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.
[UMS] Mineralz v1 final
Forum Index > SC2 Maps & Custom Games |
Xenom73
United States26 Posts
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. | ||
ckcornflake
United States53 Posts
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
United States26 Posts
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InsaneAI
Germany76 Posts
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. | ||
mlee
United States116 Posts
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. | ||
Xenom73
United States26 Posts
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. | ||
Mastermecha
Canada17 Posts
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
United States1152 Posts
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Shaithis
United States383 Posts
* 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: 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
Canada17 Posts
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 - 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
United States383 Posts
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DroneAllDay
United States140 Posts
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eshlow
United States5210 Posts
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 | ||
Dimagus
United States1004 Posts
- 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
United States383 Posts
Needless to say, Kerrigan walked all over us. Stupid map. | ||
jaerak
United States124 Posts
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ordeth
New Zealand1 Post
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... | ||
Shaithis
United States383 Posts
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
1906 Posts
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Dimagus
United States1004 Posts
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. | ||
noobcakes
United States526 Posts
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eshlow
United States5210 Posts
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Taiyoken
Canada130 Posts
1 person is in charge of walling/healers and the other 4 builds some cannons and techs straight to 24 cores, so you have 96 cores at roughly the same time, majority red/purple and some mineral cores. You build robo cannons because cannons use too much power per shot late game. If you get cores early enough, you can build the tier 6 cannons pretty quick and then you can just afk until Kerrigan at which point you get as many T7 cannons as possible and just kill her before she gets to your wall. If you really want to get to round 80 and such, break your wall and build cannons opposite your wall so you have double t7 robo cannons. The first 7 waves or so are pretty tough because it can be hard to build a good base and to find a good team who splits their roles accordingly (builds cores), but after that it becomes a lot easier. I made it to Kerrigan a few times and we lost because we didn't have t7 robos - those are very important, dummy pylons only go so far. | ||
ViciousVanitye
United States42 Posts
Here's the secret: 1 person make the pylon wall, upgrading that ASAP (this person will most likely have his base and cores first) 3 people will focus PURELY on building robo cannons 1 person builds 3-4 healers, eventually upgrading to 10-12 healers (this personw ill be behind on income and everything If everyone does their job properly, then you can afk it after the 30th or so wave and voila, level 80 is cake | ||
Xapti
Canada2473 Posts
This game is generally just a waste of time. It's too dull, not enough interesting mechanics, like special abilities, slow effect, more diverse/balanced attack towers. Then there are other problems such as healing/wall not being worth it later on, neighbors breaking your walls, the fact that someone has to build generator/healer/wall while others can get gas from cannon kills. Overall the biggest problem is that the game really isn't worth playing much past lets say level 10 or something, because it's too repetitive and bland past then.. no new abilities, no new types of building, just a cheesy experience/achievement system that pushes a person to play more — basic MMO garbage: all quantity, zero quality. | ||
Aelip
Denmark321 Posts
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reprise
Canada316 Posts
Also, having several fungals to kill Kerigan is probably the easiest way to beat 25, because even just 1 of her can take down a max wall pretty easily. Getting to 25 is easy as long as people are quick to get their cores up and upgrade, you can send all resources to the person doing the wall, so you can max the wall before 20. | ||
Dimagus
United States1004 Posts
On June 11 2011 07:52 Aelip wrote: I decided to try it one night. Might not have been the final version. But after an hour of playing we could go sleep and 8 hours later the game crashed... GREAT GAME YE SURE. That has nothing to do with the game, bnet has a game time limit of 9 hours or so and after that any game will end. Everything they've added/changed hasn't been meaningful at all. | ||
AbstractVoid
United States127 Posts
Start with 4+ people who will listen to you Find a base with a long corridor leading to a spot near the back where only one mob can touch the wall (very important) Don't make any cannons build a single wall and then rush to get your base up and have everyone else do the same Until round 4 everyone should be mining vespene to get economy up On round 4 have 2-3 people start building cannons while the rest of the people continue to progress with their economy and get their cores up ASAP get 2 blue 5 red 5 purple cores From here on begin lining the whole corridor on both sides of your base with cannons and prioritizing economy and cores, if you play it right pretty soon Round 13 or so nothing should be coming near your wall make sure to use robo cannons with time warp behind it. Note: Always get turbine upgrades first, max out your speed ASAP and then get the +8 quantity for mining and you should be fine for the whole game At around round 15-17 everyone should have their higher bases and cores up so begin to send all your resources to the waller who will get a Blinding Light base and the carbon wall. After this begin to feed everyone on your team to get a blinding light base in order to get up the max upgrade cores. From here just keep getting your economy up and upgrading your cannons and cores, you pretty much won if you followed the instructions Kerrigan will be a pushover and from then on just keep upgrading you can easily get 100+ if your base placement was good. | ||
Dullahan
United States248 Posts
Not sure what the minimum necessary number is, but 82 wulfenite healers is definitely enough to get way past wave 80. Build them in a big circle surrounding the carbon wall and make sure you have enough generators to keep them running. In the games I've played, cannons are really only necessary until wave 25 (kerrigan - 3 clinohumite robo cannons sufficed when I played, with some good fungals/psi storms), after which you can pretty much just mass healers and go afk once you've got the necessary amount. If you're not max level then maybe a few cannons here and there so that you get a few kills per wave. It helps to have 2 people pumping pure econ for the first 10 waves or so - with people dumping vespene on me, I had blinding light cores up and running before wave 20 which helped a lot. | ||
epikAnglory
United States1120 Posts
![]() Did not even use a mothership for faster mining. I am sure this picture is enough proof Healers are not worth it, amirite? | ||
xHassassin
United States270 Posts
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crms
United States11933 Posts
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korean7793
United States61 Posts
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Amui
Canada10567 Posts
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Herper
501 Posts
On June 16 2011 10:42 iTzAnglory wrote: If one can solo to level 140 with no one else in the map, I do not see why people are making guides for level 80 with a team. ![]() Did not even use a mothership for faster mining. I am sure this picture is enough proof Healers are not worth it, amirite? What's with the minimap? | ||
lynx.oblige
Sierra Leone2268 Posts
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BilliMaster23
Canada1 Post
http://mineralz-map.com/viewtopic.php?f=9&t=590 pretty impressive ![]() so you guys love my map. If you got any original suggestion lemme know ! | ||
BulletCase
Uruguay27 Posts
I used to love the map but now.. the map itself.... it is just terrible. | ||
Dimagus
United States1004 Posts
If you thought people failed at the prior versions they're really, really, really, really, really, really, really going to fail at this one. | ||
.kv
United States2332 Posts
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genius_man16
United States749 Posts
On July 01 2011 23:21 .kv wrote: can we get over level 30 for our probe or still no? Yeah, now there is unlimited levels. | ||
epikAnglory
United States1120 Posts
On June 20 2011 09:51 lynx.oblige wrote: Not only that but what difficulty is it? Guess the picture was not a good screenshot for bragging, I did not want you guys to see how my maze was designed. However, I would not waste my CPU life and my own time to get to level 130 on easy difficulty just so I can brag on a comment in TeamLiquid... | ||
LastDance
New Zealand510 Posts
did not have the time to gather all those resources for a nexus... got owned on the first wave. | ||
Dimagus
United States1004 Posts
- If the spawns don't reach your wall in 60 seconds, it will trigger the exploit script and you will not get credit for that game - Nexus upgrades are now 80, 400, 2000, 5000, 25000. Other costs have shifted to more primary and less of the secondary resource. - To survive you will need to mass 50 wulfrenite healers around the wall, but have enough of a cannon line to thin out the herd. | ||
Apollys
United States278 Posts
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Dimagus
United States1004 Posts
On July 04 2011 05:20 Apollys wrote: Another update, v 1.71. Nerfed cannons even more, incredibly nerfed time warpers. Made days shorter and nights longer on very hard. I don't know about this... This version majorly downgraded the difficulty so it is similar to 5 versions ago (when it was water as the map border). Just 3 manned it with a Vespene specialty templar, Vespene specialty archon, All specialty archon. Healers are now exactly the same as robotic cannons for amounts and cost, tier 7 added (Carnelian Healer). The downside is that 1 generator can no longer power a healer on an equal tier. Generators now follow the regular cannon's amount and cost (1/2 amount of robotic) Healers Before: 1 2 8 32 256 1024 Now: 2 6 20 70 280 1000 3500 Generators (# of targets = upgrade level) Now: 1 3 10 35 140 500 1750 Time warpers only scale to 3x (2.00 - 1.33) now instead of 5x (2.00 - 1.60). Regular cannons are still energy suckers because when they shoot 3x as much, they drain energy 3x as fast. | ||
TheKilla25
Canada9 Posts
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KtheZ
United States813 Posts
I eventually just left cause it was boring. Edit: This was a while ago, and I havent been keeping up with the patches, so this might not be viable anymore. | ||
IcedBacon
Canada906 Posts
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Dimagus
United States1004 Posts
Also the game ends on 82 now since there's no point after you get archon, plus there's an anti-mazing script that disables saving your progress if the zerg take >60 seconds to get to you. | ||
Yung
United States727 Posts
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gDPhantom
New Zealand162 Posts
The map that i used to play in 2011, Mienralz v1 final v.176 is broken. You can play it, but the probe cant break rocks anymore (which is completely game breaking). Could potentially be more things broken but never get far since cant break rocks. Tried all 4 servers coudlnt find a working version, is the map available online anywhere unbroken so could be reuploaded or something? Thanks : ) | ||
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