EDIT: First!
[UMS] Zillion Zerglings - Page 24
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Sky]-[awk
United States20 Posts
EDIT: First! | ||
DChen
United States58 Posts
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Sky]-[awk
United States20 Posts
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Vanished131
France311 Posts
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DChen
United States58 Posts
![]() You are sick Vanished. Sickening. EDIT: BTW, 100 missile turrets turns the airwaves into no wave. Wish i had the screenies for that one. The rest of the team left on wave 5 when all our buildings got raped... i was microing hellions in circles around void rays. | ||
Qw4z1
Sweden55 Posts
Really addictive map and a perfect escape from studying for my exams... ![]() Are we up to date on EU btw? Would be nice with a revision number in the loading screen. | ||
trainRiderJ
United States615 Posts
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Euronyme
Sweden3804 Posts
However the broodlords make the game lagg immensly. Either way gg. | ||
DChen
United States58 Posts
Hallucination Exploit Broodlord Spammage Nuke Pooling Nothing else even comes close. Game is starting to get repetitive with every single person in every single game using the exact same strategies. getting stale. | ||
Vanished131
France311 Posts
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Monxy
Poland46 Posts
On December 18 2010 03:07 Vanished131 wrote: Would you rather me take out Hallucination temporarily, until I fix it? I don't think that anyone will use it without the exploit, so deleting it is kinda same as fixing it. It would be bad to take it out for ever though... That would kinda look strange in front of everything else that's kept in ZZ. | ||
Vanished131
France311 Posts
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DChen
United States58 Posts
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Vanished131
France311 Posts
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DChen
United States58 Posts
Zerg Spine Crawler, while uprooted has almost 0 Threat Level to the zerglings, as long as something is shooting at the ling within close proximity. Leaving it in Hold Position Infront of an attacking unit with High Priority ie: Ultralisk, Roach, Hydra, Thor, Seige Tank, Maruarder, Reaper, any high DPS or tech 2 and up unit, etc Will force upon the AI to attack the eminent threat and prioritize that target. The Situation: Surround the Crawler with low priority buildings such as: Barracks, Evolution Chambers, Forges, Gateways and Spawning Pools. Supply Buildings are higher up on the priority list for auto attack, as per game AI. You want to keep the Crawler sandwiched between 2 of these buildings with enough space for units to walk through the "Lane" example [Building] (Crawler) [Building] and sealing off only 3 directions leaving one side open, effectively a "Choke Point". Load up the "Lane" with units of your choice, large units may require them to move through buildings and it is a must for them to be ranged, Ultralisks are an exception since it has 1 range, and Crawler takes up 1 space. Now going back to priority listings and threat level generation per unit attack, all the zergling will converge onto the opening point and ignore the Spine Crawler, which is doing absolutely nothing but standing in its way. The Zerglings will hence attempt to run through it until it meets resistence, but this never happens as the Crawler is a non-attacking, low threat, low priority, "Mobile" Building that moves with the flow of the zerglings push. So the zerglings will push up against the crawler and even under hold position if enough zerglings amass infront of it attempting to push through it to attack the target behind it, it will create a "Spring Effect" As zerglings dies the Crawler will be forces back forward by th eunits sandwiched behind it, reseting its position, and the Spring Effect takes place where it is shoved back and forth like a buffer. One key note is to hug one of th ebuildings to the side with the crawler, effectively creating a "Dead Space", roughly 1/2 of a space in which the zergling will see, recognize, and attempt to run through it. there are time where the crawler will be attacked as the zerglings pile on and if it cannot move, the zergling will engage in combat. this becomes much more apparent as the levels progress and zerglings become harder and harder to kill and the prolonged lack of movement will result in the zergling attacking the nearest target, the crawler. Also to note is massive waves of zerglings, when the pile exceeds threat range of attackking unitsand no longer fits into the choke point, it will begin attacking other buildings. For this a seperate lane is created as the game progresses facing the Opposite direction to accmodate increased number of zerglings. Further more, comboing this with higher teched units such as lurkers under the units or better for everyone Broodlords, the block becomes indefinite comboed with Medivac supervision and Queen transfusions. That is all. Edit to note, you do NOT want to put bunkers behind it as the bunker itself has relatively low priority for the units accomadated inside and takes up a 3x3 space. The AI reads it as not as important as say the Command Center to your left or what else. | ||
DChen
United States58 Posts
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jroc242
Canada22 Posts
In 'RegionContainsPoint'(value:65535) Trigger Error in 'gt_Every001s_Func': Stack overflow here is the screenshot: + Show Spoiler + ![]() Btw. we used broodlords and ridiculus hellion micro to stay alive. We called it a victory. What I'm wondering is does the game ever end? | ||
DChen
United States58 Posts
Because They Dont Listen They Dont Read And Worst Of All, Because Of The First 2 Reasons, They Fail And Leave. The quality of the games have gone down the shitters. maybe its time to implement a "Training League" Option to teach them how to play Starcraft. | ||
Vanished131
France311 Posts
Barracks are not attacked less than supply depots, it's just that supply depots have a third of the health. The game AI is not very complex, I order the zerglings to attack a random starting location (where you place your first command center), then when they become idle (stop for whatever reason), I order them to attack a random unit anywhere. All buildings are equally likely to be attacked. | ||
DChen
United States58 Posts
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