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New Muta Micro Map

Forum Index > BW General
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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.
fanatacist
Profile Blog Joined August 2007
10319 Posts
September 17 2007 00:47 GMT
#21
Make it for multiple people plz.
Peace~
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 17 2007 00:56 GMT
#22
On September 17 2007 09:47 fanatacist wrote:
Make it for multiple people plz.


You mean a player to control the enemy units that are currently controlled by the CPU?

I could do that.

Also, a general tip: Don't attack the invincible turrets.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 17 2007 01:01 GMT
#23
On September 17 2007 09:56 Dromar wrote:Also, a general tip: Don't attack the invincible turrets, unless you are July.


Fixed.

If you say something that you shouldn't do with mutalisks, it is mandatory to add ", unless you are July" afterwards. I can't see why this should be an exception.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
September 17 2007 01:12 GMT
#24
[QUOTE]On September 17 2007 09:56 Dromar wrote:
[QUOTE]On September 17 2007 09:47 fanatacist wrote:
You mean a player to control the enemy units that are currently controlled by the CPU?
[/QUOTE]

You know what would be really cool?
Make a multiplayer map where the players get to work down identical paths of enemy units. First down to the bottom wins.

Make it 256 wide so you can fit as many players as possible side by side, and seal of with invincible killer turrets. maybe 256x256 to make the path as long as possible? Give vision to all the other players, so you can be stressed out when the are faster than you. And make sure that you prevent skipping ahead some steps.

This is great because:
1) multiplayer = fun.
2) You will get natural "winning times" as the game ends when you finish the path. "That guy over at V-tech made it in 0:45!!! incredible!!"
3) You will train with bnet lag, so if you actually manage to learn to micro, it could actually be useful.

It is a lot of work for you though. Maybe I'll do it myself if you do not want to.
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
September 17 2007 02:02 GMT
#25
heh that gives me another idea
make it so that it doesn't end after the first guy completes it, instead have it go to a next round! and there could be like 10 rounds... like micro tourney style agaisnt comps and only muta micro
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
September 17 2007 03:43 GMT
#26
WTF is up with those Cannons? Are you supposed to kill them or just fly past them?

Took me forever to kill them without losing all my Mutalisks -_-

The entire map doesn't seem too hard.

Click past unit, right click unit, move back. Repeat
^-^
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
September 17 2007 05:42 GMT
#27
I am not a zerg and I still don't understand how exactly I am supposed to micro them. They either freeze or unstack.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 17 2007 06:17 GMT
#28


@Blackstar: A quick explanation of muta micro:

1. Group your mutas with an overlord or a larva. This will allow the mutas to stack
2. Fly toward your target. Once in range (and facing target), attack the target, then quickly fly away. Repeat.

Goal: Since all your mutas are stacked, stragglers can't be picked off like they would otherwise. Also, since all your mutas are in the same spot, if one is in range, they all will be. Also, they'll all attack the same target at the same time, to cripple enemy forces as efficiently as possible.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
September 17 2007 06:28 GMT
#29
Like I said, they sometimes freeze, pause and unstack.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 17 2007 06:50 GMT
#30
@Blackstar: It's important to keep them moving all the time. If you click to move or attack them too close to their current position, they'll slow down and tend to unstack. You want to click ahead of them by approximately the range of a marine's shot. Hopefully that helps.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-09-17 07:02:16
September 17 2007 07:01 GMT
#31
I did notice mutas turn around faster if you order them to turn around their 180 degrees by ordering them to move them to just in front of the target instead of them turning around by ordering to attack the target.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
September 17 2007 07:55 GMT
#32
how come the overlord gets shot down by 2 turrets -_- wtf
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
dragoonkf
Profile Blog Joined April 2007
Singapore1256 Posts
September 17 2007 11:41 GMT
#33
Hi, would any one mind posting as a zip download, fileupload gave me 404 error saying they cannot find the file, anything is fine except rapid and mega, thanks alot !
Inter.MinD/Free[gm]/Stork fan
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
September 17 2007 14:23 GMT
#34
What's up with all those silly scvs and medis walking around all over? They can't do shit to you.

Concentrate the enemies into a smaller area and add some map revealers. There's no point in keeping the map hidden when you will know it by heart after a few tries anyway. And it's just annyoing to move with care over such large areas, nothing you'd do in real game.

You might also want to add some kind of 'restart function' when you either lose all your mutas or beat the map. it's annoying to have to restart the map all time if you want to mass practice.
Even a broken clock is right twice a day
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
September 17 2007 14:42 GMT
#35
Also, the first lvl is so ridiculous easy that you can do it with a simple 'A-click'. The second lvl is alittle harder but dodging the storm is really everything there is to it. The real stuff begins at the third lvl, though that one isn't much of a challange either if you're experianced.

It's better to have one, or many, scenario(s) that you can play over and over again than having to play through a series of scenarios to reach one you're looking for.
Even a broken clock is right twice a day
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
September 17 2007 17:40 GMT
#36
Whoo I beat Hard mode several times over

MAKE IT HARDER ^_^

I'd LOVE it if there was a "hell" mode or something
^-^
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
September 17 2007 21:39 GMT
#37
You should make a goon vs spider mine map too. Or just a general map for toss with a big section on goon vs mines or dt vs mines etc.
..and then I would, ya know, check em'. (Aka SpoR)
Dromar
Profile Blog Joined June 2007
United States2145 Posts
September 17 2007 21:39 GMT
#38
On September 18 2007 02:40 Equinox_kr wrote:
Whoo I beat Hard mode several times over

MAKE IT HARDER ^_^

I'd LOVE it if there was a "hell" mode or something


Wow, nice job.

@ZergLegend: I made this map with the intent of learning and getting comfortable with muta micro (since I sucked at it). That's why there are a bunch of easy targets like SCV/Probe, and small groups of marines.

@alffla: use larva for grouping. Initially the overlord was used for grouping, but I had to make some trigger changes to stop people from just collecting all the mutas in the beginning and destroying everything easily. I just never took out the overlord I guess.

I've improved quite a bit since yesterday, but I still can't get past the third part of Hard mode. I always die to the 3turret + 8marine + 5medic area. Should I destroy the front turret first, or pick off marines? I've been targetting the turret first, but I can't get through that part, so maybe I'm doing it wrong. Also, if the psi storm in part 2 hits me well enough, it's gg right there.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
December 29 2007 04:36 GMT
#39
Re-up'd by request:

Muta Micro 1.0 Easy

Muta Micro 1.0 Hard
thoraxe
Profile Blog Joined March 2007
United States1449 Posts
December 29 2007 04:59 GMT
#40
yay, was getting somewhat dissapointed when I tried to open the links in the OP, just to notice that they didn't work anymore. Thanks for the re-up.
Obama singing "Kick Ass" Song: http://www.youtube.com/watch?v=yghFBt-fXmw&feature=player_embedde
fgsvsd
Profile Joined June 2007
Switzerland348 Posts
Last Edited: 2007-12-29 17:27:49
December 29 2007 17:27 GMT
#41
On December 29 2007 13:36 Dromar wrote:
Re-up'd by request:

Muta Micro 1.0 Easy

Muta Micro 1.0 Hard

Thank you very much!
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
Last Edited: 2008-01-08 05:04:50
January 07 2008 23:47 GMT
#42
Anyone game? 5:46 on the first stage like to see someone beat it
BTW this was done on iccup where my ping was 606

rep:
http://rapidshare.com/files/82083741/MUTA_MICRO_554.rep.html

map: (the hard one in the op)
http://rapidshare.com/files/82083905/muta_micro.scx.html
00Zarathustra
Profile Blog Joined November 2007
Bolivia419 Posts
January 08 2008 02:22 GMT
#43
I think lag gives you a little time to think.
Zarathustra "You can't spell aNal_Rape without Nal_Ra"
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
January 08 2008 02:24 GMT
#44
On January 08 2008 11:22 oSS-Zarathustra wrote:
I think lag gives you a little time to think.


Does it really matter in a muta micro map?
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
January 08 2008 03:03 GMT
#45
On January 08 2008 11:22 oSS-Zarathustra wrote:
I think lag gives you a little time to think.


?????????????
lan muta micro is 2x easier what does time to think have to do with anything?
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
January 08 2008 03:12 GMT
#46
just dled gonna try right now =]
w/e
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