killax15
27th April 2003, 08:08
Hi i was wonderin if anyone can give me good strategies on playing the map called Lost Temple known at LT!!! i need like good strategies for 1on1 and for 2on2 on that map plz help out thnx for who ever does help out!
Tool
27th April 2003, 10:30
^^i also wouldent mind some stratergies...as i just play money maps. They get boring after 200+ games...
Felix
27th April 2003, 15:47
Zerg:
This strategy is really short compared to the other ones, but if you are not planing on getting rushed in the game you will kick some ass. This strategy is a hydra muta lurker ling comination.
1) Start out with all 9 drones #11 get a hat near an entrance, or soming. Followed by pool at #12.
2) Once you get 14 drones, and 300 gold get an xpansion near your base. This will give you an advantage for getting the big mix of units for pure ownage. Gas is needed, so get as soon as you get your xpansion start up.
3) Once your 1st hat is done get lings, say 20 (over a few min) for now, and some sunks say 2. Just for some defense for now. Get a hydralisk den at 17 drones, and at 19 get lair.
4) Upon getting the lair get overlord speed and get lurker research. Be sure to start you spire too.
5) Start pumping out hydras and drones, and wait for a 3rd xpansion to get your mutas going. Be sure to get upgrades for all units. Ling speed, and hydra speed first. After you get your 3rd xpansion get a hive. (queens nest too of course)
6) After that, just keep pumping units like crazy and upgrade. If some1 goes mass goliaths get some uhh wut they called defliers, w/ plague and get the ****ers.
Overall, just upgrade and get that unit combo and you will kick some ass.
Terran:
The Early Build order for the Wraith must be followed to the line.. as you do want your enemy to know what meager defenses you have or that you are planning a full force aerial strike.
1) When Building your 8th SCV, Build a supply depot. Make sure your SCV construction is continuous.
2) When 150 Minerals is acquired, construct a Barracks. After another 100 minerals is saved up, build a supply depot at one edge of choke point. The Screenshot tell you where exactly to build. If a similar choke point is not available on the Map your playing, do not try the Strategy.
3) As soon the Barracks is complete, start pumping out Marines. Meanwhile build a bunker next to the Choke Point to further block it. As soon as the SCv building the 2nd Supply Depot is spare, send him out to scout.
4) As soon as minerals allow, build a refinery then a 3rd Supply Depot to completely choke off the choke as seen in the Screenshot. Place any marines you trained into the Bunker. This should stop any early scouting probe and discourage the enemy from attacking.
5) Keep building marines tell you reached 5... then stop. Also ass soon as 100 gas is reached, build a Factory. At the same time have at least 3 of your SCV's move near the bunker, you should put more there if your scout reveals that enemy is planning for an early attack which in this case includes 2 Gateways.
6) As soon as the Factory is complete, build 2 Starport. When minerals allows build 1-2 Vultures and move them behind your defense.
The Defense: The enemy would by now have plotted that you are an average defender.. and should be taken out for either Reavers or Zealots.. fool them as long as possible.. After all the enemy's a Protoss, and they rarely expect an aerial assault from Terrans in the Early Game.
1) As soon as the Starports are complete, build Wraith in each. At the same time build a supply depot.
2) When you have about 2-6 Wraith the enemy will attack. This attack should consist of around 12 Zealots. Now here's where the Defense you planned comes in. Any average Protoss player would see the bunker and immediately attack it. However only 3 Zealots will be able to attack the Bunker. At the same time use your 3+ SCV's to repair it, at this rate the Protoss Player will never be able too kill the Bunker. Meanwhile make sure your Starports or continuously Building Wraith.
3) Soon.. perhaps after the death of 2 Zealots, your enemy will realize that the attack is not working. He would either retreat or press on by Charging past your bunker to kill the SCV's and surround the Bunker. At this time it expected that your defense will die, although only 4-6 Zealots will live. In this time.. send in your now 6-8 Wraith to finish them off.
4) Now that the enemy has found your Wraith, immediately send them forth to battle, the enemy will have little time to prepare for such an onslaught.
Execution of the Wraith Rush: Now the Fun begins.. as your enemy strive to get out anti air before your wraith level his base.
1) If any Supply Depots in the previous attack rebuild them, at the same time make sure you are continuously build Wraith. Also immediately construct Marines, and build a Machine Shop.
2) By now your has Reached enemy base, at the Best the enemy will have 2-4 Dragoons. Start by assaulting the enemy peon supply. Your 8 Wraith should able to clear out at least 5 probes before substantial Dragoons arrive. Now kill them one by one as the Dragoons will be hindered by their own Peons.
3) When ever a Wraith is damage, move him back.. all the Dragoons Targeting it will try to move to it. Yet this is near impossible due to all the Probes in the way. This allows your the Wraith to get free shots at the Dragoons.
4) When the Dragoons are dead, expect two Wraith Losses especially if you are new to micro management. The Protoss will be building more, so quickly eliminate the rest of the Probes. At the same time send the 2 Wraith that just got completed up. If the enemy doesn't have an observatory, quickly build a control tower and Research cloaking while other Starport build more Wraith. Otherwise or if your enemy is zerg just keep building Wraith.
5) Eliminate Key Buildings such as the Cybernetics Core or the Spire for the Zerg. Now just eliminate all pylons or Overlords.
Overview: The Wraith Rush is one risk and should never be used against Terrans as they will be knowing what's going on using Scanner and build up Missile Turrents. Using this strategy against will work but only if the Zerg is a Mutalisk Rusher and abandons Hydralisks. However a Protoss player Rarely builds dragoons against Terran making the Wraith rush lethal. In fastest speed, the strategy can kill people in around 20 minutes, a fairly good way to get quick wins.
Protoss:
Templars are not the hardest unit to get and will be your prime unit against a Zergs horde. Also switch to this build order if a Terran player favors ghosts as High Templars are the only way to stop them.
1) To reach Templars early begin by building a pylon when gating your 8th probe. Then build probes tell you save 150 minerals for a gateway. Do not stop building probes to save up this. Keep building probes till you gateway if half way done then warp in a pylon.
2) When 150 minerals is reached construct a Gateway.
2 1/2) When the gateway is completed, build a zealot while getting a probe to warp in another gateway. To stop rushers from killing you at the start, you must act as if you are rushing. Keep building zealots in your first Gateway while constructing another pylon with a probe. Meanwhile you should never stop building probes.
3) Use the probe that is building your 4rd pylon to scout, this should determine what your opponent is up to and allow you to switch to the Reaver Drop is the tidings are bad. This is the case if your enemy is attacking with constant zerglings which means you should go for a Reaver Drop. If the enemy is going for hydras or upgrading to Spire it is a good idea continue with the Tactic
4) When you are building your 4th and 5th Zealot construct and Cybernetics core and Assimilator, do this even if you have to save up. When the Assimilator is completed, send 3 probes harvesting gas and continue to build more zealots.
5) As soon as 100 minerals is achieved, construct a Temple of Arduin. Now if the enemy is building full force Mutalisks, you should send all your zealots into his base. As you need them no longer and they may be able to destroy his Spire which would dent his Mutalisk rush allowing you to have an easier breathing space.
6) As soon as the Temple of Arduin is complete, construct an Templar immediately followed by an expansion. At the same time construct a forge if you still have any minerals. However if you failed to destroy the enemy Spire earlier, it may pay to have your Gateways build Dragoons a lot.
The Templar Mass Up: With the enemy Mutalisk rush delayed. It is time to build full force Templars. Now its time for the counterstrike.
1) When your Expansion is complete, immediately build an assimilator for gas, something you'll need a lot.
2) When the Templar Archive is complete, get both gateways to build High Templar. When gas allows, research Psychic Storm.
3) Right now you should be lacking in gas while having a lot of minerals to spare, surround your supply line with Photon cannons to make sure Mutalisks can't strike there.
4) As your second town produces more gas, try to have both of your Gateways constantly training High Templars. At the same time build a third gateway. At the same time make sure you have to spare minerals by constructing Photon Cannons at your seconds base in mass as well as building Zealots whenever your gas runs out. Upgrade land weapons at the Forge as well.
5) Merge your first 2 Teamplars into a archon, make sure you scout often with a probe to see if he is going for mass Hydras, is so you will need more Zealots. At the same time upgrade Khydarin Amulet.
6) Build a Starport now to counter Guardians that he might be building to kill your cannons
7) When you have reached about 12 High Teamplars, launch your first assault. Bellow details the micro management of High Templars..
8) If the enemy attacks you during this time, your Photon Cannons should catch their attention. Meanwhile 2 Successful strikes with Psi Storm would kill off his whole air force.
Execution of the Templar Strike: Since the effectiveness of Templars is completely riles by their spells. Micro management is essential, below details all that you need to do when attacking.
1) Move up most of your High Templars leaving only 1-2 at each base for defense. Also company them with your Zealots and 1-2 Archons to kill off the survivors of Psi storm.
2) Send a zealot off to scout, if the enemy has Sunken Colonies hallucinate your Archons twice with two Templars and then merge them into an Archon. Send your 6 Archons as Zealots in to destroy the Colony,
3) The enemy surely defend his base with all the Mutalisks he has. These will come and Target your archons, meanwhile as they engaged in combat one Psi Storm would care of the whole lot.
4) If the enemy has a massive Hydralisks defense, send your templars up and cast psi storm. This should completely weaken his force allowing your zealots to finish them off.
5) If the enemy sends any Guardians, use your 2-3 scouts to fend them off. Meanwhile your units can move to safety simply by fleeing.
6) When ever 2 High Templars are out on mana merge them into archon, this way by the end of the battle you will have 7+ Archons and less High templars, ideal for destroying structures.
7) If the enemy uses mass hydra or Mutalisk defense, your High Templars should be able to take them out at a distance. Never fear using your mana as you have 3 Gateways getting out Templars. Also a Templar out of Mana can always merge into an Archon.
Overview: This tactics is one of teh only ways the Protoss can beat in a non-rushing game. To use High Templars to their full potential, read Fun with Hollucinations as it details the usage of the of the High Templars most potent abilities.
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