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