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The New Team Micro Melee Topic - Page 14

Forum Index > BW General
Post a Reply
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Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 01 2008 03:10 GMT
#261
COMING FOR TMM!
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 01 2008 03:15 GMT
#262
I wish I could give you two some of my posts, LIKE I WOULD SPARE CHANGE TO HOBOS ON THE STREETS HAHAHHAHAHAHA......


suggestion for 2v2+2M TMM ver: try to make the starting locations kind of a shared base format rather than say, corners.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 01 2008 03:16 GMT
#263
actually i think there's an argument to be had for either. separate bases gives you the same intensity of 2v2 melee, where you have to guard both bases and be really quick to react.

shared bases seems more like a current TMM + alpha + beta.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
December 01 2008 19:19 GMT
#264
This topic needs more strategy discussion!

As a start, what kinds of builds and strats have you guys found effective besides FE?
CrownRoyal
Profile Blog Joined November 2005
Vatican City State1872 Posts
December 01 2008 19:47 GMT
#265
if you aren't going for FE then you are obviously aiming to do a 1/1 upgrade timing attack OR your macroer should be trying to avoid the opponent's spawn point and they microers should be going kamikaze while you as the macroer get defense asaply (I think this strategy sucks as terran).
You're pretty when I'm drunk.
Carkling
Profile Blog Joined January 2008
Germany169 Posts
Last Edited: 2008-12-02 20:04:46
December 01 2008 20:03 GMT
#266
nvm xd
CrownRoyal
Profile Blog Joined November 2005
Vatican City State1872 Posts
December 01 2008 20:24 GMT
#267
you don't get it
You're pretty when I'm drunk.
Durak
Profile Blog Joined January 2008
Canada3685 Posts
December 01 2008 21:16 GMT
#268
On December 02 2008 05:24 CrownRoyal wrote:
you don't get it


It's like pimp my ride but it's pimp my map. They add all this bling to it that takes away from it's purpose.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-01 23:47:57
December 01 2008 23:37 GMT
#269
On December 02 2008 05:03 Carkling wrote:
I dont care that much about the map itself, i just saw this thread and saw a pic of the map...
its terrain is pretty ugly, it has lots of ugly straigth lines; your lonely trees look quite dumb lol and the terrain overall is very basic.

We could make it way more beatiful at broodwarmaps.net without editing the terrain itself, just decorating etc.,
This is what you could expect your map to look like:

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


If you allow, we'd like to pimp your deco! >

bwm.net ~

Decorating TMM is a priviledge. I am most likely to give it to someone who takes great interest in the map and who doesn't piss me off.

You just failed on both counts.
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
December 01 2008 23:56 GMT
#270
You should also fail him on his spelling
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
December 02 2008 00:36 GMT
#271
I think the expo cannons kind of stop lots of strategies.

DT rush used to be viable before cannons. Now you need to crush cannons which gives the builder time to set up lots of defences. Maybe take out some cannos from expo (like put 2) but in a more protected position?.

or maybe remove some of the ones in the main so if you commit too much to a FE you can get your main countered.

Moderator<:3-/-<
Ace
Profile Blog Joined October 2002
United States16096 Posts
December 02 2008 00:41 GMT
#272
I think ITW hit it on the head. Even though you can break main cannons with 2 good microers, for teams that arent stacked so well if you FE against them you can get an easy advantage just like that.

Maybe reduce the # of cannons in the main or change how they are setup. Then again I'm really not in favor of anything that only pertains to people that aren't that good.
Math me up, scumboi. - Acrofales
warribbons
Profile Joined November 2008
51 Posts
December 02 2008 01:31 GMT
#273
i luve it
^___^
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-02 02:37:13
December 02 2008 02:27 GMT
#274
On December 02 2008 09:36 IntoTheWow wrote:
DT rush used to be viable before cannons.

Only against newbs who didn't know you could pick ovies, imo.

Also, you need only 6 zealots to take out all 4 cannons in front of a nat: you focus on the pylon and it falls just before your zealots die off.

Third, suppose you attack the cannons and fail. Then both teams die/suicide, giving you an opportunity to level some cannons. Ordinarily you'll get at least a 3-second head start because your units will die first, but even if they time a suicide well so that you both respawn at the same time, you can still get a head start by virtue of your civ being closer to a set of cannons than theirs.

Really, if the team makes a concerted effort to kill the opponent's cannons asap (with civ + microer teamwork), I don't think they'll have too much trouble.

Lastly, I think the cannons add a lot to the microer strategies.


That said, in this update I moved the 4 cannons farther apart, making them more vulernable to ranged units. I also made a bunch of misc. updates, such as adding map revealers to the suicide area so that both teams can easily see when the other suicides (if they're watching for it).

http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 1.17.scx


By the way, you guys may not realize it, but in TMM hatcheries build a lot faster than nexuses and nexuses build a lot faster than CCs. (By "a lot" I mean the build time of 1.5 works.) I just changed it further so that hatcheries now have 1000 hp and CCs now cost 500. I figure hatcheries should be much easier to kill since they can be rebuilt so much more quickly, and also I figure Terran gets too strong when they have a lot of units, so I'm hoping the increased cost of a CC will help to offset the mid-game and late-game advantage.
dcttr66
Profile Joined October 2003
United States555 Posts
December 02 2008 03:01 GMT
#275
wow bill i remember playing that map long ago...lots of pages in this thread, it's so popular! i'm jealous! hahaha... i'm just kidding. but seriously, good for you.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
December 02 2008 04:49 GMT
#276
TMM
op tl-west

NOW

gogoogogogo
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-12-02 05:02:13
December 02 2008 05:00 GMT
#277
GUYS:

My ISP is doing maintenance on their DNS server(s) right now, so although I have an internet connection still, I cannot get IP addresses for domains that I haven't already visited before the maintenance started. (E.g. I was browsing TLnet a little while ago so my computer still remembers the IP address of teamliquid.net.)

What I need is the IP address of a public DNS server. But I can't search for one using Google because of the DNS problem. Can someone please search for and give me the IP address of a public DNS server so that I can come on and play TMM?

Edit: nevermind, the problem seems to have gone away, at least temporarily. I can access Google now so I'll find a DNS server on my own to prevent this from happening again tonight.
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
December 03 2008 04:22 GMT
#278
hey anyone up for games? im in op tl-west
Moderator<:3-/-<
IntoTheWow
Profile Blog Joined May 2004
is awesome32277 Posts
December 03 2008 04:28 GMT
#279
Moderator<:3-/-<
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
December 04 2008 05:52 GMT
#280
TMM GOGOGO
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