Now looking for some dedicated US/EU uploaders, PM me if you are interested.
Mutalisk Nightmare v0.6 BETA
Now that I'm on my 5th stage of SC2 Map Editor grief (acceptance) my rage has died down and I've decided to be productive SC2 wise again.
A map I'm working on should be coming out soon. It is the infamous Vulture Nightmare.
I've finally reached that 3rd milestone I was aiming for where units can't be easy-microed like reapers (e.g Attack -> Move -> Attack -> Move in the same spot). The micro requires you to be facing the right direction in order to shoot while moving, otherwise you suffer in the hands of mighty scvs.
Right now the Vulture micro is a little harder than it was in BW, in BW you could just patrol towards the enemies and click away, with this you need to move towards the enemy, attack towards the enemy, and then move away. My Mutalisk is slightly easier than it was in BW though, but now it can't do a quick 180 and shoot anymore, you need to be moving towards the target.
Once I get a couple of levels done, and upgrades and what-not, ill bring the map out and you guys can have a muck around with it .
As you can see right near the end, I demonstrate and attempt to reaper style micro, and also attack towards without move, but it doesn't shoot. (Which is a good thing)
On August 22 2010 19:44 SC2Phoenix wrote: Vulture micro still looks pretty bad compared to the old micro. It turns into them to much.....
I thought that as well, and I'm working on it. I'm still not sure which I prefer though, a grenade launcher shooting sideways, or the vulture not having a cool "flick" effect. I was more concerned about the mechanics though, than aesthetic appeal.
When I first made this, it had the cool flick effect, but having vultures being able to micro like reapers was totally boring. It actually took me 2 months of experimentation to get just this bit working heh.
I did start a "micro project" in mid BETA to promote it. There was some flaming and i quote one being "I hope this guy dies in a fire" when some many very helpful people from TL posted threads of it on battle.net, so I thought I would try to break the ice a bit by making non-serious ones as well, however looking back on it, I believe in doing that I had undermined it and in hindsight I should have just stayed serious, it was a big mistake that I regret very much.
However the attack-delay was zeroed for quite a few units soon after that which means it must have had some sort of effect, I'm hoping the popularity of this sort of micro will give blizzard enough incentive to implement it. Its really not that hard to hard-code (or at least implement what I've done already with just using behaviours and weapons) and if I could run triggers client-side I would do it myself. It would definitely work a long way to balancing TvZ on maps like Lost Temple where both races could abuse the high-ground instead of just one.
Possible to make it so that you can only select 12 mutalisks at once? If this is being made for the sake of being bw-esque, having 20+ mutas in one control group is a little off.
For the sake of balance in this UMS I could just make the enemies stronger, or make it so you can only spawn a max of 12 mutas. The limit would eliminate macro though, making the game easier over time instead of harder, part of the fun of is macroing mutas/scourge/overlord while microing.
For the issue of it being in the actual game. The problem is selection can only be modified server side, so you can still control group 12+ mutas by abusing the latency (there will be a delay on the deselection, so you highlight and quickly control group, then you can just select control group whenever you want to do something (i dunno maybe adds a bit of extra skill?). Something like this, just like removing-MBS, would need to be hard coded or max selection size per type of unit (eg building, flyer, ground) added as an option in the map editor.