Vendetta
Like my first map, this is a single player scenario in anticipation of and inspired by Blizzard's campaigns. Fairly straight-forward- you command the Zerg against a Terran/Protoss coalition. The Trigger work is fairly simple; terrain work is my strong suit.
There may be a bug with the enemy not sending attack waves which seems to be caused by playing the map via the "test document" function of the galaxy editor. Until release or I publish, the work around seems to be to drag the map icon onto your sc2 exe icon. Thanks to Ultraling for this tip.
Enjoy
I too had a hard time cracking this map. Try this: + Main Defenses: 6 spores colonies to the north. 6 sunken colonies to the south. 4-6 infestators with the mind control power.
+ When a wave attack use 6-7 Hydras and 10-roaches, to make a wall, then with the infestators control the highest tier unit of the wave (ie: 2 thors, colossi and inmortals, 2 siege tanks, banshees, carriers and void ray). After u eliminate the wave, use your unit to kill the mind controlled units, and take back the infestators from the front, ready for another wave.
+ Use the north mine field for expansion (the one in the higher ground). There, you'll be only atacked with air waves and reapers. Make a nydus to connect those bases. Due to the good micro in the infestators (I assume) , u should have huge amount of minerals, build 7,8 Queen (YES that many) and send it to defend the expansion (along with 3,4 spores colonies), you'll easily defend it if you can micro the transfusion spell in middle battle.
+ The main base should have two hatcheries for fast units (and queen) production.
+ Build 5,6 Brood Lords. and send them to attack the north enemies (red-reapers,banshees waves). Use the huge amount of queens to back them up (first you should infest almost all terrain to make them move faster through the map) and a Overlord detector for the banshees. The transfusion spell cost 50e and heal for 125, so its less effective than a medivac (1e/3p vs 1e/2.5p), but dont forget its an instant heal. With good micro you should heal all the red injuried BL or queens, not losing a single unit.
+ Build the next expansion where the red terrans were. You'll get all the waves there now, but with the queens and BL you should do a fine work protecting that expansion.
+ As soon as you can, make another expansion just left from there, (the one with the gold minerals), cause all the waves will just attack that expansion now, and it'll be just as easy to protect as the previous one were.
That's it, with a +7 queen force, u should defend easily any air wave, and with the +6 BL any ground wave.
IMPORTANT NOTE: + You should always build some spores and sunken colony in every expansion, just for minerals dumper and fire attraction + The upgrade build i used was = +1armor ground, +1 ranged attack, +1 armor ground, +1 ranged attack, + 1 armor air, + 1 armor air, + 1 melee attack, +1 armor air, +1 melee atack.
I've tried this like ten times now, and I still have no clue how to beat this. I run out of resources so fast in my main. When I expand my forces are divided...fending off attacks on my main and expansion. My expansion was hit with three separate attack waves within the same minute...consisting of thors, cloaked banshees and colossus. I have no idea who I'm supposed to be able to stop something like that. I don't know...I guess this map was made for diamond level players with 150+ apm. : /
Hey Mozared, sorry you're having trouble. I find the safest unit composition for defense to be roaches, hydras and 5 or so corrupters. Infestors are a good support unit for parasiting the colossi, thors, carriers, etc as well. I don't use too many towers except as a mineral dump.
For attacking, you can use what you want for the most part, although a small broodlord force with corrupter backup will take the least amount of casualties, making them a good early pick for taking out the first base or two.
After that, it does become easier due to more predictable attack wave timing and unit composition, even if the waves are bigger and come faster. But you should have enough resources at that point to attack while maintaining a defense.
Does anyone have any tips on beating this? I just tried it twice - first I went all our turtle and built a shitload of towers along with Roaches and Hydras for defense. Eventually the Phoenix/Carrier wave came up and just steamrolled all my towers down. Then two more waves came in as I had virtually nothing to defend (a couple of leftover Hydras), and it was GG for me.
The second try, I rushed straight to Mutalisks and tried to take the Protoss ground base out as quickly as possible. For defense I had my starter units and again a lot of towers, along with my growing Mutalisk fleet. The problems arrived when the Thor/Medivac/Marine army attacked me - it killed all my towers on one side and I couldn't engage the Thors without losing half my Mutalisk army. Shortly after that I rushed the Protoss base and began taking him out, but then the Carrier/Phoenix wave along with a leftover Banshee that got through my towers just completely annihilated me. And now I'm reading that killing one enemy early won't really help me as the others will increase their amount of waves if I do so.
I'm kind of confused as to what I should be doing - it seems that like regardless of what unit I actually go for, by the time I have enough of them to actually mount a proper attack (which is actually fairly quickly, imo), the Carrier/Phoenix wave crushes all my defenses after which the next one or two waves just kill my base.
i beat this on 3rd try, the last island base was very easy to destroy... 12 mutalisk, 10 corrupters was enough to take out cannons and air units long enough for a nydus to form (with tons of time to spare). the hardest base to take out is the first one (because while ur hitting it you are forced to expand due to being mined out, and you are also being hit by 3-4 other bases at same time). once you take out the first guy, the rest slowly fall like dominoes (albeit with some difficulty). takes about an hour to beat this, another good map!
novalocked that's an issue caused by playing the game with the "test document" option of galaxy. instead, play it directly through sc2, either by right clicking the file and selecting open with sc2, or dragging the map icon onto your sc2.exe icon.
@Chewableprozac mabey i used to little broodlords but they didnt draw fire long enough from my nydus or overlords for the drop but i just tried it again after that and killed off the island base 2nd or 3rd to last and it was fine makes it more intresting killing them in differnt orders as well.
I dont think my triggers were working properly. The AI would only rebuild units killed and never attacked me.
Did the overlords die too quickly? I just used a few broodlords to hit the perimeter, and the broodlings drew fire long enough for my nydus to finish.
The latest update is pretty good but on this map if u leave the island base till last its near impossible to kill the base coz u cant land with overlords or get a nydus network up mabey im going to ground heavy and should go muta/broodlord
The newest version uploaded takes a crack at the issue of my maps getting too easy as enemies start getting picked off. The frequency and size of enemy waves increase each time an enemy is eliminated now. It's still going to get easier on account of fewer enemies meaning more predictable wave timing and composition, but it should be better than before. Let me know what you think.
That was really quite fun and well made. I hate those damn voidrays, they just blast through spore crawlers and rape your buildings. The map does get too easy after you kill off 2 bases. Before that, it was hectic since attacks were coming from everywhere.
I beat is with mass hydra, infestors, corruptors and broodlords.
Well it seems your knowledge on how to beat your maps is unmatched, perhaps giving some tips on how to win using various unit combinations in game would help a lot. Like the strategy you just explained being a tip so that the player can be like ok well lets try this and see if i can win. (I would give like 3 different ways to win)
Maybe you can have the enemies try to expand as the game goes on, like the protoss building photon cannons approaching your base and the terran building tank/turret outposts, then these outposts spawn additional units that go along with the next attack wave that is sent. This would only start after the first cycle of attack waves finished. So left unchecked the attack waves will be overwhelming, meaning it should be almost impossible to just sit back and build up to 200, you'll need to be constantly on the offense and defense.
Hmm, I just beat it with roaches, hydras and corrupters for defense, and mixing in mutaling for my attacks. Only built like 3 broods the whole game. Obviously air helps a lot vs the Protoss on the island, but there I just hot-keyed a nydus network and wormed in my ground army as soon as my air was acquired by the photon cannons on the perimeter. Infestors make brutal base defenders too by mind controlling vital units like colossi, thors, voids and carriers.
The lesson I'm learning about consistent difficulty seems to be that if I balance my maps to have multiple enemies, it's invariably going to get easier once they start getting killed off. In the future I'm either going to speed up the attack waves of each one once another enemy goes down, or try to balance around having fewer but more powerful enemy bases.
Interesting idea about having more powerful Zerg since it's the homeworld- I just put some basic maps together without getting too conceptual about it I guess :P Learning the data editor and getting better with triggers should allow more ambitious levels moving forward.
Well this map is pretty good, but once agian i have to gripe about my options.. Going brood lords seems to be the only way to win as anything else will just die.
After playing all of your maps, the only thing i dont like it that you have to steamroll your enemies, there is no killing them slowly, its wipe them out or die, also the difficultly drops considerably once you kill off 1-2 enemies.
One thing I would add for this map is a "hero" option where you can turn your hydras into hunter killers and what not, so battle after battle you can gain levels instead of just losing. Would also make it so i can get more out of my units, and I think it makes sense because isn't this exposed to be near the heart of the swarm, thus there would be the stronger broods available.
I took a stab at fixing the localization (the param/value/xxxx issue) using the sc2-localizer asset. I'm not too familiar with the tool and it may have bugs of its own. I'm also playing the map's default locale, so non-US users will have to let me know if it's fixed. Thanks!
Just played through ur protoss campaign and Zerg and i have no complaints once u relise u cant be super aggressive and have to defend ur base while u macro up a 200 army then just steam roll em this really makes me look forward to the single player and i hope there are more people like u making these style maps really good job mate!
Oh boy, that was hard. (Or maybe I suck. =))
So many tries before I finally nailed it.
In the beginning facing the Vikings was a bit abusable since they always tried to beat my brood lords while in ground-mode. Same with the marines, attacking the spawns and not the brood lords. The thor-waves and the carrier-waves was easily counter-able with 2 infestors. (If you are looking for things to make harder. ;)) Not that it was that easy.
More like this please. :D I'll be going for verdant skyway next.
IMPORTANT UPDATE- If you are encountering flaky enemy AI / nonexistent attack waves, the problem may be caused by playing the map via the "test document" option of galaxy editor. Try instead dragging the map icon onto your sc2 exe icon.
Thanks to Ultraling for this discovery.
check out my new map at http://www.sc2mapster.com/maps/verdant-skyway/