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[UMS] Mineralz v1 final

Forum Index > SC2 Maps & Custom Games
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1 2 3 Next All
Xenom73
Profile Joined October 2010
United States26 Posts
June 01 2011 19:09 GMT
#1
Don't see any discussion about this game anywhere. Anyone actually beating this? Farthest I've ever gotten was round 26. By round 20 the damage output becomes just insane, the 250k pylon doesn't even have close to enough health. Even with 3 (8k) healers Kerrigan can still 6 hit kill the wall in round 25, and thats on "easy".
The best thing I've had going for me thus far has been to put a "distraction pylon" at a "corners touching rock wall" significantly far away from the true opening to my base. That cornered pylon acts as an excellent wall since only one enemy is capable of attacking at a time, and they can struggle to position themselves - but even with that benefit the wall falls.
Awaken my child, and embrace the glory that is your birthright.
ckcornflake
Profile Joined October 2010
United States53 Posts
June 01 2011 20:52 GMT
#2
I hate this custom map. Not because it's bad, but it's so damn addicting. I fired up a v1 final game last night to warm up for some ladder action, but then I only played a few ladder games because I spent hours on this stupid map.

I got in with a really good group that was probably on it's way to level 70, but I quit at level 30. By the time we got to the kerrigan levels we had two carbon crystals. The trick we did was we made a huge maze so that it took the creeps like 30-40 seconds to even get to the wall, and then built robo cannons like crazy.
Xenom73
Profile Joined October 2010
United States26 Posts
June 01 2011 20:57 GMT
#3
Robo cannons? Those actually do something? I - never - build them. They dont seem to even attack.
Awaken my child, and embrace the glory that is your birthright.
InsaneAI
Profile Joined March 2011
Germany76 Posts
June 01 2011 22:35 GMT
#4
I tend to go for a 1-square opening, standard wall behind that and then utilise the corner-glitch with an obelisk straight behind that, so only one mob at a time can attack. Then you just mass cannons, and once you're past the muta wave it really becomes a matter of when you get bored of it. I got to level 70 on the hardest difficulty, but then i got bored and quit, considering that its like 10 minutes (I think?) per day/night cycle.
It's not hard to beat kerrigan as long as you have highest wall (which you definitely should have by the time) and a lot of highest-level healers (which you should have as well). Also, cannons obviously, and storm also helps. Many ppl tend to go for robo cannons, which are useful because you can cut the generators, meaning you can stock up on healers/cannons in the space you gain.

Obviously, if you have problems, just make a team base. With three people, it's ezpz on hardest difficulty.
Stand up for what is right, even if you're standing alone.
mlee
Profile Joined March 2009
United States116 Posts
June 01 2011 23:39 GMT
#5
On June 02 2011 05:57 Xenom73 wrote:
Robo cannons? Those actually do something? I - never - build them. They dont seem to even attack.


higher level robo canons > higher level canons.
hmmm
Xenom73
Profile Joined October 2010
United States26 Posts
June 01 2011 23:56 GMT
#6
Yeah I'm in a game now. Only person still here, wave 52. My base is amazing, encompasses the bottom right of the map, and has a very long path to the door. If they get there, theres about 20 seconds left of the night. Sadly on this version the highest tier crystal wall? Gltiched - dies in 1 hit. Terrible.
They arent making it to my walls anymore though. So... I guess this will just idle. I dont even know what difficulty I am on - but if its not highest i'm going to be obscenely disappointed next game.

At this point its just idle untill end game I guess. Sick and tired of the giant broodling with glowing trails wave that just repeats.
Awaken my child, and embrace the glory that is your birthright.
Mastermecha
Profile Joined April 2011
Canada17 Posts
June 02 2011 17:30 GMT
#7
On June 02 2011 08:39 mlee wrote:
Show nested quote +
On June 02 2011 05:57 Xenom73 wrote:
Robo cannons? Those actually do something? I - never - build them. They dont seem to even attack.


higher level robo canons > higher level canons.


Not true. Reason why alot of people build Robo cannons is because of energy drain on Cannons, but stat-wise, regular cannons have exactly the same stats as Robo, except regular cannons got more Splash. With 3 Forges, you can easily support regular Cannons, and with all the people spamming robo cannons, its even easier.

BTW Beyond lvl 20, do not rely on healers or a wall, you NEED to kill them before they reach the wall. That is how you survive on Very Hard, kill everything before they reach your wall.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
June 02 2011 17:53 GMT
#8
Dunno if it was fixed but you could do a building jump via assimilator before. Then you only need to survive the air waves.
Descolada in everything not TL/Starcraft
Shaithis
Profile Joined March 2010
United States383 Posts
Last Edited: 2011-06-02 19:22:19
June 02 2011 18:44 GMT
#9
I've gotten to wave 20 on very hard, basing together with at least one good player and two scrubs. A few quick tips -

* Play Protoss so that you can see all four resources.
* Immediately start gathering plasma while looking for a good choke (path leading to where wall will be as narrow as possible to limit chances of two bosses being able to attack at once)
* This game is all about damage output. Let a noob build the wall while you drop 3 cannons at prime locations (remember, their range is 5). You want to build along the choke, not behind it.
* Obviously, get a generator down as well (after stealing the prime cannon spots); you will probably need to upgrade it as well. Then, work on getting your nexus up (put it close to your cannons so mutas can't just pick it off later).
* Mine gas until you get the first 2 upgrades, then mine plasma to upgrade all of your cannons to the 128 tier. Add a time stopper, upgrade it once, and start powering gas like crazy.
* By the fifth night, you should be able to upgrade your nexus and grab the 512 tier cannon upgrades (also upgrade time stopper to 128 tier, may be time to upgrade generator also). Focus down the bosses every time they get close, tell your teammates to do the same. With luck, the wall will hold.
* From this point, just power gas and go for the 6400 upgrade; stop there. Aim for 3x 2048 tier cannons by night 10.
* Power gas until you get the 8192 upgrade, then mine for shiny base. Main goal at this point is to get 2 maxed cannons down; I've done this as early as wave 13. Don't be afraid to scrap your third cannon for the minerals; do not mine plasma past the amount you need for two max-upgraded cannons.
* Switch to the red minerals. You want to mine enough to be able to convert the two cannons to max robos for mutas (build right against shiny base). You also want to mine enough for a maxed healer (~10300 minerals and 10300 red). I've successfully held off mutas with 2 robos, a maxed healer, generator and time breaker with an ally that had one more max robo. Don't get caught in the open by mutas.
* In the event yours is the only shiny base left after mutas, sac the healer and drop a maxed wall. From this point, you need to accumulate as much damage output as possible, so it's back to mining plasma and dropping as many maxed cannons as you can fit in. At this point, I do not believe that it is possible for just two players to survive the 20th level, as the golem bosses just take too long to die and drop a max wall + max healer in seconds.

On June 03 2011 02:30 Mastermecha wrote:
Show nested quote +
On June 02 2011 08:39 mlee wrote:
On June 02 2011 05:57 Xenom73 wrote:
Robo cannons? Those actually do something? I - never - build them. They dont seem to even attack.


higher level robo canons > higher level canons.


Not true. Reason why alot of people build Robo cannons is because of energy drain on Cannons, but stat-wise, regular cannons have exactly the same stats as Robo, except regular cannons got more Splash. With 3 Forges, you can easily support regular Cannons, and with all the people spamming robo cannons, its even easier.

BTW Beyond lvl 20, do not rely on healers or a wall, you NEED to kill them before they reach the wall. That is how you survive on Very Hard, kill everything before they reach your wall.


Also, robo cannons have twice the range, and like 10 times the durability. This is why you want to drop them for mutas, and if you can't kill mutas, you are done because you won't be able to rebuild shiny base in time for 18th wave. Later, you can also put them behind cannons to help power + take advantage of range to focus down bosses. Cannons obviously offer more dps by virtue of being twice as cheap to build - you can have two for every robotic barring power costs (which are not that significant).

95% of this game is being able to take out the bosses before they take out the wall. I am starting to think that, for the 20th wave and 25th waves, it's a good idea to add a second wall for more time. Game glitches out on wave 27, would be fun to survive until then without the pointless gas trick.
Mastermecha
Profile Joined April 2011
Canada17 Posts
Last Edited: 2011-06-02 22:09:23
June 02 2011 22:08 GMT
#10
On June 03 2011 03:44 Shaithis wrote:
I've gotten to wave 20 on very hard, basing together with at least one good player and two scrubs. A few quick tips -


Show nested quote +
On June 03 2011 02:30 Mastermecha wrote:
On June 02 2011 08:39 mlee wrote:
On June 02 2011 05:57 Xenom73 wrote:
Robo cannons? Those actually do something? I - never - build them. They dont seem to even attack.


higher level robo canons > higher level canons.


Not true. Reason why alot of people build Robo cannons is because of energy drain on Cannons, but stat-wise, regular cannons have exactly the same stats as Robo, except regular cannons got more Splash. With 3 Forges, you can easily support regular Cannons, and with all the people spamming robo cannons, its even easier.

BTW Beyond lvl 20, do not rely on healers or a wall, you NEED to kill them before they reach the wall. That is how you survive on Very Hard, kill everything before they reach your wall.


Also, robo cannons have twice the range, and like 10 times the durability. This is why you want to drop them for mutas, and if you can't kill mutas, you are done because you won't be able to rebuild shiny base in time for 18th wave. Later, you can also put them behind cannons to help power + take advantage of range to focus down bosses. Cannons obviously offer more dps by virtue of being twice as cheap to build - you can have two for every robotic barring power costs (which are not that significant).


95% of this game is being able to take out the bosses before they take out the wall. I am starting to think that, for the 20th wave and 25th waves, it's a good idea to add a second wall for more time. Game glitches out on wave 27, would be fun to survive until then without the pointless gas trick.


There are no Mutalisks in v1 final. Also, Both regular cannon and robo cannon have 4-6-9 range at similar levels. You are talking about the other outdated version. Theres also infinite waves beyond 27, and no assimilators in this version.
Shaithis
Profile Joined March 2010
United States383 Posts
Last Edited: 2011-06-03 02:49:20
June 03 2011 02:48 GMT
#11
Edit
DroneAllDay
Profile Joined April 2011
United States140 Posts
June 03 2011 02:59 GMT
#12
wait in that version can you play vs AI use cheats and still save your data? because in the outdated version you can do that...
Don't pressure me please, I like my drones too much
eshlow
Profile Joined June 2008
United States5210 Posts
Last Edited: 2011-06-03 05:18:34
June 03 2011 05:16 GMT
#13
Guys,

v1 Final:

1. HAS NO MUTAS
2. Has infinite levels
3. Does not let you create super mazes due to map triggers now
4. has a couple more chars, and one or two new abilities
5. geyser is replaced by green mins


Made L59 or something tonight

~Gotta get a really good maze with as much minerals in it as possible. If you get a good map spawn you should be able to make it 40-50 secs or so without the baddies hitting your wall and the outsides of he base should try to hit enemies on all sides while they are walking in.

~Have people specialize with what to do. Generally, with 6 or more people you want: 2 people building cores, 1 person specifically on wall, one person on healers, 2 people on cannons and other two can go cannons/robos or cores. Purple and Red cores for more cannon upgrades ASAP.

Green cores may be useful too though to speed upgrades... haven't experimented with that yet. After yo uget to stage 15 or so you can just dump the wall and everyone focus on cannons with time uni+ time stopper for double bonus


Not sure if cannons are better than robos. Shrug.

I'm L20 now.... I'll be on tomorrow if any of you want to play.

Just add me eshlow.143
Overcoming Gravity: A Systematic Approach to Gymnastics and Bodyweight Strength
Dimagus
Profile Joined December 2010
United States1004 Posts
Last Edited: 2011-06-03 07:49:02
June 03 2011 07:34 GMT
#14
Map
- Map generation is horrible now, you're likely to get screwed more often than not on bad base choices. Optimally, you'll want a full quadrant of the map for your base.
- Your tunnel should extend along the "grid lines" that always seem to be open now, plus an additional segment extending inwards (think "L" shaped). Primary defense should have cannons on both sides after the turn, but later you can line max cannons 3-4 deep on the corner closest to the Nydus.
- No mutalisks. Same bosses on 5/10/15/25. No trash on 25, but 26-136 are the exact same brood lisks with steadily increasing health/damage.

Base Makeup
- Clinohumite Cannons (20000/20000, require Blinding Light Base) are overpowered. 2048 damage, 2.5 splash (+0.5 from Rhodo)
- Carbine Crystals appear to be bugged and always die in one hit. In fact in the game I just played they auto self-destructed, so stick to multiple Diamond Crystals. Your wall shouldn't be touched from like Day 8 onwards if you have a good team
- Healers are therefore useless except early on
- Time Universe + Time Traveler stack (only 2 that do). You can get cannons down to a 0.16 attack speed.

Other
- Cores are awesome, usually good to have 1-3 people (depending on team size) get some up by the 5th night, and keep them upgraded. Cost:Return is a 4:1 ratio for Mineral/Plasma/Red, which means that if you only have 4 people you will get equivalent return in a single night.
- Focus mainly on Plasma/Red cores, although you'll want some mineral cores to upgrade bases and vespene cores to help speed up mining and... making more cores. At the end you'll want to destroy mineral/vespene and go only plasma/red
- There's only 9 mining time upgrades, and researching mining amount past +10 is kind of pointless, cores are the majority of your income by that time
Shaithis
Profile Joined March 2010
United States383 Posts
June 03 2011 13:21 GMT
#15
OK, so I did manage to locate the non-bugged no-muta version last night. Made it to day 25 no problem, 4 amethyst cannons destroying everything, blinding light base just finished, and 60k plasma in the bank to upgrade cannons. Well, guess what? Amethyst cannons do not upgrade, only the Rhodos do. What. Da. Fuck?

Needless to say, Kerrigan walked all over us. Stupid map.
jaerak
Profile Joined January 2010
United States124 Posts
Last Edited: 2011-06-04 05:17:25
June 04 2011 05:17 GMT
#16
I played the game on afkmode for 6 hours to get the achievements/rewards. But sometimes you get the random jackass who waits until the "leader" calls out a base position, and goes there to start killing all rocks to cause instant game loss. Ugh. @#$%ing trolls.
ordeth
Profile Joined June 2011
New Zealand1 Post
June 08 2011 11:49 GMT
#17
on level 73. just got a 1/5th the map kinda straight tunnel to the end.

3 layers of cannons on each side all maxxed out (amthyst) and they cant even make it half way down the tunnel. was hoping for some big boss or something to end it. but just a waste of time now...
lolcats
Shaithis
Profile Joined March 2010
United States383 Posts
Last Edited: 2011-06-08 13:21:01
June 08 2011 13:17 GMT
#18
Ya, after putting down a row or two of staggered blinding base cannons and robos, you can pretty much go afk. The bugged version was a lot more interesting IMO.

In the most recent version of the map, the Time Universe trick has been fixed, however they did add a blinding base cannon upgrade. This makes it a lot easier to get 2048 damage out by night 25, further trivializing the hardest part of the map.

My final thoughts are that this map really needs some tweaks and the reintroduction of air phases.
shadymmj
Profile Joined June 2010
1906 Posts
June 08 2011 13:55 GMT
#19
I think we (on NA) should just go back to the version that everyone was playing before this crappy new one.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Dimagus
Profile Joined December 2010
United States1004 Posts
Last Edited: 2011-06-09 05:10:27
June 09 2011 04:57 GMT
#20
There's been multiple patch changes per day to this "final" version since release and none of them are making it any better.

Splash on robo cannons reduced but splash on regular cannons increased. Max robo does 4096, max cannon does 2048. Bases are now a hell of a lot more expensive, the first level of cores requires a base upgrade, and each player only has 12 supply. Time warp ability is pointless because it doesn't harm the bosses, and force field is pointless because the bosses are massive and just cancel it.

Net result? The game now requires 6-8 competent people to even get to level 25. A newbie/suboptimal person or two can be mitigated with a level 30 archon and psi storm. But even with the right group all doing what they should... failure might be inevitable. Because over 50% of the time the map sucks and the geography does not allow a proper tunnel and base anywhere on the map.

Edit: lol now it looks like they removed the bonuses from all the skins. Completely pointless now. Your reward for surviving 80+ nights is you can *look* like an archon and choose any color you want. That's it.
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