the start of the match.
Why doesn't anyone design an RTS with randomized maps that you have to explore? Is there something about this concept that doesn't appeal to e-sports types?
To be honest, I think it would improve these games considerably. In competitive SC/SC2, there's pretty much a pre-defined strategy for each race vs. race and race/map combination. For 99% of players, where meta-game isn't as important, winning is mostly about executing this pre-defined strategy better than your opponent. What if a competitive player had to actually, oh I don't know, improvise during a match? What if build orders were about flexibility, not super efficient machines designed to execute one particular unit combination?
Why doesn't anyone design an RTS with randomized maps that you have to explore? Is there something about this concept that doesn't appeal to e-sports types?
To be honest, I think it would improve these games considerably. In competitive SC/SC2, there's pretty much a pre-defined strategy for each race vs. race and race/map combination. For 99% of players, where meta-game isn't as important, winning is mostly about executing this pre-defined strategy better than your opponent. What if a competitive player had to actually, oh I don't know, improvise during a match? What if build orders were about flexibility, not super efficient machines designed to execute one particular unit combination?