Colonies do NOT produce creep, balance reasons that blizz gave was because of making spine colonies and slowly but surely marching them to the enemy base.
i dont always have the answer, i just happen to be one of the few that actually tries to keep people up to date on the small stuff.
Hatchery/Lair/Hive, Creep Tumor and Overlord produce Creep. That means, the Queen produces Creep (indirectly, since Queen lays Creep Tumor now). You can transport a Queen via Overlord, have the Overlord excrete on an area, and lay down a few Creep Tumors. Then drop off several Drones and voila, instant crawler beachhead. -Psi
Personally when it comes to the art look the buildings should look like their attached to the creep not just sitting on top of it, also i think it should have some animation that reacts and moves like its a living thing. this is what others should look like in terms of being on the creep
You make a good point, the creep looks really gross and slimy ish as if it was like alive and the building looks like it was gonna pop up and eat you.
So visually when they are on the creep it should look like their latching onto it and when there off it they should slowly look like their withering away.
nice feature for the creep would be any enemy unit killed on the creep is eaten thus giving portion of the resources to the Zerg player and this should be upgradable start with 5% then 10% then 25% and finaly 50% of every unit killed on the creep
This sorta follows the idea of Wc3 the corpse are like a resource to the undead. Ghouls eat the dead people and they get healed really fast. What i want is different death animations for each unit depending on what it was killed by. Like if they got pwned by a zergling it would look different from like a Baneling and Mutalisk but as same as Lurker cause their attacks sorta similar
i agree with Vacopower but i think it should be slower like 0.5, 1m 1.5 and so on. but it should be difrent among the units like zargling 0.25 marine 0.75 zealot 1 and so on
yea well the creep will eat up everything no matter in which state is on he he it can simply dissolve in the creep.
Creep dissolves terrain grass and flowers, if that counts But no, resources just given by dead enemy units is so random and unfair, and Creep does not belong to any player, it's just a terrain tileset. -Psi
So it destroyes plants, grass and flowers as put in SC wiki "The creep does not belong to any one player, it has no affiliation. Creep is creep"
The creep didn't technically belong to anyone in the first game if a zerg player destroyed a zerg base and wanted to build on the enemies creep he could.
I rather liked that, it added some interesting expansion options with offensive basing, and in a pinch you can put a nydus canal in an alied base and thus be ablse to support that player better. It's a nice mechanic being able to use enemy resources to your advantage as it adds another route of attack, and I support anything that supports actuall teamwork.
So, creep cannot go down ramps except when a overlord/overseer places it or is that one untrue and i like the nydus canal but they take awhile to place.
Creep created in any way can go up and down ramps as long as it reaches, not only from Overlords and Overseers. Hatcheries and Creep Tumors create the same creep.
Creep in SC2 can go up or down ramps, just not cliffs. If an Overlord is excreting right above a CLIFF, both sides of terrain/ground will have Creep grown. Watch this video, you'll see the Creep on the ramps from Hatchery: http://www.starcraftzine.com/2008/10/blizzcon-2008-team-liquid-gameplay-and-interview/ -Psi
I cannot watch the video, its impossible I cannot watch the video I may get the point BUT I cannot watch the video! understand?