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Active: 860 users

Fun UMS map (6v2 CPU)

Blogs > Patriot.dlk
Post a Reply
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
Last Edited: 2009-03-02 23:17:11
March 02 2009 23:14 GMT
#1
I played an UMS today when I had a little spare time and I liked it quite a bit. I have only tried it twice so sorry if I misinform you about something...
Name:
Hell Bridge v.0075.scx

Information:
6 players against two computers. Start locations are randomized so you might start out rather safe with a ramp or if your unlucky right in the path of the enemy. The bases have at least two gas and two mineral fields.

- Each player get some money to get things going and luckily build time is zero so you can make a base rather swift.

- energy replenishes itself instantly so making spells is free!

- You can upgrade units beyond 3-3(-3).

- Every unit you kill rewards you with 50 min 50 gas.

My tactic as terran:
Defenses: I built tanks and ghosts with lockdown&nuke in the middle to help out the guy who starts there. And a few tanks and bunkers at home.

Offensive I upgraded air constantly and i made a lot of wraiths, then i defence matrixed all of them and sent them out to war with like 10-10 in grades and when defence matrix went out I used cloak + scans. Just trying to make the most out of free energy and it worked quite well.

Final words:
- When you play this map you should defend the guy who starts in the middle and try to kill stuff all the time to get well needed money.

- Use the spells alot.. storm, Mind control, stasis field defense matrix, lockdown etc are insane when spells are free and you really need to use this alot.

- Grade alot

-Zerg seems to suck at this map. Everything builds directly including units but zerg has to wait for larvae =(

- If you find it to easy you can play it with less allies.

Thanks to Clan Star Craft for having the map at their site and sparing me the time to upload it somewhere..

Their site here:
http://www.freewebs.com/ggdownload/ums.htm

Have fun playin and please suggest better or other similar maps and whatever else you think is related.. Please provide download link if you recommend a map.

*****
Narrator
Profile Blog Joined June 2004
United States868 Posts
March 02 2009 23:30 GMT
#2
Ooh, I really want to try this with my friends. :D

Thank you.
b3tty
Profile Blog Joined September 2008
Canada216 Posts
March 02 2009 23:41 GMT
#3
sounds fairly interesting, will try this with some friends tonight when i'm done with school : )
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
March 03 2009 00:10 GMT
#4
Ask bill about this, he made some crazy ones, though it was less human players vs more comps.

And recently i downloaded a 3 people vs 2 hard comps on that map, dark continent, was hard to some point, especially with pubs.
BlueLaguna on West, msg for game.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
March 03 2009 00:34 GMT
#5
You just made me remember the good old days of Magic The Gathering UMS... The map was like BGH with the players at the edges covered by fog of war with the center being visible at all times and the more you killed, the more powerful units you could buy, and buildings that spawned other units or killed everything in a certain area after a set amount of time etc, it was a blast. Sucked when you played people who knew what was good though cause they'd do some kind of actual strategy to get the most cost efficient unit as fast as possible and rape your templar -_-
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Not_Computer
Profile Blog Joined January 2007
Canada2277 Posts
March 03 2009 02:30 GMT
#6
this one is too easy >_<;
though i remember back in the day when it took me 2-3 hours to beat it (ended up as a 2vs2c)... fastest i got was 15-20 minutes i think.

you can win with 10-10 upgrades no problem
20-20 upgrades is insta-win

since spells are free, all imba spellcasters are even more imba

====================
+ Show Spoiler +

General Strategy
This applies to any 7v1c, 6v2c, 5v3c, omfg the ____, and freestyle defense maps (not Turret D or Tarpit D where you do not macro).

Key Points:
A)economy
B)unit selection / unit mix
C)wall / choke
D)spells
E)cheating (note: not hacking)

A) Many players go straight into building units or making the wall at the beginning of the game, while other players just sit there and still haven't built a unit when they are eliminated. It's really simple. If they rush at the beginning, spend the resources to get a early defense/wall. If they don't, then macro it up and time it so that your units are out and ready when the enemy arrives. If upgrades are cheap, but slow build, start upgrading as soon as you can. If upgrades are instant, and the map requires you to have a lot of upgrades to survive, then macro up and don't upgrade until the second your units start firing on the enemy.

B) Many of these maps revolve around a gigantic mass of one (or two) units coming at you at a time. Such as, zergings/zealots/marines at the early game, and per say, battlecruisers/carriers/guardians at the late game. When versus mass ground units (ie OMFG the civilians map):

Defense
No Choke/Wall:
Zerg - zerglings
Terran - marines in bunkers or mm
Protoss - cannons (and a lot of them)

Choke/Wall:
Zerg - lurkers (watch splash) (good on excessive gas type maps)
Terran - siege tanks (watch splash)
Protoss - reavers (if you can afford scarabs; watch splash), archons (watch splash) (good on excessive gas type maps)

Offensive/Push
Zerg - hydralisks, guardians (w/ excess gas)
Terran - goliaths, tanks, battlecruisers (w/ excess gas + fast build)
Protoss - zealots, dragoons, dark templars, archons (w/ excess gas)

Carriers are difficult because they require interceptors to be built and you'll be building a lot of interceptors because of your blimps being blown up 30 seconds after production.
Tanks really hurt allies. Most players would yell at you for building them.
Cannons are awesome early-mid-game.
Zerg is awesome if you can live long enough to get production up and running.

C) Depending on the map: if the trigger tells the comp to attack right away, then build a wall right away. For maps with multiple bridges, assign players to each bridge. For maps with a single small bridge, assign two players (one to wall, one to defend) while the rest macro, for maps with a single large bridge, assign more players, etc.
If they do not rush, then macro it up. Know your timings. Maps like OMFG the ____, have a timer so you can use that. More traditional "hard comp" maps are unpredictable and is up to experience.

D) Whether the map has unlimited energy or not, spellcasters are always a must. Some maps stick an Edmund Duke with cannons somewhere to prevent players from rushing while the computer triggers spawns... broodling it ez.
Dark swarm is a double edged sword, don't place it on top of spawns unless you have 50 lurkers there.
Nukes are the staple of the Terran army.
Mind Control is the staple of the Protoss army.
Nydus Canals into zerg computers base is LOL ftw.
Disruption Web and go through.
Maelstrom deals with stacked zerg air quite well.
Broodling with unlimited energy = select 12 queens -> bclickbclickbclickbclickbclick...

E) Defensive matrixing a ghost non-stop with multiple vessels makes it virtually invincible. Maybe only reavers can get through that. But yeah, go nuke a lot.
A proper wall usually means the difference between winning and a premature loss.
Camping spawns that aren't disabled by triggers is a good way to ensure no surprises. (ie. making a square nexus wall around the civilian spawn in OMFG the Civilians and putting a couple cannons around it)
Upgrades are the most important thing late game.

adsfajlkdsfajsldfjalsdkfjasdlkf
okay i totally lost my train of thought
this guide sucks, it's too general



specific strategy:
1) terrans make a CC wall at the bridge (or toss nexus wall if you got too many toss)
protoss makes mass cannons behind them, upgrade shields
zerg econ
2) terrans can either siege tank behind the wall (warning: splash) or macro up

3) get cannons at the bottom of 3's main and at the left side of 6's main and at the right side of 7's main (lurkers spawn). 5 needs anti air and so does 3's outside
4) terrans either go for fully upgrade gol/tanks ... or more preferably go for nukes. protoss goes for whatever they want as long as they're mind controlling heroes and carriers, and building anti-air (cannons+sairs)
zerg can do whatever they want, preferably mass hydras upgraded and push across bridge... or mass ultraling and nydus+swarm into zerg computer
5) asdlfjkadslfasdf
"Jaedong hyung better be ready. I'm going to order the most expensive dinner in Korea."
excess1ve
Profile Joined January 2008
United States359 Posts
March 03 2009 03:21 GMT
#7
6v2 island is fun as well
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