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[UMS] Zillion Zerglings - Page 24

Forum Index > SC2 Maps & Custom Games
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Sky]-[awk
Profile Joined December 2010
United States20 Posts
Last Edited: 2010-12-16 16:37:19
December 16 2010 16:36 GMT
#461
you'd be even cooler with firebats in the game.

EDIT: First!
DChen
Profile Joined December 2010
United States58 Posts
December 16 2010 18:18 GMT
#462
typing /Dance with Marines, Zerglings, Zealots, Thors, or Ultralisks will give you bonus minerals if done during a wave. secret found =O
Sky]-[awk
Profile Joined December 2010
United States20 Posts
December 16 2010 20:11 GMT
#463
okay, w00t? interesting.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 16 2010 20:40 GMT
#464
Oh no.. now everyone knows the secret.
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-16 20:48:26
December 16 2010 20:46 GMT
#465
[image loading]

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
Profile Joined April 2008
Sweden55 Posts
December 16 2010 22:26 GMT
#466
Got to the second orange wave, and then the game got unplayable bc of all the lagg... =P prob just over heated though...
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.
"All these new players are really thin skinned" - IdrA
trainRiderJ
Profile Joined August 2010
United States615 Posts
December 17 2010 03:24 GMT
#467
Game bugged out on the orange overlord level, stopped sending lings. Also, please fix the hallucination bug, it's pretty cheap.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
December 17 2010 05:17 GMT
#468
So far the best strategies I've seen is the hallucination bug / trick, and just massing brood lords asap. Like 6 broods clear everything in no time.
However the broodlords make the game lagg immensly.
Either way gg.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
DChen
Profile Joined December 2010
United States58 Posts
December 17 2010 13:49 GMT
#469
You mean the ONLY strategies that seem to work are

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
Profile Blog Joined October 2010
France311 Posts
December 17 2010 18:07 GMT
#470
Would you rather me take out Hallucination temporarily, until I fix it?
Monxy
Profile Joined September 2010
Poland46 Posts
December 17 2010 18:37 GMT
#471
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.
Terran Commander - "In your face Zergs, we're walled off, there's nothing you can do... Hey, what's this creep doing here?"
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 17 2010 18:45 GMT
#472
It's been removed. I can't fix this issue because Blizzard's editor cannot detect behaviors on a unit. Hallucination - Timed Life is a behavior. Piece of junk...
DChen
Profile Joined December 2010
United States58 Posts
December 17 2010 18:51 GMT
#473
Good fix. I've been working on a Dynamic Block based off of Priority settings of units and buildings in conjunction to Threat generated by attacks. Works like a Spring Buffer in that sense. Seems like zerg is th eonly one who can pull it off at the moment.
Vanished131
Profile Blog Joined October 2010
France311 Posts
December 18 2010 00:05 GMT
#474
Wait... waaah?
DChen
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-18 00:59:41
December 18 2010 00:57 GMT
#475
Let me attempt to explain in detail this block that i've cooked up, it works fairly well as long as it constantly monitored.

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
Profile Joined December 2010
United States58 Posts
December 18 2010 01:13 GMT
#476
I wonder if anybody will read through that post and try it?
jroc242
Profile Joined September 2010
Canada22 Posts
Last Edited: 2010-12-18 02:07:54
December 18 2010 01:52 GMT
#477
So we got to the first wave after beating blue(or violet whatever is later), then it crashed:
In 'RegionContainsPoint'(value:65535)
Trigger Error in 'gt_Every001s_Func':
Stack overflow

here is the screenshot:
+ Show Spoiler +

[image loading]


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
Profile Joined December 2010
United States58 Posts
Last Edited: 2010-12-18 02:11:36
December 18 2010 02:10 GMT
#478
I hate noobs. why?
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
Profile Blog Joined October 2010
France311 Posts
December 18 2010 02:51 GMT
#479
All buildings have the same attack target priority, which is 11. Combat units typically have a priority of 20 (much higher).

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
Profile Joined December 2010
United States58 Posts
December 18 2010 03:11 GMT
#480
thats strange, because even in Melee games if you send your units off onto auto attack, they are more likely to attack the supply building even though it is farther away.
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