Some people have been having trouble with the map's difficulty. The map should be playable over BattleNet2.Īs soon as Tomed approves it I will add the new version(eventually merge it with what Tomed did) so that we can start testing/tune the map easier.Īnd btw, stacking is the only way to win this map. Added custom enemy units count and type for each level so that they can be customized as desired Added Max Levels value mainly for testing/level limit Improved Win Condition( now it test the number of remaining enemy units ) Added leader board that displays the number of kills for each player Set a number of reward workers that can be customized for each level Set a number of starting workers for each player and create those dynamically on map start Set a general next level timer in seconds( can be customized for each level but needs extra coding ) Set a start timer in seconds and start timer window I've changed the map to include the following possibilites: I suggest giving slightly more time initially to set up maze, and then removing invulnerability of spawned drones and uprooted crawlers. Pretty much like that - "O" is the drone spawn point/cluster and then stack the rest of the crawlers in the middle section. Double-wall spine crawlers on the entrance/exits and even Hellions can't roast through them. They count as buildings so Thors/Ultas cannot pass through. Not once did blocking spine crawlers take damage, so that needs to be fixed to up difficulty. On levels with massive units (Thor, Ultralisk), take a couple drones, morph them into spine crawlers, uproot, and use that to block. If you build a few "lines" up from where drones spawn and make a short maze (once going left, then once going right), and then use your drones to block (more as they spawn mid-level), then you can hold off all attacks because incoming (non-massive) units cannot destroy or bypass blocking drones. Afterwards the rest of the levels were just too easy because spawned drones block too efficiently. You don't have to destroy every structure, just the Nexus (the big pyramid).I found the first wave to be the hardest. There's strength in numbers, and once you got your second base up and banging on all cylinders, your income should be enough that you can just throw units at the problem. You'll want to get more Ultralisks (and replace lost Hydralisks) for this, but the strategy remains the same. The Sargas Tribe is based just south of this. It's just a warm up for the main event, though. These guys are bulldozers, and you'll really have no problem. Build up a half dozen Ultralisks, and a half dozen Hydralisks (for faster movement and anti-air attacks) and head south. For this, you should attack by land from your west base. There's one more Akilae base on west side toward the middle. As usual, target the Photon Cannons and enemies. With this force, you should be able to level the Akilae base in the middle of the map against the east side border of the map.
This base will get your income up to where you can really ramp up.Īt your southwest base or northwest base (the southwest works better), build up about a dozen Mutalisks and Evolve half of them to Guardians. Leave a few Hydralisks around incase of a stray but don't expect any trouble. You can set up a base here, once you clear the area out. Alternately, attacking from the air with Mutalisks may be faster if you have them handy. They should be able to raze the small base in the center of the north side of the map.
Once you're able, try to bang out some Hydralisks at the northeast base. You don't have a ton of resources to start with, so this can be challenging.
Focus instead on working up your tech tree, with an emphasis on getting an Ultralisk Cavern (which requires a Hive and all of its prerequisites, of course). You might want a Sunken Colony or two, but by and large defense will not be a priority this time. Now you need to build your base up as usual. Start by divvying up your forces and sending them to the other beacons. The Templars have cloaking abilities, which means you will need to have an Overlord stationed at each beacon (you do at the start, but just remember to keep it that way). All are connected by tunnels that can transport ground units instantly, and all have a hatchery nearby. One is right near your starting base, one is in the northwest, and one is in the southeast. Instead, you have to prevent any Dark Templars from escaping via the maps three exits. There is little need for traditional defense.