The New Team Micro Melee Topic - Page 14
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Bill307
Canada9103 Posts
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thedeadhaji
39489 Posts
suggestion for 2v2+2M TMM ver: try to make the starting locations kind of a shared base format rather than say, corners. | ||
thedeadhaji
39489 Posts
shared bases seems more like a current TMM + alpha + beta. | ||
Bill307
Canada9103 Posts
As a start, what kinds of builds and strats have you guys found effective besides FE? | ||
CrownRoyal
Vatican City State1872 Posts
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Carkling
Germany169 Posts
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CrownRoyal
Vatican City State1872 Posts
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Durak
Canada3684 Posts
On December 02 2008 05:24 CrownRoyal wrote: you don't get it It's like pimp my ride but it's pimp my map. They add all this bling to it that takes away from it's purpose. | ||
Bill307
Canada9103 Posts
On December 02 2008 05:03 Carkling wrote: I dont care that much about the map itself, i just saw this thread and saw a pic of the map... its terrain is pretty ugly, it has lots of ugly straigth lines; your lonely trees look quite dumb lol and the terrain overall is very basic. We could make it way more beatiful at broodwarmaps.net without editing the terrain itself, just decorating etc., This is what you could expect your map to look like: + Show Spoiler + + Show Spoiler + + Show Spoiler + If you allow, we'd like to pimp your deco! > bwm.net ~ Decorating TMM is a priviledge. I am most likely to give it to someone who takes great interest in the map and who doesn't piss me off. You just failed on both counts. | ||
cgrinker
United States3824 Posts
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IntoTheWow
is awesome32269 Posts
DT rush used to be viable before cannons. Now you need to crush cannons which gives the builder time to set up lots of defences. Maybe take out some cannos from expo (like put 2) but in a more protected position?. or maybe remove some of the ones in the main so if you commit too much to a FE you can get your main countered. | ||
Ace
United States16096 Posts
Maybe reduce the # of cannons in the main or change how they are setup. Then again I'm really not in favor of anything that only pertains to people that aren't that good. | ||
warribbons
51 Posts
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Bill307
Canada9103 Posts
On December 02 2008 09:36 IntoTheWow wrote: DT rush used to be viable before cannons. Only against newbs who didn't know you could pick ovies, imo. Also, you need only 6 zealots to take out all 4 cannons in front of a nat: you focus on the pylon and it falls just before your zealots die off. Third, suppose you attack the cannons and fail. Then both teams die/suicide, giving you an opportunity to level some cannons. Ordinarily you'll get at least a 3-second head start because your units will die first, but even if they time a suicide well so that you both respawn at the same time, you can still get a head start by virtue of your civ being closer to a set of cannons than theirs. Really, if the team makes a concerted effort to kill the opponent's cannons asap (with civ + microer teamwork), I don't think they'll have too much trouble. Lastly, I think the cannons add a lot to the microer strategies. That said, in this update I moved the 4 cannons farther apart, making them more vulernable to ranged units. I also made a bunch of misc. updates, such as adding map revealers to the suicide area so that both teams can easily see when the other suicides (if they're watching for it). http://www.freewebs.com/bill307/tmm/Team Micro Melee AG 1.17.scx By the way, you guys may not realize it, but in TMM hatcheries build a lot faster than nexuses and nexuses build a lot faster than CCs. (By "a lot" I mean the build time of 1.5 works.) I just changed it further so that hatcheries now have 1000 hp and CCs now cost 500. I figure hatcheries should be much easier to kill since they can be rebuilt so much more quickly, and also I figure Terran gets too strong when they have a lot of units, so I'm hoping the increased cost of a CC will help to offset the mid-game and late-game advantage. | ||
dcttr66
United States555 Posts
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Caller
Poland8075 Posts
op tl-west NOW gogoogogogo | ||
Bill307
Canada9103 Posts
My ISP is doing maintenance on their DNS server(s) right now, so although I have an internet connection still, I cannot get IP addresses for domains that I haven't already visited before the maintenance started. (E.g. I was browsing TLnet a little while ago so my computer still remembers the IP address of teamliquid.net.) What I need is the IP address of a public DNS server. But I can't search for one using Google because of the DNS problem. Can someone please search for and give me the IP address of a public DNS server so that I can come on and play TMM? Edit: nevermind, the problem seems to have gone away, at least temporarily. I can access Google now so I'll find a DNS server on my own to prevent this from happening again tonight. | ||
IntoTheWow
is awesome32269 Posts
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IntoTheWow
is awesome32269 Posts
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ColdLava
Canada1673 Posts
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