Vendetta

2

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

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  • Avatar of Julgon Julgon Jun 21, 2010 at 18:30 UTC - 0 likes

    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.

    Last edited Jun 21, 2010 by Julgon
  • Avatar of Cobrafanglol Cobrafanglol Jun 21, 2010 at 16:07 UTC - 0 likes

    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. : /

    Last edited Jun 21, 2010 by Cobrafanglol
  • Avatar of ChewableProzac ChewableProzac Jun 17, 2010 at 11:27 UTC - 0 likes

    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.

    Last edited Jun 17, 2010 by ChewableProzac
  • Avatar of Mozared Mozared Jun 17, 2010 at 03:09 UTC - 0 likes

    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.

  • Avatar of eskimodavid eskimodavid Jun 15, 2010 at 15:48 UTC - 0 likes

    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!

  • Avatar of ChewableProzac ChewableProzac Jun 15, 2010 at 12:02 UTC - 0 likes

    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.

  • Avatar of Hawklight69 Hawklight69 Jun 15, 2010 at 11:22 UTC - 0 likes

    @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.

  • Avatar of novalocked novalocked Jun 15, 2010 at 06:30 UTC - 0 likes

    I dont think my triggers were working properly. The AI would only rebuild units killed and never attacked me.

  • Avatar of ChewableProzac ChewableProzac Jun 15, 2010 at 04:21 UTC - 0 likes

    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.

  • Avatar of Hawklight69 Hawklight69 Jun 15, 2010 at 03:42 UTC - 0 likes

    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

Facts

Date created
May 07, 2010
Category
Last update
Jun 14, 2010
Development stage
Beta
License
Public Domain
Downloads
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