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Active: 1570 users

New Muta Micro Map

Forum Index > BW General
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1 2 3 Next All
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2007-09-17 00:03:06
September 16 2007 21:05 GMT
#1
EDIT: Newest versions of maps:

Muta Micro Easy

Muta Micro Hard

Hard is similar to easy, but with upgraded range for goons/rines, and stim packs. It kicked my ass thoroughly. I can't seem to keep the marines in the boxes though. Made a couple other fixes as well.



Original Post:

I recently created a micro map focusing on mutalisk micro, intended for beginners. I thought I would upload it for anyone else who might like to try it:

DM Muta Micro

It's pretty simple: go around the map, clockwise, destroying everything in your path without losing all your mutas.

Anyone who tries it can feel free to give feedback. I'm specifically looking for feedback on:
1. Difficulty
2. Quality
3. What you like/don't like
4. How it could be improved

I sort of enjoy making micro maps, so any feedback is appreciated. Thank You.

P.S. I wasn't sure if this should be in the BW forum or the Strategy forum. Sorry if this is in the wrong area.
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
September 16 2007 21:25 GMT
#2
il see how i fare at it now
A weak will coupled with delusions of grandeur
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
September 16 2007 21:30 GMT
#3
awesome map :D
I think its pretty hard actually... but maybe thats just me, those storms are hard
1 thing: put a hatchery with larva instead of overlord, just makes it easier cause u dont have to worry about the overlord dying
gw
zer0das
Profile Blog Joined May 2007
United States8519 Posts
September 16 2007 21:32 GMT
#4
The high templar storm excessively well. Beyond that, not terribly difficult. But I don't really feel like going through that many turrets in the middle.
estebannam
Profile Blog Joined May 2007
United States187 Posts
September 16 2007 21:33 GMT
#5
yea fix the overlord put the hatchery with larva best and i think u should give minerals by like every 10 kill or something thats my opinion but the hardest is the high templar i lost to the protoss part. so i think u should fix the templar to do only 1 storm instead of 2
SlayerS_'BoxeR' Forever
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
September 16 2007 21:39 GMT
#6
yeah its quite nice, im not even zerg and i like it
A weak will coupled with delusions of grandeur
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 16 2007 21:40 GMT
#7
On September 17 2007 06:32 zer0das wrote:
The high templar storm excessively well. Beyond that, not terribly difficult. But I don't really feel like going through that many turrets in the middle.


Oh yeah, turrets inside the pillars aren't meant to be destroyed. They're just there to limit your mobility a bit (like in real games, you can't just fly anywhere you want without getting shot at).
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
September 16 2007 21:40 GMT
#8
Its hard just because I dont wanna wait for mutas to re heal
w/e
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 16 2007 21:42 GMT
#9
On September 17 2007 06:40 InfesTeD]i[ wrote:
Its hard just because I dont wanna wait for mutas to re heal


You're not supposed to.

Personally I have difficulty targetting turrets and marines on the fly. I tend to click just above where I should, and instead of attacking, I just fly over them and get shot up. The map should be passable if you don't make too many mistakes like that. Except for the fourth area, I haven't been able to beat that yet, but I think it's possible.
Aurious
Profile Blog Joined April 2006
Canada1772 Posts
September 16 2007 21:42 GMT
#10
first try just flew around and grabbed all the units and destroyed everything
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
September 16 2007 21:44 GMT
#11
so you turned on black sheep wall i suppose , i did that too, then then templars get mad and start coming at you and storming
A weak will coupled with delusions of grandeur
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
September 16 2007 21:52 GMT
#12
put more stuff in the middle, like cannons, templars, sairs, ect
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
Last Edited: 2007-09-16 21:58:15
September 16 2007 21:57 GMT
#13
On September 17 2007 06:52 greatmeh wrote:
put more stuff in the middle, like cannons, templars, sairs, ect


and make the lanes you have to go through a little more narrow, so you cant fly around and grab all the units =P

other then that though, nice job
ok dont not so good something is something ok ok ok gogogo
Sr18
Profile Joined April 2006
Netherlands1141 Posts
September 16 2007 22:18 GMT
#14
It's too easy. You simply get too many mutalisks for the few units that you have to kill. And then when you get guardians and snipe the sair, the microing is basically over as the turrets in the center have no unit defence.

You should add more marines/medics for the vs-terran sections and confine them to a small box so that the marines don't stray away from the medics/turrets. For the protoss sections, I would suggest to add more goons and maybe an archon. Sniping the HT's is a lot of fun though :-).
If it ain't Dutch, it ain't Park Yeong Min - CJ fighting!
ArC_man
Profile Blog Joined August 2006
United States2798 Posts
September 16 2007 22:37 GMT
#15
I agree w/ Sr18, the marines should get stim also.
Pads
Profile Blog Joined January 2007
England3228 Posts
September 16 2007 22:55 GMT
#16
Very enjoyable, good job. got like 3 turrets frop the top right and died.
#1 Kwanro[saM] fan!
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 16 2007 23:16 GMT
#17
On September 17 2007 07:18 Sr18 wrote:
It's too easy. You simply get too many mutalisks for the few units that you have to kill. And then when you get guardians and snipe the sair, the microing is basically over as the turrets in the center have no unit defence.

You should add more marines/medics for the vs-terran sections and confine them to a small box so that the marines don't stray away from the medics/turrets. For the protoss sections, I would suggest to add more goons and maybe an archon. Sniping the HT's is a lot of fun though :-).


All good ideas. I'll work on those.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 16 2007 23:23 GMT
#18
sounds fun!
I'll wait for patch 1.01 and play it tomorrow.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 17 2007 00:02 GMT
#19
Edited OP with new versions of map.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2007-09-17 00:50:01
September 17 2007 00:41 GMT
#20
Cool, I'm going to try the new versions.

Time to get my July-micro on. ;O

Edit: Ah okay, I got raped by the invincible turrets.
Then by the cannon/sair/templar. xD On hard mode map, of course.
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