• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:30
CEST 19:30
KST 02:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202540Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55
StarCraft 2
General
Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up How to leave Master league - bug fix?
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
Nobody gona talk about this year crazy qualifiers? Help, I can't log into staredit.net How do the new Battle.net ranks translate? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2 Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 532 users

Competitive zeroclutter strategies

Forum Index > Brood War Strategy
Post a Reply
Normal
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 03 2008 10:06 GMT
#1
I know ZC is generally considered a newbie map, but me and a few friends have been playing a lot of inhouse ZCs recently and the games have gotten quite competitive. After searching the forums, I only found threads about public game zeroclutter strategies, so hopefully we can get some higher level discussion in this thread.




My initial belief when we began playing ZC was that protoss is the best race. Protoss gets faster money early on because workers don't need to build or morph, and their units tend to be better suited for 200/200 battles.

However, terran mech is extremely powerful with protoss ground support, and zerg is basically unstoppable with darkswarm + hive tech if you allow them to macro up undisturbed. Basically, every race is playable and zeroclutter can become very competitive with 6 smart players in the game.




Here are my current build orders and general strategies for toss/terran/zerg. If you have any suggestions/comments/criticism please post, thanks.

protoss
no rush build
8 pylon
10 nexus
12-13 nexus
15 nexus
17 gate, 17 assim, 17 assim
upgrade +1 air attack, then +2 when its done
tech to 6 stargates and make 12 carriers
immediately stop carrier production after 12 are done and mass gates and begin ground upgrades
tech to goon/arb/templar army
suicide carriers to kill nexus/cc/hive if vulnerable, if not then just use it to force cannon defense and push middle with goon/temp/carriers instead



no rules build
8 pylon
10 gate, 10 gate
11 pylon
12 pylon, 12 gate
14 assim, 14 assim, 14 forge
core after 3 zeals
begin +1 attack
tech to citadel, get leg speed
move out to attack when dts pop out (for counter attack defense), +1 and leg speed should finish right before u reach their base
continue to add gates and tech to arbiters when time allows



terran
i only use one build for all game types
8 depot
10 cc
13 cc
15 cc
16 rax
18 refinery, 18 refinery, 18 refinery, 18 refinery, 18 refinery
tech to tank/gol army, upgrade early, put 1 sci vessel at every base so u can EMP arbiters that try to recall


zerg
no rush build
9 ovie
9 hatch
10 hatch
11 hatch
11 hatch
13 hatch
from here basically tech to hive and start ground upgrades but other than tech buildings, make ONLY drones and hatcheries until map max. at mapmax you can either build 50 mutalisks or hydralisks and a few defilers to help with mid push

no rules build
5 pool
make 3 drones
when pool finishes make an extractor, make 6 lings, cancel extractor
use 6 lings to force top to build defensively
now either revert to the no rush build, or stop after 3 hatch to make an extractor and mass speedling if you team is running a rush strategy. if you went for speedling route, slowly move up to hydra/lurk, then hydra/defiler when 3/3 finishes
stim[mic]
Profile Joined November 2006
Australia93 Posts
June 03 2008 10:21 GMT
#2
i am guessing you are talking about 128x128 map size with close minerals. for protoss its better to take the pylon when u have 100 min instead of pylon at 8 (its more like 6.5). depending on how the opponents, its good for protoss to go for mass reaver timing drop to hit their econ and/or cc/hatch/nex. timing dt rush can also work on terran players with large ground force distraction.

but really with protoss, unless ur opponent macros u really gotta macro up while making at least zealots from a few gates to dfend any sort of hindering rush or harassment.

for zerg: its good to go fast pool and expand or alternatively throw down 1hatch then pool then another hatch next to the minerals on the left or right to get a good macro up. if the protoss can provide the protection early on and allow the zerg to macro up. zerg is strongest on that map with good recovery of forces. 2-3 groups muta timing attack is also good.

I havent play zero clutter for ages so dont have a recollection of the build order.
should be something like:

lord when u have 100 straight away whilst being able to pump drones.
hatch when u have 300 straight whilst pumping drones as well.
pool whilst pumping drones
hatch again ditto
keep drone up with ling scouts
depending on ur allies and opponent (you can judge how many drones u can make b4 gettin an army oflings - depending if they want to rush or not). 2group muta timing attack can catch heavy macroers off guard

you generally dont want to cheese too badly unless ur allies know how to recoup the disadv lost or defend well while macroing.

thats all i can think of currently
Proactive not reactive
Centric
Profile Blog Joined March 2008
United States1989 Posts
June 03 2008 10:26 GMT
#3
I don't know if ZC is played like fastest at all, but if it is, Protoss most definitely is the strongest race due to its ability to take out workers very quickly (reaver/storm drops) and the fact that workers can continue mining after they've started building(s). I used to play a lot of fastest. It's almost a different brand of SC, focusing on a different set of skills. Quite a few fastest players have been able to make the jump successfully into melee (low money maps), so I think at least some of those skills are applicable to other styles.
Super serious.
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 03 2008 10:39 GMT
#4
i have to disagree with the pylon thing. if you build a pylon on 6-7 supply, you are losing 1-2 seconds of mining time which is much more significant than on regular maps because of the amplified sense of time. you want to maximize mining time as much as possible on fastest style maps because every second that a worker is not mining is worth so much.

in fact because of of this, ive been testing out new zerg builds that delay the addition of hatcheries after the 3rd hatch in order to ensure that all drones go toward mining. i havent found a perfect combination yet but it does appear to be better
paper
Profile Blog Joined September 2004
13196 Posts
June 03 2008 11:03 GMT
#5
i really doubt 1-2 seconds really matters when you're dealing with potentially infinite money o__O
Hates Fun🤔
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2008-06-03 11:11:11
June 03 2008 11:09 GMT
#6
play with op senmon on east. i dont know if theyre the best anymore but they were very good, as far as that kind of map goes.

and your builds are horrible, especially for no rush.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Mada_Jiang
Profile Blog Joined August 2007
Australia236 Posts
June 03 2008 11:17 GMT
#7
--- Nuked ---
Wangsta
Profile Blog Joined November 2004
United States776 Posts
Last Edited: 2008-06-03 11:19:33
June 03 2008 11:19 GMT
#8
On June 03 2008 20:09 IdrA wrote:
play with op senmon on east. i dont know if theyre the best anymore but they were very good, as far as that kind of map goes.

and your builds are horrible, especially for no rush.


thanks for the info, ill definitely check that out

most of my builds are improvised because i cant find serious ZC replays anywhere, so if you know any builds please post them, i would appreciate it very much
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 03 2008 12:30 GMT
#9
well on brat_ok's replay pack, he has a few games he played on some fastest maps... he goes mass science vessel and dmatrix's allies / erasers enemy works and emps/irradiates incoming templar and shit. sounds like it'd be useless but it's actually quite rape in practice.

that's all i know about fastest really
Sirakor
Profile Joined April 2003
Great Britain455 Posts
Last Edited: 2008-06-03 13:36:27
June 03 2008 13:35 GMT
#10
I like fast reavers - great to piss off the kids who kick anyone with a +ve win ratio out of their games. It goes something like this:

pylon (when u have 100, at 6 or 7)
gate
2x gas
1 zeal + core (at the same time)
pylon
forge if u think u might be rushed, or if u have 2 noob allies
robotics as soon as core finishes
cannon right next to minerals, so u can defend lings with probes/1 zeal
2nd robotics
start shuttle as soon as 1st robotics is done, put down support bay directly after
some pylons...
as soon as support bay is done, start 2 reavers + shuttle speed

then go on to have fun with the opponents eco ... or play speed shuttle vs mass lots ;-)

whilst killing their eco (2 or 3 opponents if u are fast), before returning to take down the 1st nex/cc, get 1 more reaver at home for defense, and start. also as soon as your shuttle is on the way, put down a citadel and start going dt. Most of the time, once the many zeal counter arrives, you have a reaver and 6 dt so no worries. Go on with dt/reaver/shuttle pushes, templar drops on eco, etc Also if you allies aren't totally useless, they'll be having a field day by now...
homeless_guy
Profile Joined June 2005
United States321 Posts
June 03 2008 13:42 GMT
#11
one t build only? for 0c i like to rush firebat/stim...all you need is 2 sec alone with their drones and it's gg
Wonders
Profile Blog Joined September 2006
Australia753 Posts
June 03 2008 13:49 GMT
#12
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
June 03 2008 14:02 GMT
#13
I don't have idealized ZC builds. Sorry, but I just don't care enough about ZC to plan out my builds carefully.


However, I have played ZC a few times and some obvious things stand out about the map. The first is the lack of any real terrain, and the wide chokes. Essentially, you have the ability to shove armies down the throats of your opponents and don't have to worry about things like cliff drops. The second is that depending on the version, there's usually just 1 mineral patch that all the workers mine off of. Sometimes you'll have like 8 patches that can each be mined off of by as many probes as you can make, but I won't go into that just yet.

This is why Protoss is truly the best race for ZC: you have two methods that work extremely well for obliterating ALL of someone's workers; storm drop and reaver drop. This is also why versions of ZC that have 8 patches are better than versions with 1 since a Protoss player can decimate your income instantaneously otherwise. Since Protoss are the only race with defensive structures that cover both vs air and ground, you also have the best chance to defend yourself against drops. Meanwhile, Protoss ground armies work extremely well on open, level terrain.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
June 03 2008 14:30 GMT
#14
Builds aren't really that applicable on that map, atleast don't time them with probes. I know for a fact your pylon and gates can come much earlier on ZC/Faster than 8/10 !_!

Just go with the flow of your economy.
Nak Allstar.
micronesia
Profile Blog Joined July 2006
United States24680 Posts
June 03 2008 15:38 GMT
#15
Impression of Chill:
Chill will say:
No. <close>

lol but seriously, zc has more depth to it than I realized until I played it ._.
ModeratorThere are animal crackers for people and there are people crackers for animals.
Sirakor
Profile Joined April 2003
Great Britain455 Posts
June 03 2008 15:43 GMT
#16
On June 04 2008 00:38 micronesia wrote:
lol but seriously, zc has more depth to it than I realized until I played it ._.


lol, to me it always ranked as UMS alternative ... but come to think of it, has anyone considered the strategical impact of the maximum number of units in a given SC game? ie how do you deal best with the situation when SC tells you 'cannot create unit, maximum number of units/buildings exceeded'
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 03 2008 15:58 GMT
#17
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

Show nested quote +
On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


carriers are bad, BUT 12 of them can kill a nexus really fast and its extremely difficult to kill 12 carriers before they can move in and kill a nexus. thats pretty much why you get them, because it forces the other team to build so much defense that it makes up for the temporary lack of goons (in a no rush setting).
e.soul[gm]
Profile Blog Joined May 2008
Sierra Leone254 Posts
June 03 2008 16:25 GMT
#18
me and my friends join ZC NR 20 games and 5 pool the other 3 people.

with that said, play zerg and spam multilisks and snipe nexus/hatch/command center, basically cripples them because you can't rebuild them on the same optimal mining spot :D
http://www.last.fm/user/jesuspopk
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
Last Edited: 2008-06-05 01:07:08
June 03 2008 16:27 GMT
#19
i generally think PPT is the best 3on3 128/128 combo. The terran neeeds to just push 3-3 tanks asap and mass them and one protoss goes goon/zeal/temp and the other can do the same or air combo or sair/carrier/arb.

the weakness of a protoss army is to lings an da shit ton of units. The tanks counter that perfectly and are great for slow pushing up the middle. However if theres another terran doing the same thing with mass tanks breaking the middle will be difficult without air, which is the only circumstance which i think justifies using carriers and an air combo.

Otherwise the ground support is too strong, the only thing that can actually hurt it is a shit ton of guardians. Which if one guy just invests in sairs or storm it's easily taken care of.

3Z is also very strong imo. If they all play good and smart with good unit combos 3 Z's massing skills are hard to stop with any combo, imagine 200+ guardians coming down on you, it wouldn't end pretty. There ability to reinforce also makes them strong as hell.

Generally though, just as long as you have a terran in the mix who can mass tanks it helps a lot.
i think for strongest combos i would say PPT then ZZZ. two T's are unnecessary and just create useless clutter. PPZ is also strong beucase guardians with good ground support can break a push pretty easily too.

Note: ZZZ would be very weak in a norules game. Due to it being weak against rushes. Rush weakness also contributres to a weak late game economy as well. Although in theory i guess speedling abuse could work wonders if done right
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
June 03 2008 16:29 GMT
#20
those race and unit combos are ment for both no rush and no rules games. It just is opening varient.
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2008-06-03 17:10:19
June 03 2008 17:09 GMT
#21
A few years ago I played ZC for a few months and I'd recommend not playing no rush games. I find them plain stupid because it's always the same situation when the build is done.
You should also go for heavy harass build if your allies don't.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
June 03 2008 17:15 GMT
#22
Haha whenever I play ZC I always have the tiniest base because I'm the most bloodthirsty one, I can't even wait a minute to build Hatcheries because I'm too busy killing them

I've just been using Ultralisks + Cracklings + Defilers to much success, most players don't even know what Swarm does =_=
^-^
Kau *
Profile Joined March 2007
Canada3500 Posts
June 03 2008 17:20 GMT
#23
On June 04 2008 02:09 ForAdun wrote:
A few years ago I played ZC for a few months and I'd recommend not playing no rush games. I find them plain stupid because it's always the same situation when the build is done.
You should also go for heavy harass build if your allies don't.


Especially don't play those no rush until map max games. Unless you plan on BS-ing everyone, in which case it is kind of fun. *Goes to BS people*
Moderator
GunsofthePatriots
Profile Joined August 2007
South Africa991 Posts
June 03 2008 17:23 GMT
#24
On June 04 2008 01:27 MoNKeYSpanKeR wrote:
i generally think PTT is the best 3on3 128/128 combo. The terran neeeds to just push 3-3 tanks asap and mass them and one protoss goes goon/zeal/temp and the other can do the same or air combo or sair/carrier/arb.

the weakness of a protoss army is to lings an da shit ton of units. The tanks counter that perfectly and are great for slow pushing up the middle. However if theres another terran doing the same thing with mass tanks breaking the middle will be difficult without air, which is the only circumstance which i think justifies using carriers and an air combo.

Otherwise the ground support is too strong, the only thing that can actually hurt it is a shit ton of guardians. Which if one guy just invests in sairs or storm it's easily taken care of.

3Z is also very strong imo. If they all play good and smart with good unit combos 3 Z's massing skills are hard to stop with any combo, imagine 200+ guardians coming down on you, it wouldn't end pretty. There ability to reinforce also makes them strong as hell.

Generally though, just as long as you have a terran in the mix who can mass tanks it helps a lot.
i think for strongest combos i would say PPT then ZZZ. two T's are unnecessary and just create useless clutter. PPZ is also strong beucase guardians with good ground support can break a push pretty easily too.


You mean PPT?


YPang
Profile Blog Joined April 2007
United States4024 Posts
June 03 2008 17:56 GMT
#25
On June 03 2008 19:26 Centric wrote:
I don't know if ZC is played like fastest at all, but if it is, Protoss most definitely is the strongest race due to its ability to take out workers very quickly (reaver/storm drops) and the fact that workers can continue mining after they've started building(s). I used to play a lot of fastest. It's almost a different brand of SC, focusing on a different set of skills. Quite a few fastest players have been able to make the jump successfully into melee (low money maps), so I think at least some of those skills are applicable to other styles.



I HAVE SUCCESFULLY JUMPED!
sMi.Gladstone | BW: B high| SC2: gold T_T
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
June 03 2008 22:30 GMT
#26
Wow I thought you guys were going to tear him apart for saying he played ZC. lol

At any rate one thing that i noticed about Terran is that there going to play a LOT of 3/3 tanks up the mid right? (unless they go BC's sooo long to build) So you should rock the Zealot bomb to break the middle and have a zerg ruch up through that as those tanks aren't really going to be spaced. Oh and don't take so long that you let them mass cannons. Thats a pain
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
June 03 2008 22:46 GMT
#27
Its just a race for whoever can mass the most gates first. It can become really fun when everyone is really good and the micro becomes intense lol. But nothing like real maps p-:
Science without religion is lame, Religion without science is blind
EnergyTraction
Profile Blog Joined May 2008
Canada233 Posts
June 03 2008 22:46 GMT
#28
It's much better to make the pylon at 6.5 or whatever than to wait til later, that's about all I can contribute. I've only played 5-6 games of FPM/ZC in my life but I have some friends who play it a ton very competitively and they say to do that.
He who adores the Beast shall drink of the wrath of God
ProbesAreCute
Profile Joined June 2008
United States21 Posts
June 03 2008 23:15 GMT
#29
Really nooby question, but when there are build orders, say like

8 pylon
10 gate

does it mean to build a pylon when I have 8 probes ALREADY produced? Or does it mean to build a pylon when I am building my 8th probe? I really get messed up if I build it with my 8th probe because my probe production stops for like 10-15 seconds while that pylon is finishing.

Thanks
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
June 03 2008 23:28 GMT
#30
On June 04 2008 08:15 ProbesAreCute wrote:
Really nooby question, but when there are build orders, say like

8 pylon
10 gate

does it mean to build a pylon when I have 8 probes ALREADY produced? Or does it mean to build a pylon when I am building my 8th probe? I really get messed up if I build it with my 8th probe because my probe production stops for like 10-15 seconds while that pylon is finishing.

Thanks

generally it's referring to the number at the top right unless they specifically mention otherwise.
ModeratorResident K-POP Elitist
Raithed
Profile Blog Joined May 2007
China7078 Posts
June 04 2008 00:15 GMT
#31
go 200/200 speed zeals.
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 00:40 GMT
#32
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

Show nested quote +
On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
June 04 2008 00:46 GMT
#33
On June 04 2008 09:40 intoyourrainbOW wrote:
Show nested quote +
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe

unless i'm mistaken, upgrading hatches to hives don't give you faster larva spawning rates
ModeratorResident K-POP Elitist
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 01:26 GMT
#34
On June 04 2008 09:46 LosingID8 wrote:
Show nested quote +
On June 04 2008 09:40 intoyourrainbOW wrote:
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe

unless i'm mistaken, upgrading hatches to hives don't give you faster larva spawning rates


haha, ur right. i just did a side by side comparison, and there's no difference. i was always told hives spawn larvae faster, and it felt like it during games, but apparently not...
Mortality
Profile Blog Joined December 2005
United States4790 Posts
June 04 2008 01:27 GMT
#35
On June 04 2008 09:40 intoyourrainbOW wrote:
Show nested quote +
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe


And none of that will matter when I psi storm all your drones.



BTW, hives don't make larva faster. You get an extra larva after lair and after hive, but but it's just 1 extra. It's really not worth investing in making them all hives.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
OctoPuSs
Profile Blog Joined May 2004
Canada5279 Posts
June 04 2008 01:42 GMT
#36
Here's my fast expand B.O for ZC Norules

pylon 8
nexus 10 (or 11 if you messed up your mining)
1st gate 12
2nd gate 12
pylon 13
gate 13 with same probe as previous pylon
both gases at 14 (2 probes in each gases)

from there you can either get double forge for very quick upgrades or use that gas to get ranged goons. I'm quite good at ZC, let's play sometime if anyone is interested .
Depression is just a sarcastic state of mind. Liquid`HerO Fighting!
XtaC_hiryu
Profile Joined November 2004
Philippines125 Posts
June 04 2008 01:48 GMT
#37
36 mutas go for hatch/nex/cc LOL GG
potato and cheese ftw!
intoyourrainbOW
Profile Blog Joined May 2008
United States168 Posts
June 04 2008 02:05 GMT
#38
On June 04 2008 10:27 Mortality wrote:
Show nested quote +
On June 04 2008 09:40 intoyourrainbOW wrote:
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe


And none of that will matter when I psi storm all your drones.



BTW, hives don't make larva faster. You get an extra larva after lair and after hive, but but it's just 1 extra. It's really not worth investing in making them all hives.


storm all my drones? pshhh.. i could select all my larva instantaneously and rebuild drones. that is why storm drops aren't as effective against zerg on fastest.. even without selection hack, zerg production is still faster than toss or terran.
bustaBust
Profile Blog Joined December 2006
Canada469 Posts
June 04 2008 02:41 GMT
#39
zero clutter? no rush? ugg my head hurts. float cc ftw.
Wonders
Profile Blog Joined September 2006
Australia753 Posts
June 04 2008 04:27 GMT
#40
On June 04 2008 11:05 intoyourrainbOW wrote:
Show nested quote +
On June 04 2008 10:27 Mortality wrote:
On June 04 2008 09:40 intoyourrainbOW wrote:
On June 03 2008 22:49 Wonders wrote:
Carriers are horrible on zero clutter maps because their build time is too long. It matters so much on ZC.

You only lose the 1 second mining time (if that, just build the pylon right next to your probe) until when your later pylon would finish, because you never stop probe production anyway. You can make use of that faster pylon by building the gateway earlier.

On June 03 2008 20:17 Mada_Jiang wrote:
ZC! no one can beat me in that! simply go zerg and then macrosaurus ^^ you can generate troops faster than they can kill it.


So can everyone else.


This is not true. For the same number of gates/barracks/facts, etc. hatcheries can produce units 3x faster. 3 larvae to a hatchery remember? and if u upgrade all of them to hives, even more larvae within a given amount of time.

i'll admit to playing ZC and fastest with automine and selection hack, and it's fahking ridiculous. hehe


And none of that will matter when I psi storm all your drones.



BTW, hives don't make larva faster. You get an extra larva after lair and after hive, but but it's just 1 extra. It's really not worth investing in making them all hives.


storm all my drones? pshhh.. i could select all my larva instantaneously and rebuild drones. that is why storm drops aren't as effective against zerg on fastest.. even without selection hack, zerg production is still faster than toss or terran.


Firstly in normal game do you usually see a 3 hatch zerg matching production of a 9 gate toss or a 9 rax terran? More like half that, and the protoss/terran will just build more buildings anyway.

I'm pretty sure zerg would lose a maxing race, I know for sure that it's quite far behind on regular maps (protoss maxes in 8:30 about and zerg in 11:00), and probably on zero clutter too. Losing a drone for every building is a bigger deal than it seems. It sounds like it seems that zerg builds faster to you because you lose an army before you go back to rebuild it, and the 3 larvae to a hatch is more forgiving on non-constant production.

Oh and an idea I've always had on zc maps is: why not just build 5000 overlords and keep the map maxed? Not like you don't have the money.
Elite]v[arine
Profile Joined October 2007
United States264 Posts
Last Edited: 2008-06-04 04:40:29
June 04 2008 04:40 GMT
#41
+ Show Spoiler +
On June 04 2008 01:27 MoNKeYSpanKeR wrote:
i generally think PTT is the best 3on3 128/128 combo. The terran neeeds to just push 3-3 tanks asap and mass them and one protoss goes goon/zeal/temp and the other can do the same or air combo or sair/carrier/arb.

the weakness of a protoss army is to lings an da shit ton of units. The tanks counter that perfectly and are great for slow pushing up the middle. However if theres another terran doing the same thing with mass tanks breaking the middle will be difficult without air, which is the only circumstance which i think justifies using carriers and an air combo.

Otherwise the ground support is too strong, the only thing that can actually hurt it is a shit ton of guardians. Which if one guy just invests in sairs or storm it's easily taken care of.

3Z is also very strong imo. If they all play good and smart with good unit combos 3 Z's massing skills are hard to stop with any combo, imagine 200+ guardians coming down on you, it wouldn't end pretty. There ability to reinforce also makes them strong as hell.

Generally though, just as long as you have a terran in the mix who can mass tanks it helps a lot.
i think for strongest combos i would say PPT then ZZZ. two T's are unnecessary and just create useless clutter. PPZ is also strong beucase guardians with good ground support can break a push pretty easily too.

PTT? should be PPT (1st paragraph, i bolded the mistake
AKAs: Pyro]v[aniac ,
B1nary
Profile Blog Joined January 2008
Canada1267 Posts
June 04 2008 05:01 GMT
#42
I'm really surprised TL is so accepting of ZC ^^

I used to play ZC games but I eventually got bored of it. You really need everyone to know what they're doing for it to be fun. And when that happens, it's great. Unfortunately, they doesn't seem to happen very often. Occasionally, someone leaves after finding out they're on a crappy team or something. Other times, one team has a complete noob, essentially making it a 2v3. What I basically did was just go with the flow of my resources. As usual, constantly make workers and build as many production facilities as the space allows. Hogging unit count with reavers or larvae also works great ^^
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 04 2008 05:05 GMT
#43
On June 04 2008 13:27 Wonders wrote:
Oh and an idea I've always had on zc maps is: why not just build 5000 overlords and keep the map maxed? Not like you don't have the money.

zerg larvae are limited by the map max
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
June 04 2008 05:09 GMT
#44
zerg is behind for a small period and then it doesn't matter
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
June 04 2008 05:41 GMT
#45
On June 04 2008 14:01 B1nary wrote:
I'm really surprised TL is so accepting of ZC ^^


I was informed in IRC a few nights ago that TL has a secret society of money map players within our ranks.

+ Show Spoiler +
savages
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
fanatacist
Profile Blog Joined August 2007
10319 Posts
June 04 2008 15:44 GMT
#46
T_T @ this thread.
Peace~
Elite]v[arine
Profile Joined October 2007
United States264 Posts
June 04 2008 17:50 GMT
#47
HEY I PLAY MONEY!!!
i plan to start iccup'ing in about a week though
AKAs: Pyro]v[aniac ,
fanatacist
Profile Blog Joined August 2007
10319 Posts
June 04 2008 20:34 GMT
#48
Lol good luck.
Peace~
Centric
Profile Blog Joined March 2008
United States1989 Posts
June 04 2008 20:53 GMT
#49
After re-reading the title and the OP of this thread, I realized that there's a clear oxymoron when you try to put competitive and "no rush" together.
Super serious.
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 04 2008 21:33 GMT
#50
On June 05 2008 05:53 Centric wrote:
After re-reading the title and the OP of this thread, I realized that there's a clear oxymoron when you try to put competitive and "no rush" together.


then you are being close minded

would a team of 3 progamers beat u and two of your friends in a 3v3 norush game? probably.

the fact that public games are full of newbs is meaningless, 1v1 public games on regular maps are all newbs too (with an occassional D/D- level player who still isnt good at all)
ProbesAreCute
Profile Joined June 2008
United States21 Posts
June 04 2008 22:30 GMT
#51
On June 04 2008 08:28 LosingID8 wrote:
Show nested quote +
On June 04 2008 08:15 ProbesAreCute wrote:
Really nooby question, but when there are build orders, say like

8 pylon
10 gate

does it mean to build a pylon when I have 8 probes ALREADY produced? Or does it mean to build a pylon when I am building my 8th probe? I really get messed up if I build it with my 8th probe because my probe production stops for like 10-15 seconds while that pylon is finishing.

Thanks

generally it's referring to the number at the top right unless they specifically mention otherwise.


Oh ok thanks.
Centric
Profile Blog Joined March 2008
United States1989 Posts
June 04 2008 22:47 GMT
#52
On June 05 2008 06:33 Wangsta wrote:
Show nested quote +
On June 05 2008 05:53 Centric wrote:
After re-reading the title and the OP of this thread, I realized that there's a clear oxymoron when you try to put competitive and "no rush" together.


then you are being close minded

would a team of 3 progamers beat u and two of your friends in a 3v3 norush game? probably.

the fact that public games are full of newbs is meaningless, 1v1 public games on regular maps are all newbs too (with an occassional D/D- level player who still isnt good at all)

I've already stated before that I used to play competitive fastest, so I have nothing against the map.

The problem with a no-rush game is that remove a lot of the do stuff quickly element that makes up a large part of SC. The fact that a team of progamers would beat me and a couple friends is irrelevant.

The very fact that the majority of games on Battle.net are fastest/ZC maps is a testament to how much easier it is to play that style than melee.
Super serious.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-06-04 23:14:20
June 04 2008 23:08 GMT
#53
The build I use for Money maps is this: (protoss)

pylon, scout, build pylons and harass an enemy (so they think you are rushing or some shit).
Meanwhile build your additional nexuses to wall your choke. Mass probes out of all 3 nexus, rally to mins. Proceed to put a few canons behind (as many as necessary.), then tech fast to stargate whilst placing canons around your minerals and edges to protect from drops. Get storm/dt as well to protect both front and min-drops. (cannons auto target units that drop so their shuttle may still let out some HTs who can get a storm or 2 off).

The scouts can help here too, blasting shuttles out of the sky and cleaning up shit that falls out. Use the scout to scout as well (duh).

Once you have about 6 or so scouts you can harass a bit or just leave them all around for de.
You will eventually want a mass of stargates (8-15 or so with full geyser population) and like 6-8 gateways. But most of your base will be just canons everywhere. (don't forget to research scout speed if they are dropping)

After you start the scout/ht building you will continue up to Arbiter tech and start massing arbiters with full research. Proceed to get 3-3-3 upgrades as well. I usually end up making a bunch of sairs with research as well to further protect main choke wall, and templar/reaver upgrades as well.

basically once you get 12 or so arbiters you can stasis indefinitely and you can sneak an arby with hallucination out into their base and either recall all your arbiters (except one, need a ride home) and/or a few HT/archon to rape their minerals or just blast their town hall/workers with phase disrupters (if you've got 3-3-3) while most of their army is frozen. After this get every other upgrades/researches you can.

You can even just waste time and stasis their workers to fuck them up. while you build up more shit at home. Your base should be impenetrable to anything Toss except arbiters. (carriers are especially easy to rape). If they use arbiters too, spread out and use scouts, storms 1 by 1. Darkon's Feedback can also work wonders.

Nuking ghosts can be stasised, tanks/goliaths can be stasised/webed and then stormed or picked apart. Watch out for EMP.

Hydra/ling/ultra swarm can be stasised/webbed/stormed. (although you may want to have some reavers as well).

Scourges are nothing if you have sair support, other zerg air can be stasised.

You can try and recall probes around and build secret outposts of canons or gateways. and build a secret army somewhere.

The game is basically a stale mate if you can't kill them at this point. So what you can do is just mass defend (micro) while they mass attack (macro) until they get tired, type "you're gay" and leave.

This really pisses off money map newbs who just want to mass units and macro because you are changing the game into the opposite style and they lack the skills and micro/strategy to compete with you.

PS- Just like muta stacking, you can trap a unit(probe) in your base somewhere and hotkey him in your air unit group and do hit and run shit. You can trap him with other units on hold position or buildings.
..and then I would, ya know, check em'. (Aka SpoR)
8882
Profile Blog Joined December 2003
2718 Posts
Last Edited: 2008-06-04 23:41:25
June 04 2008 23:37 GMT
#54
You guys seem to use weird strategies.
First of all, the "no rush" decision is retarded, because in most games someone will rush anyway and I cant believe that you actually manage to put 3 nexuses first and survive. I would do nexus blocks, but only AFTER I secured my base with some cannons.



There are like 4 protoss builds:
a) pylon - cannons - gateways (with any follow up, usually zeal+goon, often carriers)

Cannons + zealots are incredibly good and can even stop 2-3 enemy protoss if they try to take you out quickly with mass zealots

b) 4gate no pylon - basically a rush build, you sacrifice defense

c) "fast expand", something like pylon, non-stop probes, nexus

d) "tech", (probably combined with a)) where you try to get a reaver ASAP

Nexus blocks are nice in theorem, but they dont work that well vs someone who is actually attacking from the beginning. If they are smart, they will block you with a pylon (can happen).

Carriers are not that good because:
- you cant build them quickly
- they can be statised and if someone is any good, he can keep them in statis forever, thus making you lose your PSI slots (3 arbiters are usually enough to outmacro them)

Id suggest using build a). Then you would constantly add gateways and mass dragoons. In the meantime try to build as many cannons around your nexus as possible. Then add gateways + cannons. With my crappy 120 apm, I was able to get around 25-30++ gateways (depending on the layout of the map) and 1-2 lines of cannons around my base and while attacking the opponent with mass goons.

vs zerg, I would sacrifice some gateways and build like 8-12 stargates to pump corsairs (you can try to do it at some other spot - block it with 3 nexuses), because at some time zerg would attack you with mass mutalisks/guardians in order to take out the nexus. If he didnt, I would just hunt his overlords and send the corsairs to die over his hydras


The problem with that map is the fact that when the players are of equal skill, it's some sort of a clickfest micro/macro battle or a total stalemate, because none of the players cant enter the other ones base.
I have returned
MoNKeYSpanKeR
Profile Blog Joined May 2007
United States2869 Posts
June 04 2008 23:40 GMT
#55
On June 04 2008 02:23 GunsofthePatriots wrote:
Show nested quote +
On June 04 2008 01:27 MoNKeYSpanKeR wrote:
i generally think PTT is the best 3on3 128/128 combo. The terran neeeds to just push 3-3 tanks asap and mass them and one protoss goes goon/zeal/temp and the other can do the same or air combo or sair/carrier/arb.

the weakness of a protoss army is to lings an da shit ton of units. The tanks counter that perfectly and are great for slow pushing up the middle. However if theres another terran doing the same thing with mass tanks breaking the middle will be difficult without air, which is the only circumstance which i think justifies using carriers and an air combo.

Otherwise the ground support is too strong, the only thing that can actually hurt it is a shit ton of guardians. Which if one guy just invests in sairs or storm it's easily taken care of.

3Z is also very strong imo. If they all play good and smart with good unit combos 3 Z's massing skills are hard to stop with any combo, imagine 200+ guardians coming down on you, it wouldn't end pretty. There ability to reinforce also makes them strong as hell.

Generally though, just as long as you have a terran in the mix who can mass tanks it helps a lot.
i think for strongest combos i would say PPT then ZZZ. two T's are unnecessary and just create useless clutter. PPZ is also strong beucase guardians with good ground support can break a push pretty easily too.


You mean PPT?



yep whoops.
<3's Mani and Seraphim, thx for the second chance. TSL Name: TSL-mSLeGenD
OctoPuSs
Profile Blog Joined May 2004
Canada5279 Posts
June 06 2008 02:59 GMT
#56
Would anyone actually be interested in meeting in some random east (money game heaven) channel and organize some 3v3 ZC goodness?

I'm in for that .
Depression is just a sarcastic state of mind. Liquid`HerO Fighting!
IdrA
Profile Blog Joined July 2004
United States11541 Posts
June 06 2008 03:31 GMT
#57
On June 05 2008 07:47 Centric wrote:
Show nested quote +
On June 05 2008 06:33 Wangsta wrote:
On June 05 2008 05:53 Centric wrote:
After re-reading the title and the OP of this thread, I realized that there's a clear oxymoron when you try to put competitive and "no rush" together.


then you are being close minded

would a team of 3 progamers beat u and two of your friends in a 3v3 norush game? probably.

the fact that public games are full of newbs is meaningless, 1v1 public games on regular maps are all newbs too (with an occassional D/D- level player who still isnt good at all)

I've already stated before that I used to play competitive fastest, so I have nothing against the map.

The problem with a no-rush game is that remove a lot of the do stuff quickly element that makes up a large part of SC. The fact that a team of progamers would beat me and a couple friends is irrelevant.

not really, when you're playing with good people the no rush period is still hectic because in 3v3 games the map maxes (cant build anything else) in under 10 minutes, so you have to build as quickly and efficiently as possible.
and then once you're past that its still very fast paced because you have such a big base to manage(and need to macro pretty much perfectly off 20-30 production facilities) while managing a maxed army, and usually watching for constant recall attemps.
obviously its not as fast paced and difficult as low money maps, but playing against good players is still very challenging and theres no real superiority in no rules vs no rush.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 06 2008 04:50 GMT
#58
correct ^

i really hate the notion that certain maps are "newb." its true that most of the people who play money maps are newb, but the map itself is as competitive as the players make it
IdrA
Profile Blog Joined July 2004
United States11541 Posts
June 06 2008 05:04 GMT
#59
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Elite]v[arine
Profile Joined October 2007
United States264 Posts
Last Edited: 2008-06-06 05:43:29
June 06 2008 05:42 GMT
#60
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.

have you ever seen 2 VGT players ZvZ? usually the games last 2 hours due to swarm lurker defence and plague on mutas taking mains.
edit: VGT is a fastest map ladder (next season june 15)
AKAs: Pyro]v[aniac ,
paper
Profile Blog Joined September 2004
13196 Posts
Last Edited: 2008-06-06 05:50:16
June 06 2008 05:50 GMT
#61
ZC is lame because your macro gets crushed by the limiting number of sprites

it'd be a lot more competitive if this were fixed
Hates Fun🤔
knyttym
Profile Blog Joined December 2006
United States5797 Posts
June 06 2008 05:50 GMT
#62
On June 06 2008 14:42 X.xDeMoNiCx.X wrote:
Show nested quote +
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.

have you ever seen 2 VGT players ZvZ? usually the games last 2 hours due to swarm lurker defence and plague on mutas taking mains.
edit: VGT is a fastest map ladder (next season june 15)


do you have a rep of something like that? It sounds kinda interesting and I would like to see it.
Centric
Profile Blog Joined March 2008
United States1989 Posts
Last Edited: 2008-06-06 06:26:08
June 06 2008 06:22 GMT
#63
On June 06 2008 14:50 kNyTTyM wrote:
Show nested quote +
On June 06 2008 14:42 X.xDeMoNiCx.X wrote:
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.

have you ever seen 2 VGT players ZvZ? usually the games last 2 hours due to swarm lurker defence and plague on mutas taking mains.
edit: VGT is a fastest map ladder (next season june 15)


do you have a rep of something like that? It sounds kinda interesting and I would like to see it.
http://www.vilegaming.com

The link above is the site for VGT, a site based on WGT for fastest players. Some players from VGT actually made the transition to melee (50Cal.Stalife is one of them, I believe). You can find some reps there.

I would say that fastest is almost a different kind of game, where the focus is just on different things. I think IdrA overall is right though - I used to play VGT kind of games with friends and made the jump to melee a couple months ago. Melee is infinitely harder - there's just a degree of diversity that you don't find in fastest.

On June 06 2008 12:31 IdrA wrote:
Show nested quote +
On June 05 2008 07:47 Centric wrote:
On June 05 2008 06:33 Wangsta wrote:
On June 05 2008 05:53 Centric wrote:
After re-reading the title and the OP of this thread, I realized that there's a clear oxymoron when you try to put competitive and "no rush" together.


then you are being close minded

would a team of 3 progamers beat u and two of your friends in a 3v3 norush game? probably.

the fact that public games are full of newbs is meaningless, 1v1 public games on regular maps are all newbs too (with an occassional D/D- level player who still isnt good at all)

I've already stated before that I used to play competitive fastest, so I have nothing against the map.

The problem with a no-rush game is that remove a lot of the do stuff quickly element that makes up a large part of SC. The fact that a team of progamers would beat me and a couple friends is irrelevant.

not really, when you're playing with good people the no rush period is still hectic because in 3v3 games the map maxes (cant build anything else) in under 10 minutes, so you have to build as quickly and efficiently as possible.
and then once you're past that its still very fast paced because you have such a big base to manage(and need to macro pretty much perfectly off 20-30 production facilities) while managing a maxed army, and usually watching for constant recall attemps.
obviously its not as fast paced and difficult as low money maps, but playing against good players is still very challenging and theres no real superiority in no rules vs no rush.

Maybe I misspoke, but what I mean was that no-rush games are less competitive. I don't doubt that you have to move quickly because of the map-max issue, but you're still removing a lot of the multitasking of the early game since you're removing the rush mechanic. If you're sitting around on your ass slowly building stuff you would lose more badly in a rush game than a no rush game.
Super serious.
Wangsta
Profile Blog Joined November 2004
United States776 Posts
June 06 2008 06:34 GMT
#64
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.


not really. is chess easier than starcraft because there are fewer moves possible? the playing field is the same for everyone so you are expected to think much farther into the future than when playing starcraft

if fastest is easier than melee, then small mistakes just become more damaging, and tbe game is equally hard assuming you have equal competition
NotJumperer
Profile Blog Joined July 2005
United States1371 Posts
Last Edited: 2008-06-06 07:52:22
June 06 2008 07:50 GMT
#65
--- Nuked ---
IdrA
Profile Blog Joined July 2004
United States11541 Posts
June 06 2008 08:44 GMT
#66
On June 06 2008 14:42 X.xDeMoNiCx.X wrote:
Show nested quote +
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.

have you ever seen 2 VGT players ZvZ? usually the games last 2 hours due to swarm lurker defence and plague on mutas taking mains.
edit: VGT is a fastest map ladder (next season june 15)

zvz is rarely played since protoss is far superior for no rules 1v1s, at least in my experience.
that aside, that doesnt refute anything i said. length of game does not equate to complexity or skill requirement, and the fact that the games are usually defined by 2 things in itself kind of demonstrates the lack of diversity i was talking about.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-06-06 09:35:00
June 06 2008 08:49 GMT
#67
ZC allows competing in macro and mechanical skill, so there'll always be someone "better" than you, so the map can be "competitive". That, however, doesn't mean it's ANY good. I'm sure there are much better/faster players in Solitaire or Minesweeper than you, but would you say these are great games to compete in?

ZC is the most stupid SC map ever.
The fact that you will lose all workers at once and the fact that you can't rebuild your main at the exact same (perfect) spot directly next to the minerals and gas means the map is RIDICULOUS. It also means there are certain imbalances (hi Protoss) which may sometimes be countered by better skill (if you're much better than that P you won't really notice any imbalance) but they still exist and you WILL suffer to it in one game (namely if the P is almost as good or better than you). Once you lose everything it's over for you and your team, this doesn't necessarily happen in normal maps where you still can recover from a storm drop or expansion takeout. But here, everything is gone.
Same goes for irradiate/eraser, tank/lurk/bat drop, bat/lurk rush or things like that but P is better suited to these kinds of attacks (speed shuttle), plus he can do mass recall later on.

Of course, if you're stupid you'll just continue to play it and think it's a great gosu map because of the mechanical challenge (which you ALSO have when playing regular maps by the way), but anyone who still has enough brain cells knows that this map isn't worth playing seriously. Just maybe for fun once in a while.
I've even met people who believe ZC is the most gosu map ever because it offers the fastest gameplay.

If you want real competition, play on maps without glaring imbalances or "bugs", and play on maps which allow far more diverse gameplay.
ZC is also dumbed down in many aspects, leaving only the most basic one to compete in.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2008-06-06 12:25:10
June 06 2008 09:56 GMT
#68
On June 06 2008 15:34 Wangsta wrote:
Show nested quote +
On June 06 2008 14:04 IdrA wrote:
thats taking it a bit too far, low money maps definitely do require more skill simply because of the diversity of game styles and the added layers of depth that come from economy management. you have to worry about worker counts, expo timing, remaining money, etc. also while money maps are almost solely 200 vs 200 battles + suicide attempts on the main low money ranges from money-esque macro tvps to 20 minute zvzs where neither player ever has more than 12 drones, and everything in between.


not really. is chess easier than starcraft because there are fewer moves possible? the playing field is the same for everyone so you are expected to think much farther into the future than when playing starcraft
moves are the individual things you can do with your units, i wasnt talking about that. i was talking about the overall gameplay ("because of the diversity of game styles"). that should be equated to the tactics and strategy of chess, not the moves that make up those tactics.


if fastest is easier than melee, then small mistakes just become more damaging, and tbe game is equally hard assuming you have equal competition

difficulty of play is not difficulty of winning. if you play a person who is equally as skilled as you in checkers its just as hard to win as if you play someone who is equally as skilled as you in chess. that doesnt change the fact that chess is by far the more complex, difficult game to play.
bw is the same way. if you're playing someone of higher skill it will be hard to win, no matter where you play. but it is easier to be good at money maps than it is to be good at low money maps.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
MrBobby
Profile Joined February 2008
United Kingdom21 Posts
June 06 2008 12:56 GMT
#69
erm don't play NR FPM :/ it's... much worse than just FPM. going too far........

Zerg can play early game pretty easy if you just make sure you have enough sunks, then speed and mass of lings you can build means you can hold onto your base. make sure your sunk/ling quantities are based on SCOUTING of your enemy, don't just mass 20 sunks around your first hatch coz mass static def = get ignored while they kill your enemies coz they know you won't have enough spare res for troops. Or just get ignored while they mass production and workers, basically they're gonna be ahead whatever happens.
Fast tech is pretty hard to play as zerg... although needless to say it pawns when you succeed.

Muta/ling is pretty good fun as zerg, you can chew through a lot of enemy troops with the quantities you have, they're fast moving, very important, and mutas obviously can harass and go guardian as well.
I'd say take your first 2 gasses after about 5 hatchs.

Terran, going supply, CC, 2 barracks in choke can work well.
A powerful strat with this build is mass infantry and start adding tanks, terran mass infantry is just so strong because it can be rebuilt so fast if you have many barracks, infantry build time is low, and you can kill tons of zealots/lings while your tanks take on static defence and goons/lurkers... just make sure you're aggresive, oh and take down zerg players first before they can mass up :p

The most important things I know about FPM-
DON'T rush BC's/Carriers/Guardians.... it sucks. So predictable and counterable :p
DON'T mass cannons/sunks... they suck. You'll just be behind. Same as any low game. Try and make absolutely minimal defence to beat the attack.

If you have the multitasking ability, later in the game you can use cannons as terrans use mines... slow enemy down, see where they're moving...

yes, terran 2 barracks->drop rush while teching firebats and stim is pretty powerful. drop firebats in main, stim, run past any defence and kill. unless they've gone completely overboard on cannons/sunks, you should be able to kill all peons before they kill you.

Sure, FPM isn't as good as low money. I'm well aware of it, and much prefer low. But, hell, AoE isn't as good as BW but I don't try and insist all AoE players should stop playing and move to bw.... but yeh.


Oh, most fun of all to do on PFM? Nydus assault. (use hydra/lurk. Bring a few overlords. Try and find the place where they've gathered all their lords, you can often hide your nydus beneath it. have lord vision range upgraded first, too)

hf
Normal
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti's All Random #2
RotterdaM987
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 987
Hui .209
ProTech55
EmSc Tv 35
MindelVK 32
StarCraft: Brood War
Calm 5333
Sea 2897
Flash 2319
Shuttle 1791
Horang2 1434
ggaemo 795
firebathero 619
Mini 512
Soulkey 384
hero 308
[ Show more ]
BeSt 276
Barracks 273
Larva 250
Snow 183
ZerO 169
Soma 162
Hyuk 132
Mong 117
Dewaltoss 116
sorry 93
TY 56
soO 32
Movie 25
scan(afreeca) 21
Terrorterran 21
Rock 13
sSak 12
IntoTheRainbow 9
JulyZerg 6
Dota 2
Gorgc7731
qojqva3821
XcaliburYe301
Counter-Strike
fl0m2014
zeus272
Stewie2K191
oskar154
Heroes of the Storm
Liquid`Hasu211
Other Games
Beastyqt595
Lowko421
KnowMe409
Fuzer 176
ArmadaUGS110
Trikslyr64
QueenE61
kaitlyn39
FunKaTv 34
Organizations
StarCraft 2
EmSc Tv 35
EmSc2Tv 35
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• davetesta36
• LUISG 21
• Reevou 4
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2855
• WagamamaTV720
• Shiphtur263
League of Legends
• Nemesis3244
• Jankos1428
Other Games
• imaqtpie680
Upcoming Events
OSC
6h 30m
WardiTV Summer Champion…
17h 30m
WardiTV Summer Champion…
21h 30m
PiGosaur Monday
1d 6h
WardiTV Summer Champion…
1d 17h
Stormgate Nexus
1d 20h
uThermal 2v2 Circuit
1d 22h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
3 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.