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[UMS] Zillion Zerglings - Page 18

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 16 17 18 19 20 26 Next All
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
December 12 2010 14:32 GMT
#341
This game == impossible.

I actually know how to beat it, it's just that my team doesn't have a sniff.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 12 2010 16:21 GMT
#342
On December 12 2010 02:48 Flyjum wrote:
If you rapidly spam the greed button you can get up to 1600 free minerals.(glitch I think)

Also I made it to the wave with 42k hp and with 7 ghosts and 6 broods lords me someone beat it.
Next wave is the same thing kill 100 lings same hp we gave up because it took FOREVER to beat the first wave.


Cool story bro.
ScootZilla
Profile Joined December 2010
United States37 Posts
December 12 2010 17:53 GMT
#343
Very fun when theres a group of friends playing it.
Tdelamay
Profile Joined October 2009
Canada548 Posts
December 12 2010 17:59 GMT
#344
If I can give a suggestion; is it possible to lower the life on the Indigo wave - it took way too long. I was at the 2hour mark by the end of it.

Also, Broodlords aren't on par with other units. They cost 500 minerals and 4 gas - 4 gas is the equivalent of 1 spinecrawler. In the game where we made it to Indigo, I had 14+ broodlords and plenty of minerals (I quit the game because of time) I would suggest increasing the gas cost of Broodlord and making the broodling spawning in line with the original broodlord.
This road isn't leading anywhere...
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 12 2010 17:59 GMT
#345
I'm way ahead of you, bro.
Tdelamay
Profile Joined October 2009
Canada548 Posts
December 12 2010 18:00 GMT
#346
What did you change, if I can ask?
This road isn't leading anywhere...
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-12 18:09:30
December 12 2010 18:02 GMT
#347
More damage, less health--to make the game more fast paced.

This isn't sims, and this isn't a waiting game. One of my favorite thing in life is selecting spectator and watching a bunch of noobs die to a millon zillion zerglings (yes, I am a nerd).
Slivered Skin
Profile Joined September 2010
Canada347 Posts
December 12 2010 19:19 GMT
#348
On December 05 2010 03:37 Vanished131 wrote:
Show nested quote +
On December 05 2010 03:26 Monxy wrote:
On December 05 2010 02:57 Vanished131 wrote:
I don't think broodlings could sustain themselves.


They do, actually. One broodlord barely survives, but more than that survive much more easily. And as broodlords reload broodlings so fast it's not a big deal.


The game now excludes air units from the defeat triggers. This should help. Before, it just required that units be ground units.

Scores are being reset also due to balance changes. You keep your number of games played and your rank though.


I know this was already addressed, but I just wanted to mention that broodlings will still prevent the defeat trigger from occurring. I'm no map editor at all, is there some way to actually prevent broodlings from counting as ground units? I played a 2 hour game last night where our base would get eradicated within minutes, but the broodlings would keep us alive until the next round.

On December 08 2010 03:16 Vanished131 wrote:
Show nested quote +
On December 08 2010 03:14 unifo wrote:
Are medivecs suppose to auto heal their target? I tried using a single medavec and it seems like you need to manually press the heal hotkey and target the unit. Is this a bug?


I'm aware of no such thing. I haven't edited any abilities.


I'm unsure if you've looked into this, but I can confirm that it does happen from time to time.
One of my partners had a medivac and 4 ghosts; none of the ghosts were getting healed automatically. It was quite strange.
Those most oft mated find love’s motive in a word: inebriated - Get well Violet!! And sC!! T_T
farseerdk
Profile Joined May 2010
Canada504 Posts
December 12 2010 19:30 GMT
#349
Yeah BL + nukes is the only way to get really far in this game... and the zerg player is not going to get kills so his score and rating are going to be crap despite going all the way to blue league or whatever.
Perspective is merely an angle.
DominicxD
Profile Joined December 2010
20 Posts
December 12 2010 20:07 GMT
#350
This Mod could be really fun but the extreme difficulty makes it almost unplayable. It should be more about trying out new things to see how long you can last, and less about brood lords and Planitary fortresses. Basically just making the zerglings too strong too early is the biggest problem. Also I don't understand why everything costs more than it normally does in this mod. I would prefer if you kept the costs the same as they are in the normal game.

Good work though, this could really be lots of fun!
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 00:51 GMT
#351
On December 13 2010 05:07 DominicxD wrote:
This Mod could be really fun but the extreme difficulty makes it almost unplayable. It should be more about trying out new things to see how long you can last, and less about brood lords and Planitary fortresses. Basically just making the zerglings too strong too early is the biggest problem. Also I don't understand why everything costs more than it normally does in this mod. I would prefer if you kept the costs the same as they are in the normal game.

Good work though, this could really be lots of fun!


It should be a lot more fluid now. I played through 4 colors myself, and it was pretty beautiful.
Moriarity
Profile Joined December 2010
United States91 Posts
Last Edited: 2010-12-13 03:45:48
December 13 2010 03:43 GMT
#352
For those curious in how to beat the game, one of my friends and I got a strategy working that involves stacking blue flame hellions under planetary fortresses. We ended up killing around a 150,000 or so lings and it took about 3 and a half hours.

[url blocked]

Thats the replay. I hope it works(first time uploading a replay)

edit: This is without using any air units. We know broods work and all that jazz but we tried it without being cheap and going air.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
December 13 2010 04:31 GMT
#353
I found a bug that devastated me.

It appears that nukes kill my own units. That's ok, I don't mind too much. But one time, I landed a nuke after the round was over, instantly (and permanently) killing everything I own, including my own SCV. Because I had no cc's, that essentially killed me as I have no other means of production.
https://twitter.com/SufficientStats
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-13 12:25:57
December 13 2010 12:02 GMT
#354
Thanks for the replay Moriarity. I have since then changed the level system, try it out again and let me know how it works.

Sufficiency, this bug bothers a TON of people! Let me make another attempt at really fixing it. Thank you guys for your concern! (I just fixed this successfully, I nuked my own ghost with 3 marines around him--nothing died.)

And if you don't know about it, check out my other game, Bunker Wars: Choices.
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 13 2010 12:08 GMT
#355
hey I like your Zillion Zerglings map. I used to play the original from BroodWar and I like the new updates that you've put into the game. played 30+ games so far and I want ed to make som suggestions for improving the game.

some suggestions from me would be:
- add refunds for lost add-ons for terran b/c they don't get refunded after rounds
- make the add-ons neutral when they are not being used i.e. there is no building attached to it. This adds a better aspect to the "Wall" because zerglings will prioritize you vs a neutral building.
- allow for armory to be built so units can upgrade weapons and armor past level 1 and for vehicles and ships to be upgraded as well.
- like in zombi defence with upgrades, you can add more than just 3 upgrades and keep increasing price for the upgrades so that players can continue to make their units stronger rather than topping out at a low damage for such high health zerglings.
- add mineral income for every zergling you kill during rounds and to add gas rewards for efficiency rewards and for time remaining rewards.
- add trade between players.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 13 2010 12:14 GMT
#356
- add refunds for lost add-ons for terran b/c they don't get refunded after rounds
Can someone verify this? I am only 1 man, and although I am well mated with the editor--I am an amateur.
- make the add-ons neutral when they are not being used i.e. there is no building attached to it. This adds a better aspect to the "Wall" because zerglings will prioritize you vs a neutral building.
This is not Brood War. Not gonna happen.
- allow for armory to be built so units can upgrade weapons and armor past level 1 and for vehicles and ships to be upgraded as well.
I build armories all the time. Do you do drugs?
- like in zombi defence with upgrades, you can add more than just 3 upgrades and keep increasing price for the upgrades so that players can continue to make their units stronger rather than topping out at a low damage for such high health zerglings.
Are you really comparing my map to Zombie Defence?
- add mineral income for every zergling you kill during rounds and to add gas rewards for efficiency rewards and for time remaining rewards.
Time remaining is a bug. I will consider adding a gas bonus at the end of rounds, just like the minerals.
- add trade between players.
I have not seen a large enough desire to override my beliefs. No.

Thank you for your comments; as always, they help me make ZZ a better game.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 13:44:42
December 13 2010 13:23 GMT
#357
I confirmed it as well,
Add-ons to buildings dont get refunded. I built only add-ons during the first wave and allowed them to be destroyed and i was short the mineral ammount i used to build them.

Small suggestion - Give the zerglingsthe detector icon noting that they do in fact see cloaked units. Ive met a handful of players who denied the fact that they can see them as they amass dark templars or rush mothership only to be greatly dissapointed when thier buildings and units are wiped out.

For the green wave with 40 armor/17 hp, would it be possible to change thier armor type to armored? For one it would be surprising for those using damage vs light units and 2 it would fit thier theme since they shrug off damage like its nothing anyways, with PCs dealing .5 damage and PF dealing fat 1 damage. Nukes on the other hand wipe them off the map which makes it not as entertaining to watch =)

Just bringing this up becuase you probably know about it already, and most players dont realize it. Tom Sawyer Exploit. I wont go into details becuase i dont want to play multiple games with permanently invincible units.

Would it be possible to reduce plasma shield upgrade costs or is that a no go? 400-600-800 is a pretty huge investment compared to terran armoring, and theres not much i can say for zerg.

Also, dont know if its a glitch that happened with th enew patches, but hosile units that are landed on have stoped attempting to move through them and continue to attack, they just get tuck and do nothing. They used to just continue on with thier attack. Was this intended?

Oh, and i would like a surprise, like a single giant zergling that used /dance before it attacks hahahaa

Will we ever be able to build hero units from the 3 races? =P

Adn i dont see a useful thing in 200 Supply. you save 100 minerals here and there but, thats it. The majority of units you can build within the scope of low income isnt worth unlimited supply.
And finally, the new wave structures are definitely much faster paced, the drop in HP made it alot simpler to clear each wave and the damage increase kept the difficulty intact =) Great game!
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-13 13:40:47
December 13 2010 13:39 GMT
#358
Just to list my opinions....
Terran
Bunkers + Mass Marines and Foward Marauder with Concussive on a Choke = Win.
Double-sided Nukes = Win
Hellion Kite with good micro or Hellion stack = Win
Protoss
Mass Photon Cannons on Choke = Win
Units = ... crap.
Although with HP changes, void rays actually do something useful.
Pheonixes are fun, wiping out air waves before they even drop is satisfying.
Zerg
fail fail fail fail.
Lurkers under buildings + crawlers on Choke does good, but requires some manual targeting to make them work. So do it!
Ultralisk with a choke.. doesnt work so well either.
Brood Lords = ZzZzZz...
I must be retarded but i cant see zerg stacking up to terran.

By the way, i just played a game, lurkers dont benifit from zerg ranged attack upgrades. could you look into this?
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-12-13 13:44:42
December 13 2010 13:42 GMT
#359
After wiping out nearly the whole game with just nukes, I've added a cost of 100/2 to them.

You are going to have to PM me the details about this Tom Sawyer bug, I have no idea what you are talking about.

And Zerg may never stack up to Terran, but the gap has become much smaller.

Thanks.
sOcauGhtUp
Profile Joined November 2010
United States9 Posts
December 13 2010 13:52 GMT
#360
for everyone complaining about the difficulty

if you host the game yourself you can change the percent of the computer's health to modify difficulty.

you still dont get very far, even with the zerglings at half health. they just do way too much damage.


also @VANQUISHED: I can understand having a cost for nukes, but it should be way lower. who the heck is going to pay 100 minerals per nuke...

my suggestion would be 20.

but i guess if you are trying to get the other races closer to terran, than making nukes super costly works
you have not enough minerals
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