
STARCRAFT REMASTERED UMS PROFESSIONAL
Medics play a very limited role in competitive play: Medic/Marine is sub-optimal against Protoss and Terran, and lately we've found that it doesn't scale well late-game against Zerg too (I find it fascinating that the meta changes dramatically even to this day)! Their blind skill has been used in professional play maybe twice in 15 years. Flying buildings' advantage is negligible (Zerg have flying supply depots for that matter). Siege tanks are gas-intensive and immobile in siege mode. If you're curious: Turrets struggle against small units due to their attack type, leaving Terran highly vulnerable against small, mobile Mutalisks in the mid-game. From what you've listed, Vultures are the only problematic unit (they're the most cost-efficient unit in the game and it plays an important role in every matchup). The game is widely considered to be well-balanced, which is in part why the game has prospered on a professional level for so long. They are perfectly synchronized, because of the "opposite" effect of the Magic Box. In contrast, look at how Reach uses these Dragoons. You want your Dragoons to stay in formation during a Dragoon dance, which requires them to be "inside" the magic box.īecause the Dragoons are grounded units, they'll bump into each other as the AI pathfinding gets confused. In this case, the Protoss player wants to keep the Dragoons all together inside of the Magic Box (while the Zerg Example above was the opposite). In contrast, the Protoss player would use the Magic Box to perform Dragoon Dancing instead.

but the intense focus-fire and micro ability of JaeDong allows the Mutalisks to instantly KO Marines. Notice how the Marines instantly die before the Medics can heal them. Here's an example video of JaeDong's expert Mutalisk Stacking. You control them perfectly synchronized.īecause the Mutalisks are all flying units, they'll "stack" together. The burrowed Zergling is always outside of the box, and therefore the Mutalisks will "stack" on top of each other (moving as if they were individuals). The technique of "Mutalisk Stacking" involves burrowing a Zergling, and then making a group of 11 Mutalisks + 1 Zergling as a group. However, if even just one unit is "outide" of the Magic Box, they will all move individually. When all the units are "inside" of the Magic Box, they will move as a group, synchronously. There's a special magic box "size" that you eventually learn in Starcraft. Its not so much a "glitch" but an idiosyncracy. Magic Boxing is one of the more important ones.


Even if they don't quite stand the test of time, getting to replay them just for nostalgia will be fun.

Probably a bit silly, but one of the maps I remember best is Dragon Ball Z RPG. And the countless challenge survival maps which required you to pull off exploits and glitches to reach the next part. It was my first introduction to tower defense games, stacking hundreds of cannons and hoping you'd make it past one more level. I remember spending countless hours playing custom games. I'm gonna call it now and say that it's a given that we'll get a few tournaments with all the big StarCraft names.Īnd it'll be a blast to re-play a bunch of those older UMS (Use Map Settings) games. With this new release, just imagining all the possibilities is getting me really hyped. A few weeks back I put together a new gaming PC, and now I can't contain my excitement for 4K StarCraft goodness.įor a few years I followed SC2's e-sports scene, but my interest slowly died out.
