Ah, I forgot one of the most important units. The Flashbang (Medic) (25 minerals) Is useful for blinding anything, as Optical Flare is free and has no CoolDown. This unit can not do anything else, and is very fragile at 1 hp. So is the Smoke Grenade (Defiler) (25 minerals) which is able to cast Dark Swarm, which protects all units in an AoE from most ranged sources.
Then there's the Sharpshooter (Hero Ghost) (20 minerals), who can take two hits from a normal ghost. This was also a very important unit. So was the Commando (Hero Marine) (20 minerals), but not as useful. The Sharpshooter actually had slightly less range than a normal Ghost, but I don't know if you want that to carry over, it was more of a map editing problem. Another problem people had on some versions was using the Chinhook to pick up the Ghost/Marine selector (Invincible Dark Templar with 9999 damage) and taking him back to the battlefield. That should definitely be omitted too.
Yes! Ok We start with the game picking between marines and ghosts. Ghosts can one shot other ghosts and two shot marines. No one picks marines unless their base is under attack. You get one ghost (or marine) every time your ghost dies. You start the game with 10 minerals. It is recommended that you buy a CQB (Close Quarters Battler) (Zealot) (10 minerals). This guy can take 4 hits from a ghost, and is good for defending the base while your ghosts are around the map. The map has a team at top and bottom. On the left and right side are "vents," small areas you can use to flank the enemy. When you get 35 minerals you can buy a HE Grenade (Siege Tank). This only has 1 hp, but kills Ghosts instantly and is therefore considered OP by many players. You could also buy a Chinhook (Dropship). You can take your Ghost to the enemy side to capture the flag in the Chinhook, a strategy I had a lot of luck in. It doesn't work so well if the enemy has an RPG (Dragoon) (30 minerals) as this can one-shot Chinhooks and can tank three hits before dying. When a player gets 100 minerals, they can buy an Apache (Scout). This can one-hit Chinhooks and all ground units, but can only survive like 9 shots from a Ghost, or two shots from an RPG or another Apache. Everyone on your team gets 3 minerals for every kill. There isn't locks like snipers, your ghosts will auto attack. There are also Rocket Buggies (Vultures). These, purchasable for 40 minerals, are good at eliminating Spies (Hydralisks) (30 minerals) or Assassins (Zerglings that kill anything above them for 25 minerals) (in one later version) burrowed underground with their Spider Mines, or defending vulnerable positions. The first team to capture the flag three times wins. Capturing the flag gives you 35 minerals.
I was thinking of this map today, and was very disappointed that it hasn't been made for SC2 yet. I googled it and got here. Yes, please revive this map for SC2! Remember the zealot, and chinhook, and HE grenade (siege tanks)? And won't it be cool to have Roaches moving underground and all that good stuff?
0
@ChapSlop: Go
Ah, I forgot one of the most important units. The Flashbang (Medic) (25 minerals) Is useful for blinding anything, as Optical Flare is free and has no CoolDown. This unit can not do anything else, and is very fragile at 1 hp. So is the Smoke Grenade (Defiler) (25 minerals) which is able to cast Dark Swarm, which protects all units in an AoE from most ranged sources. Then there's the Sharpshooter (Hero Ghost) (20 minerals), who can take two hits from a normal ghost. This was also a very important unit. So was the Commando (Hero Marine) (20 minerals), but not as useful. The Sharpshooter actually had slightly less range than a normal Ghost, but I don't know if you want that to carry over, it was more of a map editing problem. Another problem people had on some versions was using the Chinhook to pick up the Ghost/Marine selector (Invincible Dark Templar with 9999 damage) and taking him back to the battlefield. That should definitely be omitted too.
0
Yes! Ok We start with the game picking between marines and ghosts. Ghosts can one shot other ghosts and two shot marines. No one picks marines unless their base is under attack. You get one ghost (or marine) every time your ghost dies. You start the game with 10 minerals. It is recommended that you buy a CQB (Close Quarters Battler) (Zealot) (10 minerals). This guy can take 4 hits from a ghost, and is good for defending the base while your ghosts are around the map. The map has a team at top and bottom. On the left and right side are "vents," small areas you can use to flank the enemy. When you get 35 minerals you can buy a HE Grenade (Siege Tank). This only has 1 hp, but kills Ghosts instantly and is therefore considered OP by many players. You could also buy a Chinhook (Dropship). You can take your Ghost to the enemy side to capture the flag in the Chinhook, a strategy I had a lot of luck in. It doesn't work so well if the enemy has an RPG (Dragoon) (30 minerals) as this can one-shot Chinhooks and can tank three hits before dying. When a player gets 100 minerals, they can buy an Apache (Scout). This can one-hit Chinhooks and all ground units, but can only survive like 9 shots from a Ghost, or two shots from an RPG or another Apache. Everyone on your team gets 3 minerals for every kill. There isn't locks like snipers, your ghosts will auto attack. There are also Rocket Buggies (Vultures). These, purchasable for 40 minerals, are good at eliminating Spies (Hydralisks) (30 minerals) or Assassins (Zerglings that kill anything above them for 25 minerals) (in one later version) burrowed underground with their Spider Mines, or defending vulnerable positions. The first team to capture the flag three times wins. Capturing the flag gives you 35 minerals.
0
I was thinking of this map today, and was very disappointed that it hasn't been made for SC2 yet. I googled it and got here. Yes, please revive this map for SC2! Remember the zealot, and chinhook, and HE grenade (siege tanks)? And won't it be cool to have Roaches moving underground and all that good stuff?