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Bill307
Canada9103 Posts
Team Micro Melee (TMM) = a combination of Team Micro Arena and 1v1 melee.
+ Show Spoiler [image of TMM AG 2.2] + Team Micro Melee started as an experimental UMS map in the summer of 2006. Since then it has undergone more than 50 revisions, addressing many of the complaints that people have had in the past.
The most recent versions of TMM are: - newest version: Team Micro Melee AG 2.4 - older version (before minerals were increased): Team Micro Melee AG 2.1
Below you'll find an overview of how to play, a collection of "best match" replays, a list of current "builder" strategies, a list of current "microer" strategies for each unit, and a list of criticisms that have been resolved or are still under consideration.
Replay Collection (last updated 2008 December 15)
+ Show Spoiler [Replays] +NOTE: TMM replays must be watched on BNet or on LAN.Unlike most UMS maps, TMM replays actually work correctly when you speed them up to 2x or higher.  (I think this is because TMM never uses "elapsed time" triggers or "wait" actions.) In chronological order:
How to Play (Basics) (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [How to Play (Basics)] + TMM is a competition between two teams. Each team has one "builder" or "macroer" and one or two "microers". The builder is responsible for building up his team's base, defending himself from harassment, and raising an army to defeat the opposing builder. The microers are responsible for harassing the opposing builder, defending their own builder, and accumulating points by killing units in order to level up.
In essence, the builders play like 1v1 melee, and the microers play like TMA.
Each unit and building has its point value in its name in parentheses, e.g. "Dragoon (500)". (These point values are internal to SC and cannot be changed, by the way.) Killing a unit awards you this many points. Killing your own units is allowed, and it does not affect your points. However, SC awards you points for killing your allies as well as your enemies (there is nothing I can do to change this: you'd have to ask Blizzard to fix it in a patch or something). As a result, intentionally killing your allies' units, for the purposes of gaining points or depriving the enemy of points, is banned! To reiterate: killing your own units is fine; killing your allies' units is forbidden.
The microers have the option to "suicide" their units. This carries no penalty and is often used to deprive the enemy of points. After choosing to suicide, one must wait about 3 seconds before ones units actually die. Experts will often suicide several seconds before the enemy reaches them, so that their units die as soon as the enemy's units arrive.
How to Play (Details) (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [How to Play (Details)] + The microers use their points to level up. When you level up, you get more and/or better units, you get a bonus selector, and you get more money to upgrade.
level 1 - 0 points - 2 selectors at tier 1 - 50/50 resources level 2 = 8,000 points - 3 selectors at tier 1 - 100/100 resources level 3 = 16,000 points - 2 selectors at tier 2 - 150/150 resources level 4 = 40,000 points - 3 selectors at tier 2 - 200/200 resources level 5 = 64,000 points - 2 selectors at tier 3 - 250/250 resources level 6 = 112,000 points - 3 selectors at tier 3 - 300/300 resources level 7 = 160,000 points - ditto - ditto level 8 = 208,000 points - ditto - ditto
Once you reach 208,000 points, your points reset to 0 and you will receive an additional bonus every 60,000 points.
(This information is also available in the Mission Objectives, which you can view at any time during the game.)
Your upgrade money does NOT disappear after you spend it. E.g. at 100/100 resources, you can get ALL upgrades that cost 100/100.
There is a Fleet Beacon bonus that gives you an additional 50/50 resources, allows you to upgrade reaver damage and adrenal glands, and allows you to upgrade to level 2 on all upgrades.
The builder's points are NOT given to the microers. Instead, the builder receives a small amount of resources for them, at a rate of 2 minerals and 1 gas for every 30 points. In general, it is normal to "feed" the builder. Feeding the microers, on the other hand, should be avoided.
The builder controls a civilian which is the spawn point for his microers' units. When the civilian dies, it simply reappears in front of the builder's main. It has temporary invincibility after it respawns, so that if the area is controlled by enemy units, you have a chance to move the civilian away.
After the microers respawn 10 times, they will lose all of their "lives", indicated by the health of an ultralisk. The penalty for losing all of your lives is a respawn that takes twice as long. Then you are given another 10 lives.
To balance the races, the following changes were made to the builders: - Zerg Hatcheries require 90 time units to build instead of 120. - Zerg Drones cost 40 minerals instead of 50. - Protoss Probes cost 48 minerals instead of 50. - Terran Command Centers require 150 time units to build instead of 120.
For more information on the microers' bonuses, see "Microer Bonuses and Strategies" below.
Builder/Macroer Strategies (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [Builder Strategies] + General
One thing common to all races is the importance of upgrades. Upgrades are a great way to give the builders an advantage over the microers. Typically you will want to get dual-armory / dual-ebay / triple-evo / triple-forge upgrades as soon as you have 2-3 bases, and upgrade as rapidly as possible. (And dual-spire / dual-core / quad-armory if you plan on using air units.)
Example: if you have +3 armour while the opposing microers have only +1 attack, then most of the microers' units will be ineffective against yours.
Also, keep in mind the microers can never exceed level 2 upgrades, so you can always stay one level ahead of them.
Zerg
Zerg units are generally weak and easy for the microers to feed off of (especially hydralisks: 350 points with only 80 hp). This is the main reason why Zerg has such drastic balance changes in its favour: Hatcheries that build 25% faster and drones that cost 20% less. In particular, watch out for psi storms once the microers reach level 3+ (or even level 2 if they pick Infested Kerrigan as their bonus).
When the microers are going to reach level 2+, get burrow. It's extremely useful for saving your drones from harassment.
Currently, the best strategies (in my opinion) with Zerg are: - Early-game 1-base (or 2-base?) speedlings to kill an FE build. - FE x2 into fast Hive tech for ultras/cracklings/filers, and possibly devs. Devs + sairs (microers) = air dominance.
Mid-game mutas is a popular choice, although it is a questionable strategy since the microers get strong anti-air at level 3, and even at level 2 they can opt for the next-tier bonus to get early wraiths.
Mid-game lurkers are imo a better choice, since lurkers are worth only 500 points (vs 600) and the microers can really only stop them with ovies + goons, whereas goons, hydras, and rines are all useful against mutas.
Mid-game hydras are generally a bad idea imo, since they are easy points for the microers, e.g. rines tear down hydras very fast with focus fire. Unfortunately, they may be Zerg's best anti-air against the microers.
Don't get guards unless you or your microers can provide anti-air to support them. The opposing team's microers WILL get wraiths ASAP if you use guards.
Protoss
Protoss units are in the middle in terms of how easily they can be picked off by the microers. HTs are particularly attractive targets with their low HP and high point value (700). Archons (1400) are also attractive, since they take full damage from explosive weapons and their points:health ratio is higher than dragoons.
Currently, the most popular opening is FE. From there, a sair/reaver build taking control of the islands is becoming increasingly popular. Sairs, reavers, and cannons seem to be the most effective Protoss units against the microers.
Hidden proxy gates can sometimes catch the opponent off-guard. A 3 gate zeal opening might be effective against FE builds, as well.
Fast reavers might be able to work, but make sure one of your microers gets medics to restore your shuttle and reavers after they get locked down.
The best late-game option is currently a large zeal/goon/HT/archon army, or without the goons if the opponent is Zerg.
Carriers might be able to work, but you'll have to keep them protected by at least 6 sairs at all times. With scourge and wraiths shut down, you'll still be vulnerable to ghosts, goliaths, and high templars. Once a microer reaches tier 3, the dev/sair combo is devastating to all air. (Perhaps accompany your fleet with DAs to maelstrom the devs?)
Don't forget to get dual core upgrades in addition to triple forge if you plan on getting air units!
Terran
Infantry become easy food once the microers get psi storm -- an Infested Kerrigan at level 2 is all it takes. With tank protection, however, Terran units become the hardest for the microers to kill. This is why Terrans are handicapped with a CC that takes 25% longer to build. Terran metal is infamous for being hard for the microers to harass. (At tier 1, the best they can do is to pick 8-12 goons and look for weak spots where they can kill turrets or snipe a tank or two.)
Currently, the most popular opening is FE into M&M/tank vs Zerg or tank/vult/gol vs Protoss and Terran. The FE is always followed by 2 armories (and often 2 ebays if using M&M) and a sci facility soon after, allowing the Terran to get 3/3 metal ASAP. 3/3 metal is by far the most powerful force against the microers.
Another strat is to do 3 rax M&M, then move out with a large number of medics and get both microers to pick all rines as well, forming a massive M&M force.
It's relatively easy for Terrans to secure both islands -- yes, even their opponent's!
If you're thinking of going BCs in late game, see the advice above for Protoss players who go carriers.
Microer Units and Strategies (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [Microer Units] +Tier 1- 6 Zerglings (50) - Fastest units, good for choosing where you want to fight the enemy. Run away from rines and bats that have no medics, causing them to waste their HP due to stim. Useful for trapping dragoons or hydras to kill them before they can suicide. Useful for counter-attacking due to their speed, however a group of 12 lings is not very effective against a set of 4 cannons. Burrow traps are fun.
- 3 Zealots (200) - Recently upgraded from 2 zealots to 3, so few strategies have been discovered.
- 5 Marines (100) - Best unit to counter hydras: focus fire with stim will tear them down very fast and even though you may lose the battle, you'll walk away with far more points. Work well in combination with goons or with 15 rines + 4 medics. Pretty good at killing cannons, as long as you approach from the right angle.
- 4 Medics (250) - Good for supporting rines and bats. Good for "pimpest play" style strategies involving optical flare. Restore is sorely underused. Good for healing Infested Kerrigan or the builder's units.
- 4 Firebats (200) - 8 firebats is bad against lings because the lings can just run away and waste your stim. Bats are surprisingly good against hydras, although they are also somewhat costly.
- 4 Hydralisks (350) - Recently upgraded from 3 hydras to 4, they are now actually useful. They die easily and give a lot of points, however they also have a very high attack power. They take down cannons the fastest. They counter goons, although the opponent can usually run away safely and deprive you of any points. Goons can also use hit-and-run tactics to kill individual hydras. If you are suiciding hydras, burrow usually works against lings, but it will NOT work reliably against ranged units: one or two hydras will usually get hit and unburrow. The best option is to just run away until the suicide takes effect.
- 2 Dragoons (500) - Used to be overpowered along with zerglings. They kill cannons more slowly than hydras, but they also have the lowest risk of losing units to the cannons. Furthermore, after some of the cannons are dead they can easily kill the pylon out of range of the remaining cannons, although this usually takes too long to be worth it. Because of their long range and high HP, they are generally the best tier-1 unit for killing the builder's units, especially if you are stuck at tier 1 and need to level up ASAP.
- 2 Ghosts (350) - Few uses so far, besides the obvious: locking down dragoons. Can be useful against capital ships, unless the opponent gets medics.
- 1 Overlord (200) - Useful for scouting (especially the islands), detection, and drops.
Tier 2(todo) Tier 3(todo)
Microer Bonuses and Strategies (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [Microer Bonuses] +Hero/Unit Bonuses- 1 Infested Kerrigan (4000) - She can storm, she can ensnare, she can consume, she can cloak, and she can use her claws for 50 damage per swing. A very useful hero, although losing her is costly. She is most useful against Zerg units and Terran infantry. She is also useful for storming vulnerable workers. A common counter-hero to Kerrigan is Queens, since they can ensnare her to reveal her and kill her with broodling.
- 3 Dark Archons (1300) - These DAs do not have MC! They can use only feedback and maelstrom. Recently boosted from 2 to 3 since they are so rarely used. In theory they should be a good counter against Kerrigan, however Matriarchs are more popular for this purpose since they can also broodling other high-point units later on.
- 1 Danimoth (4100) - A metaphorical tank with 600 hp + 800 shields. Despite this and despite his/her cloaking ability and spells, Danimoth is rarely used. E.g. Danimoth is vulnerable to lockdown.
- 1 Magellan (2500) - A 1000-hp sci vessel. Used to be popular against Zerg when you'd get 2 instead of 1, since you could do a dual-800-hp eraser with them. Rarely used now.
- 2 Matriarchs (1600) - A pair of 400-hp queens which start with 150 energy each. These are a popular choice since you can easily broodling two dragoons right away for an instant 1000 points, while broodlinging goons/HTs/tanks/etc. throughout the match for lots of free points. They are also a good counter against Kerrigan due to ensnare + broodling.
- 8 Infested Terran (400) + 1 Yggdrasil (400) - 8 infesteds and a 1000-hp overlord to carry them in. They can also be burrowed. Rarely used. If you pick them, remember that infesteds have to be sent in one at a time because their giant splash radius will kill the other infesteds. They also have pretty bad AI.
- 3 Zeratuls (800) - Three DTs with 100 damage, faster attack rate, but only 60 hp + 60 shields. A new addition, they have not been used much so far.
Special Bonuses- "Go to Next Tier Once" - The protoss flag beacon in the upper-left. Moves your selectors up to the next tier, but only once: the next time you respawn, your selectors will go back to their normal tier. You can only select this bonus when you are ready to select your units, and it doesn't work once you reach level 5 (tier 3).
- Comsat Station - Gives you 2 comsats, located just above the bonus area. Normally these comsats are stuck at 0 energy: they will be given 250 energy and will function normally once you select this bonus.
- Fleet Beacon (formerly Forge) - Adds 50/50 resources to your fixed amount, grants you access to the reaver damage and zergling adrenal glands upgrades, and grants you access to level 2 attack/armour upgrades.
- "1200 min/gas + 12 workers" - Gives your builder 1200 minerals, 1200 gas, and 12 workers which appear at the civilian.
- "Enemy Mass Attack" - All enemy units will attack towards your main. They will be forced to attack for about 3 seconds before your opponents can control them again.
- "Enemy Mass Retreat" - All enemy units will move towards their main. They will be forced to retreat for about 6 seconds before your opponents can control them again.
- "Temporary Invincibility" - Grants you and your allies invincibility for about 6 seconds.
The most popular bonuses are Infested Kerrigan, Matriarchs, Fleet Beacon, Comsat (late-game), "Go to Next Tier Once", and resources for the builder (late-game).
Criticisms, Old and New (last updated 2008 August 25, version TMM AG 1.12)
+ Show Spoiler [Criticisms] +Old Criticisms- "I hate suicide." - It's a necessary (and arguably fun) part of the game. Removing it would encourage team-killing. But to reduce its effectiveness, the delay was increased from about 1.5 seconds to about 3 seconds, so that now you should have enough time to kill a dragoon or two before they can suicide.
- "Only the microers are important." - This used to be 100% true, until more cannons were added. Previously, a stronger team of microers could win in under 5 minutes. Now, it's arguable whether the microers are more or less important than the builder.
- "The builder dies too easily." - Again, this was solved by adding additional cannons at the two nats.
- "The early game is all Dragoons and Zerglings." - This used to be true for the microers. At tier 1, you either picked dual goon, dual ling, or goon/ling. But with the recent changes at tier 1, there are many more opportunities to use other tier 1 units. Arguably goons might be underpowered now, although imo their superior range means there will always be uses for them, if not in microer-vs-microer battles.
- "Air units are useless for the builder." - With 4 sairs and 4 wraiths at tier 2, this was indeed true. But hopefully now that these units have been nerfed, air units for the builder will become viable again.
- "Everyone picks wraiths at tier 2." - Wraiths have been reduced from 4 to 3 and their starting energy has been reduced as well. Now they are no longer a dominating choice.
- "The microers can just storm my army to death." - HTs were nerfed recently, giving you 4 storms instead of 6 (and if you wait for a while, you'll get 8 instead of 9). They might still be overpowered, though.
- "Once the microers reach tier 3, they are unstoppable due to reaver drops." - The reavers at tier 3 no longer come with shuttles, reducing the effectiveness of this strat.
New Criticisms- "FE is too good." - It's possible. I've seen rush builds lose even when they were successful in razing the opponent's nat. I think it has something to do with the fact that when you attack with your builder, you usually give the other team more points. I also think it has to do with our inexperience with rush builds on this map: once we raze their nat, we usually let them simply retake it again, which is a critical mistake imo.
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Bill307
Canada9103 Posts
(reserved for future use, e.g. if a new TMM version comes out or if the 1st post gets too big (can that even happen?))
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Yaaaaay for this thread! No, posts can't get too long afaik since I had that 15,000+ word post, but anyways, I'm happy for this thread and the lists of strategies and other misc. info that you included! I'm excited for the future of TMM XD.
Edit: Yo dude, DUDE pls let me put doodads and decorate the map, PLEASEE!!!! T_T
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holy crap i love this map
fuck yessssss
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Germany / USA16648 Posts
God, I used to play this so much last year or so. Such a great map <3
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Best thread of the year, imo
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This map never gets old. I love it.
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United States7166 Posts
TMM is one of the best UMS's ever XD i love it! reading it makes me want to play some right now
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Downloaded the map today. Haven't played yet though.
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Vatican City State1872 Posts
what time do you guys usually play bill?
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Oh god I love TMM <3
are you planning on making a list of all the changes from the previous versions?
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One of the best maps around, thanks for posting!
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yay for finally changing the goon/ling numbers some 1+ years later
also for tier 1, I think the following might work 5 rines -> 4 rines + medic 4 fbats -> 3 fbats + medic 2 ghosts -> 2 ghosts + medic 6 lings -> 8 lings
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Bill307
Canada9103 Posts
On August 27 2008 05:27 azndsh wrote: 5 rines -> 4 rines + medic 4 fbats -> 3 fbats + medic 2 ghosts -> 2 ghosts + medic 6 lings -> 8 lings In general, I don't want to have unit combinations on a single beacon. The reasoning behind this is, I don't want to give preference to specific unit combos. Using your suggestion as an example, should I also add a medic to the zealots, and to the hydras, and to the lings, in case people want medics with those? Or to Kerrigan? Or to lurkers? Because if I don't, then I'm making it easier to use the combinations M&M, MF, and medic/ghost, whereas any other unit combination involving medics is handicapped by having to pick the medics separately.
If you want a combo then you often need to use teamwork, like 3x rines and 1x medics, or 3x lurkers and 1x medics.
By the way, in version 1.12 there are no longer any beacons that have unit combos: the shuttle + obs has been split into just a shuttle and just an obs, and the dropships + SCVs has been turned into just SCVs.
For the fourth one, no way: lings are already very good because of their speed and low point value.
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This map will become the DOTA of Starcraft soon. Such a sweet map.
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Is there anyone that would be up for playing this with me? I've never played it before and it seems like it is common between TLers.
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Bill307
Canada9103 Posts
If you've never played before, then my recommendation is to start by watching the recent TMM AG 1.10 replay I linked to in my OP. It'll give you a feel for how the game is played, and give you some ideas of what kinds of unit combinations and strategies are popular.
The other replays can help too, to a lesser extent. You just have to keep in mind that the microer units changed significantly in AG 1.9 and AG 1.10: before then, goons, lings, wraiths, and corsairs were vastly overpowered.
Admittedly, some of us get a little too competitive in our TMM games (like the DotA players) and tend to insult others when they make mistakes. But we are trying to discourage this. If it happens, feel free to post the names of the offenders here so that they can apologize and learn to control themselves better. Anger is only natural when you're trying to win and your ally screws up. It's up to us to control that anger, like saying "FUCK" or "GOD DAMNIT" or something, as opposed to "YOU IDIOT WTF ARE YOU DOING? LEARN HOW TO PLAY!"
Hopefully when you get to play, there will be at least one other guy who's new so that we can balance out the teams. Or have teams like you + top player + top player vs mid player x3. Like any team game, TMM sucks when the teams are imbalanced.
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I love TMM! What happened to everyone that used to play in op tl-west? I barely see any more people gathering for this. I hope all the pubs start playing too so that it is always playable every time haha. Nice changes for balance Bill!
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Kau
Canada3500 Posts
Haha, I have some new things I want to try now. Anyone gonna be playing tonight?
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Nice OP Bill.
Reading it makes me want to play. Let's have a game tonight?
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Vatican City State1872 Posts
lets start playing asaply
im smi.incubus
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nice man, very detailed. good job Bill
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On August 27 2008 06:15 Bill307 wrote: If you've never played before, then my recommendation is to start by watching the recent TMM AG 1.10 replay I linked to in my OP. It'll give you a feel for how the game is played, and give you some ideas of what kinds of unit combinations and strategies are popular.
The other replays can help too, to a lesser extent. You just have to keep in mind that the microer units changed significantly in AG 1.9 and AG 1.10: before then, goons, lings, wraiths, and corsairs were vastly overpowered.
Admittedly, some of us get a little too competitive in our TMM games (like the DotA players) and tend to insult others when they make mistakes. But we are trying to discourage this. If it happens, feel free to post the names of the offenders here so that they can apologize and learn to control themselves better. Anger is only natural when you're trying to win and your ally screws up. It's up to us to control that anger, like saying "FUCK" or "GOD DAMNIT" or something, as opposed to "YOU IDIOT WTF ARE YOU DOING? LEARN HOW TO PLAY!"
Hopefully when you get to play, there will be at least one other guy who's new so that we can balance out the teams. Or have teams like you + top player + top player vs mid player x3. Like any team game, TMM sucks when the teams are imbalanced.
Thanks, I'll give this a shot! But like you are saying, how will I really learn to play if there turns out not to be another new player, since it will be imbalanced and I don't want to ruin the fun for the other guys?
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Kau
Canada3500 Posts
More experienced players will tell you what to do, don't worry :p
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I'd love to try it, watched one of the reps and it looks like fun. I'm in Tl-west now.
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Wow, I definitely want to try this =D.
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Everyone getting together for a game tonight? Count me in!
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I'll definately try to come back one day to play, still remember when proxy cannons was a viable strategy lol
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Hey bill here's the decorations, at first I overdid it and had to delete a lot of doodads, I think it should be better now it looks really nice imho in-game. If you don't like it tell me what to fix o.o
http://www.savefile.com/files/1751973 use below link
Btw it's saved as the same name as AG 1.12 so don't overwrite it, I just realized o.o careful
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Well...I'm in op tl-west right now. If anyone else wants to get together to play a game...I'll be there for a bit.
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I've never heard of this before, it looks like it's really interesting. I hope I'll have the time for a game or two of this at some point in the future.
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Bill307
Canada9103 Posts
Yo, if anyone wants to play, come to op tl-west right now. We're waiting for a 4th (since CrownRoyal is still afk), preferably someone who's played little / never before.
Edit: if CrownRoyal un-afks then I'll play too and we'll have 6.
Edit 2: nevermind, come play in 9 minutes when we all get back from afk.
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I'll come if you can help me figure out how to get US-West back in my server list. I have a valid copy of BW but for some reason the only server in the list is ICCup.
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i'm on as goldboi. i haven't played a single game of TMM yet, but i've read the things on the first page and i catch on fairly quickly on new games.
and if you're wondering, i made goldboi when i was like 6 or 7
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Bill307
Canada9103 Posts
On August 27 2008 08:38 Orome wrote:I'll come if you can help me figure out how to get US-West back in my server list. I have a valid copy of BW but for some reason the only server in the list is ICCup.  Instructions for WinXP:
1. Run regedit.exe . It's in your Windows folder. 2. Navigate to HKEY_CURRENT_USER -> Software -> Battle.net -> Configuration . 3. Modify the registry key called "Battle.net gateways" . 4. Change its value to the following:
1001 02 sc.theabyss.ru 3 The Abyss (ICCup) uswest.battle.net 8 U.S. West useast.battle.net 6 U.S. East asia.battle.net -9 Asia europe.battle.net -1 Europe bnetx.pgtour.net -5 Bnet-X
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Thanks Bill, servers are back on the list but apparently my CD Key has been disabled. No idea why, but I'll consider it a sign that I shouldn't be playing TMM at 1:51 am on the day my final math exams take place.
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Bill307
Canada9103 Posts
Now we're playing on iccup in op tl-west.
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ggs yo.
very fun for my first tmm game.
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Bill307
Canada9103 Posts
We need 1 more at op tl-west on iCCup!
(Or we need Durak or Allin to return!)
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I'm back but I guess I'm a little late.
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hey bill, its inept. glad to see you guys still play this! i had a lot of fun testing all the beta versions. seems like it changed quite a bit
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United States4991 Posts
On August 27 2008 06:22 JinSol wrote: I love TMM! What happened to everyone that used to play in op tl-west? I barely see any more people gathering for this. I hope all the pubs start playing too so that it is always playable every time haha. Nice changes for balance Bill! From my (admittedly limited) experience with the new versions, I only like the old (I think it's actually called TMM 2 though) version : (
e: unless you got rid of the space version and went back to the version pictured in the OP? That's the version I like  e2: nm, you didn't go back to the good version, it's some other version which at a very quick glance lookd the same but is not!
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On August 27 2008 10:47 HnR)Insane wrote:Show nested quote +On August 27 2008 06:22 JinSol wrote: I love TMM! What happened to everyone that used to play in op tl-west? I barely see any more people gathering for this. I hope all the pubs start playing too so that it is always playable every time haha. Nice changes for balance Bill! From my (admittedly limited) experience with the new versions, I only like the old (I think it's actually called TMM 2 though) version : ( e: unless you got rid of the space version and went back to the version pictured in the OP? That's the version I like 
the pic in OP is the latest version. or at least, the version i just played with other TL members about an hour ago.
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I wish I didn't have a midterm to study for so I could play this .
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I'd be interested in learning how to play. I've dl'd both versions (tested and untested). I guess I'll just watch this topic and see when someone says they're playing.
Iccup ID= OrdrlyChaos All of the B.nets= OrderlyChaos
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is awesome32269 Posts
Definetely the best BW ums!
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sorry about that guys. it was gg anyway, but my computer was messed up as well and just shut down. ;D so we didn't really "lose" xD.
anyway, we'll play sometime again yeah?
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We're currently playing on iCCup.
op tl-west
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Dang, I'm trying to join, but I keep getting the game host has left message owells.
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On August 27 2008 11:29 randombum wrote:Dang, I'm trying to join, but I keep getting the game host has left message  owells. That sucks bro. They moved back to West. So, you can try again if you want.
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Vatican City State1872 Posts
i dont see anyone playing but some afk people on iccup
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Bill307
Canada9103 Posts
Now we're back on USWest, op tl-west
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Bill307
Canada9103 Posts
Yo, we have 10 people right now. If 2 more guys come we can have two 3v3s going!
op tl-west @ USWest
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I don't think I dropped a single game today.
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You're pretty good xmShake. It was fun playing the one game with you.
I need to learn how/when to suicide units. The three second thing makes it a bit tricky for me to time. Any suggestions from anyone?
EDIT: random observations from the games (2 of them) I played:
The zealots seemed effective at level two, when you can get 9, in pvt, as a complement to the army of the macro guy. At least, it seemed like it allowed the macro dude to focus a bit more on goons/ht's and 9 free lots helps to break turtles (as well as netting me quite a few tank kills, though maybe not cost effective?)
The zeratuls can be somewhat useful if the opponent (terran in our case) isn't expecting them, though detection is cheap for microers. I guess this argument could be countered by the fact that i only got them when we had pretty much won the game...
Choosing units was kind of difficult. A wrong choice could end up being extremely cost-ineffective. Oh well, hopefully I can play more and improve. Thanks to the veterans for putting up with my noobish ways :D
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is awesome32269 Posts
1 more for TMM!!
Come west, whisper IntoTheWow
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Bill307
Canada9103 Posts
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is awesome32269 Posts
We lost
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i need to play some with you guys again it just always takes so much time, you'll start at like midnight and then stop at 4am lol and i have classes
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Bill307
Canada9103 Posts
Actually we started around 7-8 pm yesterday. But finished around 1-3 am, depending on which game you were in (we actually had 12 people at one point!).
I really gotta stop playing by 1 am, though.
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Kau
Canada3500 Posts
You and me both. I feel like crap today..
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Wow, great games last night guys! Thanks for the fun!
If anyone's around tonight, I'd love to play some more :D
Here's another good game:
http://www.sendspace.com/file/gtpxuy
2v2 with me and patrick321 building, smi.incubus and jesusfreak023 microing.
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Bill307
Canada9103 Posts
Hmmm for some reason every time I go to that link, I get redirected to http://www.fighterreplays.com/
Maybe you should upload it on sendspace instead. =/
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On August 28 2008 00:06 Kau wrote:Sorry ITW 
I was such a failure that game, I didn't even notice the main was under attack I was happily killing the island with tanks lol D:
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I'm getting totally sick of playing bw so I think i will have to give this a try. I've watched some of the reps and will be online as prOxi.One for some hours if any other newbs are intreseted
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Kau
Canada3500 Posts
Anyone for some games tonight?
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On August 28 2008 12:38 Kau wrote: Anyone for some games tonight? I'm pestering Bill307 hold on ;p.
edit: (11:40:59 PM) Bill: nope, sleeping early tohnuight
TT
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Kau
Canada3500 Posts
Darn.. well I could host it I guess ^^
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where are you guys playing? i think i'll come play for awhiel xD
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Kau
Canada3500 Posts
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About attacking teammates units for points, I know a way using triggers to make it very difficult to attack your teammate's units, but I'm not sure if it would affect the rest of the map's triggers, since I haven't looked through the map very much. I didn't see any "hyper triggers" in the map (Where you use a couple constantly active triggers just doing "Wait 0 ms."). Using them causes the maps triggers to have a faster reaction time, although it can have adverse effects on the map, especially if the map is using Wait commands in other triggers.
The method involves having a trigger constantly forcing you to ally your allies. This makes it very difficult (not impossible, though) to attack your teammates units. Even if you use A + click over and over again, the units simply refuse to fire, and it takes a good deal of time just to get them to fire off one shot.
It's an easy fix, and wouldn't effect the gameplay except making killing your teammates units (which isn't supposed to happen) much more difficult. The only problem that might occur is it clashing with other triggers that use "Wait" in them.
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I already discussed hyper triggers with Bill307, and it is true that it adversely affects the game and can screw up a lot of things - the reason why they are not included. As well, sometimes units will freeze more often, etc. Btw, with the wait trigger stuff, it only affects wait triggers if the wait triggers were placed AFTER the hyper triggers were placed, so that's not an issue.
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is awesome32269 Posts
Well we never see people killing ally's units in friendly games anyway...
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Just curious Bill, but why the build time changes for the macro units/structures?
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On August 28 2008 15:59 CharlieMurphy wrote: Just curious Bill, but why the build time changes for the macro units/structures?
I remember reading somewhere it was for balance.
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On August 28 2008 15:59 CharlieMurphy wrote: Just curious Bill, but why the build time changes for the macro units/structures? Terran was too awesome at the beginning and zerg just plain sucked. Bill had to tweak it so it was more balanced. Terran still has an edge on this map, although its not that bad with longer command center and factory build times. Zerg has 40 mineral drones and quicker building hatcheries. Its pretty balanced where it is now.
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Bill307
Canada9103 Posts
On August 28 2008 13:30 CFDragon wrote: The method involves having a trigger constantly forcing you to ally your allies. This makes it very difficult (not impossible, though) to attack your teammates units. Even if you use A + click over and over again, the units simply refuse to fire, and it takes a good deal of time just to get them to fire off one shot. You know, I actually disabled that trigger in the latest version of TMM. I was tired of trying to kill my own units (which is fair) only to have my dragoons stop in mid-animation because of that trigger.
As for hyper triggers, I cannot use them because all of the timing in the game relies on the constant rate of trigger-handling (once per time unit). E.g. respawning takes something like 7 units, iirc. I never use the "Wait" action because it causes replays to stop working when you change their speed. (One of the reasons why TMM replays actually play correctly. ) Instead, I'll have counters (i.e. # of unit deaths for obscure units that I'd never use in the map) that get decremented every game unit.
... Now that I think about it, the Power Generator was one such unit whose # of deaths was used as a variable. I'd better go and make sure it doesn't affect the game logic... >_<
Edit: Oh good, it's only "bSwitchLeaderboard", which I think is the flag used to tell the game when to switch between the Points leaderboard and the Levels leaderboard. So each time one of those Power Generators dies, the leaderboard will probably switch immediately. 
Btw, I'll be playing TMM tonight. Also, you guys can host without me, you know.
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suppywolfie, wanna play it on east? ;O
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Kau
Canada3500 Posts
On August 30 2008 03:37 Bill307 wrote:Btw, I'll be playing TMM tonight.  Also, you guys can host without me, you know. 
Haha we did play a couple of 2v2s the other day, nothing to really upload though =/
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is awesome32269 Posts
Well 3v3 is always way more fun!
On August 30 2008 03:44 Raithed wrote: suppywolfie, wanna play it on east? ;O
Come to op TL-West, there's usually people there arranging games on weekends.
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Bill307
Canada9103 Posts
Anyone else wanna play tonight?
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51393 Posts
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Bill307
Canada9103 Posts
Hurray for spamming people to tmm via MSN. =D
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i've been looking at my friend's breasts all night, do i have a problem
goodnight.
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Bill307
Canada9103 Posts
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Bill307
Canada9103 Posts
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I wanna try this. Anyone playing this afternoon (A few hours from now). I'll check this thread. Looks like a rly fun game. Gotta DotA right now...
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ASDF :D
>< haha that's frustrating I wanted to EMP those dragoons and use mass hydras.
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On August 31 2008 07:32 Bill307 wrote:me + Jimmy planning to be on tonight. 
I'll try to be there. This map is epic fun.
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Vatican City State1872 Posts
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Vatican City State1872 Posts
we need more people!
we have four and the teams are imbalanced regardless of how they are matched
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Are you guys still playing? I'd play (or obs more likely since I haven't played this game in 2 years) in the next 2 hours or so.
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Bill307
Canada9103 Posts
Man, those were some great games we had yesterday. 
Firstly, for people who are new to TMM, here are a couple of reps showing one team's microers getting outplayed by the other team's. Not just outmicroed, but beaten with superior strategies as well. I'm uploading these because when you watch really good players play each other, you often don't notice all the reasons behind the things they do. But when you see them play against weaker players, you can see how their strategies are designed to outfox their opponents.
http://www.freewebs.com/bill307/tmm/TMMAG1.13-pvt-microdemo.rep http://www.freewebs.com/bill307/tmm/TMMAG1.13-zvp-microdemo2.rep
Second, here is an epic bo3 between me + JohnnyChrist and patrick321 + smi.incubus . I'm not sure what happened in the first game, but in the second and third games the microer mind games were at their best. Moments I remember best:
- In game 1, incubus (CrownRoyal) keeps hallucinating ovies and sending them into our base to scout and to feign drops. Then during an attack he sends real ovies loaded with M&M in and razes my nat. >_<
- In game 2, I was camping near blue's civ with 9 hydras, waiting for Patrick to pick so that I could run in, kill the civ, and leave 1/3 of his units stranded there to die. > So Pat sends his selectors to pick goons. As soon as I see them move, I rush in and kill the civ. Turns out he didn't pick anything: he just faked me out. >_<
http://www.freewebs.com/bill307/tmm/TMMAG1.13-pvp-2v2-goodteams1.rep http://www.freewebs.com/bill307/tmm/TMMAG1.13-tvp-2v2-goodteams2.rep http://www.freewebs.com/bill307/tmm/TMMAG1.13-tvp-2v2-goodteams3.rep
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I wanna play. I've never tried it before, but it looks really fun. will be on i4gotmykookie @ uswest if someone needs another person
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Wow, haha nice strategies Bill. Bill you have great strategies too, I love it when you're on my team: "I'll go in from top, go with civ to bottom and I'll distract them while you spawn and macro brings units too" it works so often too, :DDDD 
<3 TMM Btw, are the zealots still so good? Or was it just because we defended bad.?
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played earlier TvZ, did a FE to bunker rush to FE again. Then mass metal/upgrades.
Is the best thing for zerg to go for always Ultraling/swarm?
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On September 01 2008 09:10 CharlieMurphy wrote: played earlier TvZ, did a FE to bunker rush to FE again. Then mass metal/upgrades.
Is the best thing for zerg to go for always Ultraling/swarm? What I usually do is tech to muta / lurker simultaneously, harass with mutas, defend expos with lurker, then switch to mass hydra / ling / muta , then progress to hydra ling ultra defiler.
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this game looks like tons of fun
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On September 01 2008 09:25 xmShake wrote:Show nested quote +On September 01 2008 09:10 CharlieMurphy wrote: played earlier TvZ, did a FE to bunker rush to FE again. Then mass metal/upgrades.
Is the best thing for zerg to go for always Ultraling/swarm? What I usually do is tech to muta / lurker simultaneously, harass with mutas, defend expos with lurker, then switch to mass hydra / ling / muta , then progress to hydra ling ultra defiler. I go 3 hatch ling and we do timing attack on enemy expo. Then I go lurkers Then I go 3/3 cracklings I'm not sure whether it's better to go hydras or not, but ultra/ling/swarm is definitely not the best as it gives too many points and defilers get killed too easily by microers.
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Vatican City State1872 Posts
On September 01 2008 08:00 Bill307 wrote:Man, those were some great games we had yesterday.  Firstly, for people who are new to TMM, here are a couple of reps showing one team's microers getting outplayed by the other team's. Not just outmicroed, but beaten with superior strategies as well. I'm uploading these because when you watch really good players play each other, you often don't notice all the reasons behind the things they do. But when you see them play against weaker players, you can see how their strategies are designed to outfox their opponents. http://www.freewebs.com/bill307/tmm/TMMAG1.13-pvt-microdemo.rephttp://www.freewebs.com/bill307/tmm/TMMAG1.13-zvp-microdemo2.repSecond, here is an epic bo3 between me + JohnnyChrist and patrick321 + smi.incubus . I'm not sure what happened in the first game, but in the second and third games the microer mind games were at their best. Moments I remember best: - In game 1, incubus (CrownRoyal) keeps hallucinating ovies and sending them into our base to scout and to feign drops. Then during an attack he sends real ovies loaded with M&M in and razes my nat. >_< - In game 2, I was camping near blue's civ with 9 hydras, waiting for Patrick to pick so that I could run in, kill the civ, and leave 1/3 of his units stranded there to die. >  So Pat sends his selectors to pick goons. As soon as I see them move, I rush in and kill the civ. Turns out he didn't pick anything: he just faked me out. >_< http://www.freewebs.com/bill307/tmm/TMMAG1.13-pvp-2v2-goodteams1.rephttp://www.freewebs.com/bill307/tmm/TMMAG1.13-tvp-2v2-goodteams2.rephttp://www.freewebs.com/bill307/tmm/TMMAG1.13-tvp-2v2-goodteams3.rep
that bo3 was so much fun 
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I played a pubbie with TMM earlier should i upload the rep?(they are asking me to rehost now) rofl.
good game
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United States4991 Posts
Hey guys, come to op tl-west, some of us are trying to get a game together!
(I'm HelpImDying)
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I'm there, but I can't see you Insane. 
And nobody is talking in the channel ~~
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United States4991 Posts
On September 02 2008 06:21 funkie wrote:I'm there, but I can't see you Insane.  And nobody is talking in the channel ~~ You're too late  Gandalf and I had to go.
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Vatican City State1872 Posts
i wanna play tonight or any time starting after right now
if you guys start playing plz post and say so or msn/aim me
caleb underscore 012 underscore at hotmail . com
or terranupmyheartt aim
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i LOVE this game
we've been playing pubbie all day
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I'm on right now if anyone wants to play a game? I'm JohnnyChrist in channel OP TL-WEST
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jeez this game is addictive T_T
great 3v3 just now in op tl-west.
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On September 03 2008 04:10 Bill307 wrote:Moving into a new house with no phone, no internet, no hot water, no showerhead, an ant infestation, and possibly a rodent infestation is  . Sounds rough. Hopefully you get rid of the ants and rodents soon. Good luck Bill.
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what do the power generators anyway? Are they there just for points?
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They give you 800 pts,i do find them useful to kill though
good thing zeratul is getting more shields too,he was weak and nearly useless..
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anyone around right now? I've got about an hour b4 I have to get off bnet for a bit.
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Add me ItEndsINTears. we'll play more often.
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Vatican City State1872 Posts
lets play come to op tl-west
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Vatican City State1872 Posts
tmm! come now we need more
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Hmm, power generators are nice for stalling the enemy as they like an easy points without going too far into enemy base - but hopefully you're playing versus people who don't kill own generators o.o They will help the defense stall for enemy but don't help anything else I think it should stay, though.
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Vatican City State1872 Posts
down to 3 we need 1 more atleast
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I actually played this once... It was fun, but I wasn't very good, haha. First timer, we need more!
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Bill307
Canada9103 Posts
Okay, I thought about this while eating a burger, and decided to do the following:
1. Make the bonus 4 Zeratuls instead of 3. Because they're worth only 800 points each (wtf?!), I don't want to make them too strong individually. They'll still have 60/60 hp/sp, and 100 dmg at a faster attack rate than DTs. I think I'll change their attack upgrade from +1 to +20, though.
2. Add a bonus of 4 Alexi Stukovs. (Optional: make them stay at 50 energy so that they can have constant cloak but no lockdown. In that case, rename them "Assassin, no lockdown (700)".) Give them 40 attack, 40 hp, 0 armour, and +10 attack upgrade.
3. Change Kerri's attack upgrade from +1 to +5.
And I'm definitely removing the power generators.
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Vatican City State1872 Posts
lets play today!
like now
TMM TMMTMMTMMTMTMTMT
I'll be in op tl-west lets get some guys together and play
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Vatican City State1872 Posts
cmon smi.incubus @ west im idling right now
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bill msg me if therse any games going to happen im on msn
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Vatican City State1872 Posts
there are games going right now testie + aca + some other guys and me
just msg smi.incubus and i'll reply to how long it will be
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^--- kicking ass and taking names
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Vatican City State1872 Posts
its a hobby of mine
im gonna make the tmm bigtimes one day
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Vatican City State1872 Posts
starting to get sorta low on people
if you wanna play come to west op tl-west if we are in game just msg me
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United States4991 Posts
On September 07 2008 02:40 MYM.Testie wrote: ^--- kicking ass and taking names
You're lucky I was at lunch, nick. Else you'd be sobbing with your head on the floor! :D
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Bill307
Canada9103 Posts
On September 07 2008 01:36 Superiorwolf wrote: bill msg me if therse any games going to happen im on msn Uhhhh... did you read my last post? =/
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up for a game of tmm - i'm johnnychrist in op tl-west
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On September 07 2008 05:35 HnR)Insane wrote:Show nested quote +On September 07 2008 02:40 MYM.Testie wrote: ^--- kicking ass and taking names You're lucky I was at lunch, nick. Else you'd be sobbing with your head on the floor! :D
You've gotten way too big for your britches to be talking to me like that youngin'.
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Vatican City State1872 Posts
lets play!
im in the greatest mood ever cmon i'll be in op tl-west
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Vatican City State1872 Posts
i think the heroes idea as with anything could be balanced eventually but would it be worth it? I think you'd just have to see if it actually made the game fun and more interesting or if it made it boring or whatever. All things should make the game more interesting imo.
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Anyone care to play? I'm sitting in op tl-west. msg me and ill whisp when it will probably be done.
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Vatican City State1872 Posts
im coming, everyone else come too!
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Just come try it Bill. Give it a week, realize that you have been missing out and are pathetic for attempting to be elitist and true to a game that has abandoned you.  To put it simply Join the dark side. Dark side rules. And srsly, 3v3? Srsly, l2play. The more the merrier. True statement.
And I deeply apologize for poisoning your thread and this site with my propaganda.
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is awesome32269 Posts
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fakesteve + me played some TMM :D fun!
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everybody plays when i can't be online. :[
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ur just a poser agu You're not the real deal!!!
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Vatican City State1872 Posts
we are playing again!
come play yo~
if we aren't in tl-west msg smi.incubus and i'll reply to you how long it will be or whatever
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Vatican City State1872 Posts
need moar! op tl-west gogogogo
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Vatican City State1872 Posts
COME NOW FUCK
3 of us have been waiting for like 23 minutes
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Goign~
wait for me. 2mins~!
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is awesome32269 Posts
Sorry guys, im off to dota now, maybe ill be back later if i see you post here to play
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Vatican City State1872 Posts
plz dont make tmm for sc2 i will never make it as a progamer
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Vatican City State1872 Posts
unless of course it has a cult following like dota in which case i can settle for being a tmm progamer
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anyone up for some games? we have 3 people op tl-west
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Vatican City State1872 Posts
wtf tmm
WE ARE WAITING COME PLAY!!!!!11!!!!
tmm!M!TMTMTMMM!MM!!!
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Vatican City State1872 Posts
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Vatican City State1872 Posts
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hey i'm in that rep! i'm famous! haha
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is awesome32269 Posts
[spoilerz]Wow very good hero pick![/soilerzzzz]]
edit: am i doing it kay nao?
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Bill307
Canada9103 Posts
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Vatican City State1872 Posts
i guess its not that great but my teams play was really good after i lost my hatchery and patrick still had a nexus
i played the role of general a bit and yelled at them and told them what to and it all worked out great.
i really have no idea wtf they could have done except just go allin and try to finish me
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How often are these games happening? Quality UMS maps are always fun...
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Vatican City State1872 Posts
we have been playing every night starting anywhere from 8-9pm central usa time playing to 12 central usa time
im not gonna be playing tonight or tomorrow night though cause like its friday and saturday :O
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Vatican City State1872 Posts
and we totally need more people cause we havent been getting fullhouses lately and have been playing purely 2v2 which was really really fun at first but is getting pretty boring now that it's shine has lost luster
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Vatican City State1872 Posts
unless you guys wanna play right now cause i have nothing to do for a couple hours
edit - im going on west op tl-west im smi.incubus etc
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Vatican City State1872 Posts
we got 4 playing come join us!
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Insane + pwntrucci + me are in tl west, we need two more to get going!
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saxy linkinpork and myself usually drop by in tl-west to look for 3 people to fight but no one responds : (
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Vatican City State1872 Posts
Dear Bill307,
Some things I think that should be changed in tmm - in 2v2 take tassadar out plz he makes it so that the only viable units are like zealots - zealots are overpowered a lot - the A side team is at an advantage over the B team because from the island above the canons for the A team is much easier to hit with dragoons than the island above the canons for the b team
to better explain this the land at the 12 island is harder to hit the canons than the from the island at 6
- I had more ideas but i don't remember them at the moment I'll prob update this later
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We're waiting in op tl-west for a game, come please :< Edit: nvm, everyone ditched including me.
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we have 4 people for TMM in op tl west
gogo
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meh. not that much fun games today.
they were all one-sided rapes. :\
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we got 3!
gogogo!!! op tl-west!!
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join illeszt/z on hamachi! we have games going up every day, just message me (J_TURA)!
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On September 20 2008 08:49 Bill307 wrote:Wish I could play TMM tonight like I used to.  Is illeszt/z a Hamachi channel for TMM? o.Oa
it's just my hamachi channel that anyone can join; we play whatever you want to play, just message us we have tons of active people all the time.
I purge the channel time to time, if you happen to be kicked just rejoin.
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Bill307
Canada9103 Posts
Hmm... I prefer setting up games in op tl-west, since there are a number of guys who go there regularly (but don't post on TLnet or in this topic) who also play TMM.
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Vatican City State1872 Posts
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Bill307
Canada9103 Posts
Should have internet activated by the 23rd...
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Vatican City State1872 Posts
lets play tmm this afternoon!
im in tl-west
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Insane + testie in TMM, looking for some more people to get TMM going right now
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Bill307
Canada9103 Posts
I think we should start adding each other to MSN, or something. That's how I always arrange on-the-spot casuals with my friends IRL (I'd use a cellphone, but I don't have or need one).
I still have no internet because Bell is taking forever to give me a goddamn working phone line.
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Live2Win
United States6657 Posts
oO
I'd like to start playing this game. Seems really interesting.
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On September 24 2008 14:45 Live2Win wrote: oO
I'd like to start playing this game. Seems really interesting. then join ace/ace right now
we need someone immedietly
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Bill307
Canada9103 Posts
I'M BACK BABY!!
TMM tonight! Let's say starting at 7 pm EST if not earlier.
Edit: well since there's no hype t.t, I'm gonna go to a friend's place tonight. might be on later (like after 1 am EST) though.
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Hey, BILL and I are going to try to get a game going tonight. Message me on MSN killing_gates AT hotmail dot com if you want to play.
My username on battle.net is JohnnyChrist @ USWest
Edit: Well I guess that didn't happen :\
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Vatican City State1872 Posts
lets playyyyyy tonight, now etc etc gogogoogo
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rah i got me n a friend... i think :O
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is awesome32269 Posts
Hey we are playing on West.
Come op tl-west!!
or whisper IntoTheWow
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Vatican City State1872 Posts
if it was possible to play with a touchpad...
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buy a mouse and play! what happened to "tmm is lyfe"
:[
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Vatican City State1872 Posts
i have a mouse but no where to use it really.
i'm hanging out in the back of my suburban until i find out where i need to go
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is awesome32269 Posts
Anyone want to play this?!?! gogo op tl-west
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is awesome32269 Posts
Like seriously. Op tl-west
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is awesome32269 Posts
sorry for triple bump, but we just need 1 or 2 more!
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is awesome32269 Posts
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Kau
Canada3500 Posts
Wait for meeeee Edit: aww wait.. no timee
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is awesome32269 Posts
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is awesome32269 Posts
Anyone want to play? op TL-West
or
/w IntoTheWow
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is awesome32269 Posts
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is awesome32269 Posts
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is awesome32269 Posts
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is awesome32269 Posts
Need +1!!
ag#LL//ag
or whisper Intothewow
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is awesome32269 Posts
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Melbourne5338 Posts
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GG's today, with Bill back for real, hopefully we can get more people to start playing again.
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durak where the heck did u go. get on now!
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TMM op tl-west, need more ppl, must have chaos, get on now u bastards
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is awesome32269 Posts
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get on nowwwwwwwwwwwwwwwwwwwww
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is awesome32269 Posts
Come on, we need 1 or 2 to start
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Bill307
Canada9103 Posts
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You're just uploading that rep because you won
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for me it sounds funny to watch replay of ums game :>
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Bill307
Canada9103 Posts
On November 28 2008 20:05 Piste wrote: for me it sounds funny to watch replay of ums game :> Try it. It's more exciting than watching a replay of a melee game. 
Just make sure you watch it on LAN or BNet, not single player otherwise it won't work.
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On November 29 2008 02:15 Bill307 wrote:OMFG, THE REPLAY SAVED OUR TEXT YESSSSS!!! REPLAYS WITH TEXT ARE BACK SOMEHOW!!  (I'm watching it with the latest ChaosLauncher, btw.)
I believe this is from 1.16 update, not from Chaos.
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NEED PPL FOR TMM !!!!!!!!!!!!!!1111111111111111
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Bill307
Canada9103 Posts
I'm there!
We could still use another guy or two, I think.
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Bill307
Canada9103 Posts
IDEA: Team Micro Melee for 8 players: 2v2 melee + 2v2 micro?
So Jimmy aka JohnnyChrist aka JesusCrispies aka bloody GENIUS just came up with a great idea:
Jimmy says (8:54 PM): hey Jimmy says (8:54 PM): what if sometime down the road Jimmy says (8:54 PM): there was a 2v2 vefrsion of it? Jimmy says (8:55 PM): like a 2v2 + 2 microers per team :O Holy. Shit. My mind just exploded.
Okay, picture this: we'd have to play on a larger map, I imagine. So that means we'd have to live with the minimap being smaller. But otherwise, it shouldn't be TOO hard to modify the existing 6-player TMM.
IntoTheWow was inspired to make the terrain design for the current TMM AG map, and SuperiorWofl was inspired to decorate it. I'd need similar inspiration in you guys to make Team Micro 2v2 Melee for 8 players a reality.
Any one getting any ideas?
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damm you guys still play this? good times. I remember testing out all the betas heh.
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16954 Posts
Haha, me too :D
And Bill, is patrick321 the same patrick321 of old bsb?
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Bill307
Canada9103 Posts
Man, if both you and your partner saved up all your bonuses until level 4, you could attack with an army of 72 tanks and 120 goliaths, ROFL.
Edit: or go back to tier 1 and get a combined total of 288 zealots, ROOOOFL.
On December 01 2008 11:23 Empyrean wrote: Haha, me too :D
And Bill, is patrick321 the same patrick321 of old bsb? Yup! He's really good now.
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16954 Posts
On November 28 2008 18:17 ColdLava wrote:You're just uploading that rep because you won 
Oh wait, what the fuck ColdLava's here as well? O_o
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Bill307
Canada9103 Posts
On December 01 2008 11:26 Empyrean wrote:Show nested quote +On November 28 2008 18:17 ColdLava wrote:You're just uploading that rep because you won  Oh wait, what the fuck ColdLava's here as well? O_o ColdLava = Jimmy = JohnnyChrist
Okay, I've reprogrammed the Next Tier bonus. Now it will move up to 3 selectors at tier 2 to tier 3, or up to 6 selectors at tier 1 to tier 2. Or any combination, e.g. move 1 up from tier 2 and move 4 up from tier 1, so that the total # of selectors moved is equivalent to 6 selectors at tier 1, at most.
This prevents your # of selectors from increasing exponentially with each use of the bonus.
I've made 2 other changes in this latest version: - You now suicide using Kukulzas instead of Fenixes (Zealots). - The top-left cannons have been moved up by 1 tile, making them equally-vulnerable to attacks from the island as the cannons in the bottom-right.
http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 1.16.scx
I'm going to leave the 1.15 version up for a while, in case anyone wants to try to get 288 zealots like I described in my previous posts.
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coldlava and i are both huge posters. I'm surprised you didn't notice us sooner.
+ Show Spoiler +No seriously, we've both been here for years.
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Yea, a whole 500 posts in between us.
ANYONE FOR TMM?!?!?! OP TL-WEST GOGOGGOOGOGOG..
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16954 Posts
Hmm, weird. In no time I'll be seeing people like kong, grass, dabu, and, dare I say it, hoss.
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Ahahahahhahahahaahhahhhhaahhahahahahahahhahahahhahaha hoss..
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Bill307
Canada9103 Posts
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thedeadhaji
39489 Posts
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.
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Vatican City State1872 Posts
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).
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Vatican City State1872 Posts
you don't get it
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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.
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Bill307
Canada9103 Posts
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 ++ Show Spoiler ++ Show Spoiler +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.
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United States3824 Posts
You should also fail him on his spelling
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is awesome32269 Posts
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.
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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.
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Bill307
Canada9103 Posts
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.
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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.
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TMM op tl-west
NOW
gogoogogogo
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is awesome32269 Posts
hey anyone up for games? im in op tl-west
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is awesome32269 Posts
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johnny/tears gg's tonight more tomorrow? : )
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GOGOGOGOGGGOGOGOGOGO TMM 
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On December 06 2008 22:13 b3tty wrote: johnny/tears gg's tonight more tomorrow? : )
I totally forgot about this thread T_T
As for the new version, 500 mineral CCs hurts like hell. I know my execution of 2 fact was off the other day, but my microers had killed the Zerg macroer's main hatch and still I got outmacroed.
Sure I went mech, and we held them off for a LONG time but the speed at which zerg can pop hatches and the slowness of Terran expanding hurts. Losing any CC (especially the first one with an expo) is kinda like game over when the Zerg can just pop em up everywhere.
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Bill307
Canada9103 Posts
Hmmm... you know what, maybe I'll do this instead:
Normal costs/times: Hatchery: 300/120 Nexus and CC: 400/120
Current TMM costs/times: Hatchery: 300/90 (1000 hp) Nexus: 400/120 CC: 500/150
New TMM costs/times? Hatchery: 300/120 (1000 hp) Nexus: 400/150 CC: 400/150
One of the reasons why expanding is being nerfed is because it's harder to mount a sustained attack in TMM than in normal SC: once the attacking microers die or suicide, the opponent's microers usually respawn first and are able to eliminate most of the macroer's attacking units before their microers can reappear.
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Bill307
Canada9103 Posts
Team Micro Melee v1.20
Changes from 1.17 to 1.20: - 8 lings @ tier 1 instead of 7 - 5 firebats @ tier 1 instead of 4 - 6 vults @ tier 2 instead of 5 - 4 gols @ tier 2 instead of 5 - 6 scourge @ tier 2 instead of 8 - Hatcheries build in 120 instead of 90 - Nexuses build in 150 instead of 120 - CCs cost 400 instead of 500 - Yggdrasil has 1 armour and 600 hp instead of 2 armour and 1000 hp - Increased Kerrigan's attack upgrade from +1 to +5 - Increased Zeratul's attack upgrade from +1 to +10 - Added 4 Alexi Stukovs as a bonus, with 120 hp, 2 armour, 20 (+2) attack, and worth 700 points each (note that all hero ghosts have range 6 -- same as a ranged goon -- not 7 like a normal ghost) - Removed Mass Attack and Mass Retreat bonuses - Moved a few of the bonuses around - Fixed the map name and description to update the version number
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Removed mass attack and retreat eh? I think it's probably a good change but it was amusing.
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Don't like the vult, gol, or scourge changes.
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Vatican City State1872 Posts
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gogogo op tl-west GOGOGOGO
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Bill307
Canada9103 Posts
At Jimmy's suggestion, I've added a new replay to the recommended ones in the 1st post:
I hear b3tty has a rep to show me, as well? (Jimmy says he can't find it.)
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GrandInquisitor
New York City13113 Posts
On December 10 2008 13:03 Bill307 wrote:Show nested quote +On December 10 2008 11:04 GrandInquisitor wrote:On December 09 2008 07:55 Bill307 wrote:Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.  Didn't I tell you this like, almost exactly two years ago?  Link or it didn't happen.  The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828
I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable.
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On December 11 2008 02:40 GrandInquisitor wrote:Show nested quote +On December 10 2008 13:03 Bill307 wrote:On December 10 2008 11:04 GrandInquisitor wrote:On December 09 2008 07:55 Bill307 wrote:Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.  Didn't I tell you this like, almost exactly two years ago?  Link or it didn't happen.  The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable.
Oh shi..
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Bill307
Canada9103 Posts
On December 11 2008 02:40 GrandInquisitor wrote:Show nested quote +On December 10 2008 13:03 Bill307 wrote:On December 10 2008 11:04 GrandInquisitor wrote:On December 09 2008 07:55 Bill307 wrote:Shallow amusement should not come at the cost of deeper gameplay. This isn't Mortal Kombat.  Didn't I tell you this like, almost exactly two years ago?  Link or it didn't happen.  The series of posts starting at: http://www.teamliquid.net/forum/viewmessage.php?topic_id=39286¤tpage=42#828I had literally just finished the game and was pretty rageful =) Fighting pathfinding normally is frustrating enough, but when they continue to move in the direction that you don't want them to it's unbelievable. lol. Wow, I had completely forgotten about that.
Well, invincibility is still in, unfortunately. But I honestly feel like I might take it out, too. Following some complains from patrick, etc., I realized that every strategy in TMM should have a counter, however one that did not was picking 1000 hp, 2 armour Yggdrasil with 8 infesteds, because it was ludicruously hard to stop him from annihilating your stuff with infesteds. Hence I nerfed Yggdrasil pretty hard in 1.20. However, invincibility is another bonus that suffers from this "uncounterable" problem. The more I think about it, the more I feel like removing it in 1.21.
So does this mean you'll be joining us for TMM now? 
Speaking of 1.21, I've decided to reduce lings back down to 7 from 8. I know it's annoying to have just 2 lings that don't fit in a group of 12, but whatever: get used to it. 
The reasoning is: 16 lings are about equally as powerful as 6 zealots. E.g. both can destroy 3/4 cannons. However, zerglings: - are faster - can burrow - can surround units better - have no shields (so they always take 50% from explosive attacks) - can be consumed - are worth only 2/3 as many points (16 lings = 800 pts; 6 zealots = 1200 pts)
Therefore, I feel that 8 lings is slightly overpowered, and that it should be kept at 7. In this way, zealots are the superior pick for strength and damage, however zerglings have their own advantages and I believe there are a number of situations where they can be more useful than zealots. Not to mention the fact that losing all your lings feeds them only about half as many points compared to losing all your zealots (700 rather than 1200).
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So where do you people play? tl-west?
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Bill307
Canada9103 Posts
On December 11 2008 09:58 Cloud wrote: So where do you people play? tl-west? op tl-west
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Bill307
Canada9103 Posts
New version:
Team Micro Melee AG 1.21
Changes from 1.20 to 1.21: - Removed the "lives" system. Instead, each time you respawn, you lose 50 points times the number of tier-1 selectors you receive. - Removed the temporary invincibility bonus. - You can upgrade to 2/2, upgrade scarab damage, and upgrade adrenal glands without having to pick the upgrade bonus. - The upgrade bonus is now a "Forge" again instead of a "Fleet Beacon", and the bonus simply adds 50/50 to your resources. - Lings @ tier 1 reduced to 7 from 8. - Terran vehicle weapons and plating build times increased to 400/401/402 from 266/298/330 for levels 1/2/3. - Terran vehicle weapons and plating costs increased to 200/250/300 from 100/175/250 for levels 1/2/3. - Microers now have 2 armouries to upgrade with instead of just 1.
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is awesome32269 Posts
I like the changes, specially the lives one.
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Ah come on wheres everybody :S
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Bill307
Canada9103 Posts
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damn you Bill!
haven't played yet but when will the Terran raping stop
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Bill307
Canada9103 Posts
Poll: Nerf DA Hero? (Vote): Yes - down to 2 DAs (Vote): Yes - down to 1 DA but add MC (Vote): Yes - remove them completely (Vote): No - keep at 3 DAs (Vote): Other (please reply)
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Vote! You do have a voice in our society!
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You ought to lower the starting energy of the DAs too T_T
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I havent been around in a while but whats the complaint against DAs? Mind controlling enemy heroes?
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On December 23 2008 15:58 Ace wrote: I havent been around in a while but whats the complaint against DAs? Mind controlling enemy heroes? They don't have MC, but they counter everything that isn't metal (which means all the heroes and most of everything else)
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The problem with DA's is that they can maelstrom pretty much everything of importance except tanks, goons and wraiths. They tear apart almost all tier one units, completely shut down muta harass and stop an ultra/ling army in its tracks. All the while their support is killing everything for unopposed experience. As if that wasn't nice enough, feedback also lets them shut down hero arbs, queens, and kerrigan's as well as get free templar kills against a protoss player- all at the maximum range.
The culminating point is that by choosing this hero you get three DA's and they all start with full energy. This means you can start raping shit as soon as you get them and they'll last a while before you have to hide them away. They're also almost impossible to kill because of their speed and spells. About the only thing that has a chance against DA's are wraiths, goons, vultures, and other DA's. Vultures aren't typically used because they're easy to counter, goons suck, and wraiths don't do a lot of damage. What you're left with is a super powered hero with no real counters but itself.
Their amount definately needs to be reduced to two, imo. I also think their starting energy should be dropped to 150 although that isn't a major point. I am deadset against giving them mind control as that would make most of the other hero's worthless.
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I think they should be reduced to one :\
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Or maybe you could give different tiers different heroes? Once you hit tiers 2 and 3 DA's lose a lot of their effectiveness (tanks, goliaths, vulture snipe, wraiths)
Also, can you cut out the HTs for 2v2? You can't do anything cheesy because you'll get stormed to death T_T
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is awesome32269 Posts
Don't give them MC or everyone will start mcing heroes all the time t_t
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Actually, on second thought, DA's should be removed altogether imho. There are more skillful ways to dealing with, say, muta harass (ensnare + storm), and a hero shouldn't be a handicap against the other team (which it feels like when you are tier 1 and everytime you engage the other microer you get mael'd). Basically, a DA is a free ticket for more points, and I disagree with a hero being used for that (as in, a kerri needs a good storm placement to get your points, and when you use DTs you have to know where you can attack without being detected immediately, etc.. but with a DA, you are rendering the other person's bio units absolutely vulnerable for free points, they can't retreat, they can't fight back, anything). At least with stasis you're not giving the other team points.
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does anybody want to play right now?
i can't host. ;;
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On December 25 2008 13:57 goldenkrnboi wrote: does anybody want to play right now?
i can't host. ;;
I'll play in 10.
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well shit. nevermind.
my cd-key just got disabled somehow. wtf.
unless you want to host on iccup. i'll see if that works.
edit: yup. iccup works. can't go on bnet thought. :[
edit2: um. what the fuck. i keep losing my connection on iccup. fuck it. i'm reinstalling.
reinstalling success. it works fine now.
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Bill307
Canada9103 Posts
I've figured out why map makers (such as the guys who maintain DotA) tend to make new units overpowered: it's because that way everyone chooses them, and the map makers get to see how useful those units really are, and then adjust their balance to be appropriate in the next patch.
E.g. right now, I don't know whether Stukov is overpowered, underpowered, or just right, because almost no one chooses him as a bonus. Alternatively, I could intentionally make him overpowered (i.e. intentionally make the map less balanced), which would allow me to find out very quickly how useful he really is. I have to say, the latter route sounds much more appealing.
Actually, Stukov x4 with backup will beat ALL the tier 1 unit choices: the only large units -- the dragoons -- can be locked down, and everything else takes either 40 or 80 damage per volley from the 4 heroes.
Right now, I'm thinking of either raising his attack power by ~20-25%, and/or raising his armour from 1 to 2. Not to make him overpowered, but to make him hopefully-balanced.
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I haven't been playing much recently but they probably weren't used a lot before because of the abundance of DA's. Four ghosts were basically free experience waiting to be maelstromed. Also, since nearly every small unit is biological the DA's were better support anyway.
And in case you forgot, hydras take 60 damage because they're medium sized.
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Anyone for TMM? Go op tl-west gogogogogogo
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Bill307
Canada9103 Posts
On December 30 2008 20:00 patrick321 wrote: I haven't been playing much recently but they probably weren't used a lot before because of the abundance of DA's. Four ghosts were basically free experience waiting to be maelstromed. Also, since nearly every small unit is biological the DA's were better support anyway.
And in case you forgot, hydras take 60 damage because they're medium sized. Concussive deals 50% to medium and 25% to large.
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Bill307
Canada9103 Posts
We are amassing TMMers.
op tl-west
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Bill307
Canada9103 Posts
Okay, I am really REALLY considering making the builder's points go to the microers, or giving them significantly more resources than they currently do. (Or make it a choice via a selector.)
I think that's the only way to make offensive builder strategies pay off.
(Also, note to self: fix the comsat bonus text that says you get 3 comsats when you actually get 2, now.)
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Bill lets play where the hell are you =(
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Bill307
Canada9103 Posts
Team Micro Melee AG 2.1
Builders can use the zealots to the left of the comsats to choose whether their points are split between the microers, or are converted into resources (20 pts = 2 mins 1 gas).
The new level-up points are at 10k, 25k, 80k, 160k, 280k, 400k, 500k, then every 100k.
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We have 4 at the moment, anyone for tmm?!?!?! GOGOOGO
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Bah.. back to the dreaded 1.16 :O or .. not ;hr late :o
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HEY GUIZ LETS PLAY TMM? K op tl-west
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United States4991 Posts
If you guys ever play TMM version NL msg me and I'll play. I don't like these AG versions though  I'll even trade off and play a game of your crappy TMM if you play a game of good TMM first :D
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Bill307
Canada9103 Posts
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Bill307
Canada9103 Posts
Updated to version 2.3, reducing the minerals in a number of patches.
http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 2.3.scx
Mineral patch counts:
mains: 1500x4, 3000x4, 6000x2 nats: 3000x4, 6000x2 islands: 1500x2, 3000x4, 6000x2 left and right min onlies: 3000x1, 4500x3, 6000x2 top and bottom min onlies: 4500x3, 6000x2
For those wondering, I put so many minerals because I thought it was dumb how the builders always got super-weak around the same time that the microers got super-strong. Now the builders should be able to do stuff for much longer than before, and should be less afraid of attacking, I hope.
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Vatican City State1872 Posts
WHO WANTS TO PLAY???
i'll be on iccup on smi.incubus
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I haven't played this in forever and would love to play it :D
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Anyone want to play tonight? in an hour or so?
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Vatican City State1872 Posts
gogogogogogo tmmm!MM!MMM!!!!!
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<- wants to obs/play, friend too probably TELL ME WHERE AND WHEN, NOW
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Looks fun! Must try it out.
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On July 09 2009 11:13 ColdLava wrote: Anyone want to play tonight? in an hour or so?
Still playing!? I was thinking about this a few weeks ago but then I forgot.
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is awesome32269 Posts
bump cause im pretty sure there's still people playing in op tl-west
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konadora
Singapore66145 Posts
I can't get on BNET USWest
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Bill307
Canada9103 Posts
Actually, we were in op irc on ICCUP.
(I blame Jimmy for not mentioning that. )
We had some really high-level games. I'd forgotten how much fun this game is when everyone involved is really good. 
Now I can finally see how the resources are timed vs the microers' level-ups. It seems like around 35 minutes in, the builders are reduced to 2 patches at the main and both nats, forcing them to expand to the min onlies and/or islands in order to keep their ecos booming. Around this time, the microers are all hitting level 5, as well. Beyond this point, if the builders can't secure at least 2 remaining expos, then they'll have to be much more frugal with their resources.
To be honest, I really like how the timing works out. I wouldn't mind reducing the 3000-mineral patches down to about 2500, though.
Anyway, here are the reps:
http://www.freewebs.com/bill307/tmm/TMMAG2.3-PvT-30min.rep - 30 minute PvT
http://www.freewebs.com/bill307/tmm/TMMAG2.3-PvT-37min.rep - 37 minute PvT
Both games have the same teams:
Bill307 (P) + JohnnyChrist + patrick321 vs OneOther (T) + CrownRoyal + sMi.Fira
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konadora
Singapore66145 Posts
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Bill307
Canada9103 Posts
So now that I finally know how long it takes the minerals to deplete, I've updated the map to reduce the amount of minerals.
Team Micro Melee 2.4
The old mineral counts were:
On March 14 2009 17:33 Bill307 wrote:Updated to version 2.3, reducing the minerals in a number of patches. http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 2.3.scxMineral patch counts: mains: 1500x4, 3000x4, 6000x2 nats: 3000x4, 6000x2 islands: 1500x2, 3000x4, 6000x2 left and right min onlies: 3000x1, 4500x3, 6000x2 top and bottom min onlies: 4500x3, 6000x2
The new resource counts:
all geysers: 7500 gas mains: 1500x4, 3000x4, 4500x2 6-mineral expos: 1500x2, 3000x2, 4500x2 5-mineral expos: 1500x1, 3000x2, 4500x2 islands: 1500x3, 3000x3, 4500x2
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Ah you should've made a post asking the mineral depleting rate. I had a excel spreadsheet for it lol
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Bill307
Canada9103 Posts
On July 09 2009 17:35 evanthebouncy! wrote: Ah you should've made a post asking the mineral depleting rate. I had a excel spreadsheet for it lol Well, that wouldn't help much since I also needed to know how quickly the microers' points would rise. But thanks anyway.
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Bill307
Canada9103 Posts
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YES GOGOGOGOGOGOOGOGOGOGOO
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and yes that includes you too konadora
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Vatican City State1872 Posts
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Bill307
Canada9103 Posts
Looks like we'll be in op tl-west.
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if we could get a few more people that would be great
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Bill307
Canada9103 Posts
Somehow we got 5.
Maybe 6 if Crown can fix his modem!
But we may lose ppl so if anyone wants to join, please come!
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Stand back! I'll handle this.
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dammit.
are you guys still playing? i missed this. :[
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oh fuck. i forgot i didn't install chaos yet. WAIT FOR MEEEEEEEEEEEEEEEEEEE
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Bill307
Canada9103 Posts
k we stopped, Heritage league is on.
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Bill307
Canada9103 Posts
Trying to organize tmm @ op-tlwest
Edit: Bill307 Dead9 JohnnyChrist sMi.Incubus, possibly ZidaneTribal if he returns from afk. Need 1-2 more!
Edit 2: if we're not in channel or in a game, then we're probably on ICCUP instead (op irc).
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Bill307
Canada9103 Posts
k we have 6 for now. going op irc on ICCUP.
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correction: op irc
bill beat me lol
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Bill307
Canada9103 Posts
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Bill307
Canada9103 Posts
Hmmmm I wonder if I should reduce the # of units that the microers get in mid- and late-game. Then I could reduce the resources back to normal without underpowering the builders, AND late-game would be a lot more sane.
Level 4's unit strength should probably be the maximum, say 1 selector at tier 3 and 1 selector at tier 2. In that case, I'd have to add bonuses that are actually quite useful at that stage in the game.
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Bill307
Canada9103 Posts
Yeah, last night's game lasted waaaay too long. T_T
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If anyone wants to play today, gogo on iccup server
(we'll be in op irc if we're not in a game already)
whisper me, i'm tsl_jimmybates on iccup ATM
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10387 Posts
This UMS is so awesome, been playing it with a couple of my friends. Didn't know that the game also had some balancing factors for a 2v3, that or I could've been imagining those extra 4 workers and extra civ for the microer lol.
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is awesome32269 Posts
Bump, anyone want's to play? We have 3, we need 3 more. COME ON LET'S PLAY!
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Guess I'm an hour late? I'd love to play if you guys are still playing though.
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My friend and I are interested in playing this map but we don't have enough people so if you guys ever start a round uhh... reply here or drop me a pm.
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is awesome32269 Posts
Slain and Equilas, I will probably try and get a game going in 3 hours or so from now 
I had 3-4 people who wanted to play as well, so we could get some games going!
I'll bump this when rallying the forces : )
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I want to play!! Message me on iccup ._@iCCup Im a noob though .. if i dont respond, pm me here
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BILL we used to play TMM when u just made it !!! U NEED MAKE and SC2 version or just make maps to play on!!!!
PROPS to BILL !!! for making the BEST UMS MAP EVER!!!!!!
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msg me on iccup when you guys are playing, ill be afk but ill check periodically.
Edit: itw where you at your 3 hour time limit is up.
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On May 02 2010 09:51 xmShake wrote:
Edit: itw where you at your 3 hour time limit is up. Yea!
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TMM! I'll play if you post with time etc.
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is awesome32269 Posts
I can't play sorry 
My pc is acting up, Brood War loads weird, bad colours, sometimes missing text t_t
on irc, Zidane, dead9 and a couple more wanted to play, with those guys you can get more than 6 to play!
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I am playing right now if anyone wants to get a game going. Message me on USWest: davidgurt
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i logged in then realized i was an hour and a half late ;;
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I'm back online now if anyone wants to game.
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wow it's been out since 2008 but no ones told me about this? T.T
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Vatican City State1872 Posts
holy shit
i want to play tmm!!!
billlllllllllllllll307 + i cannot even remember the rest of the high tier tmm player squad
make it happen
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I'm late again lol We should set up a time sometime this weekend or something
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Sorry to bump, but Bill! Make this for SC2!!! 
This was like one of my all-time favorite SC maps. So much fun!
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I agree and you can modify exp/kill and stuff like that too
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uhh anyone from the past wanna try playing this again? HAS BILL MADE A SC2 VERSION?
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