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Bound&Destroy2Version 1.26b
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Sharpen your bounding and micro skills. Start off bounding to get a unit, then use the unit against the other players to their maximum potential in order to destroy the opposing photon cannon.
Specifications
-Players• 6 player compatible.
• Different types of gameplay.
• Chaos gameplay recommended for 4 players.
• Hectic/Mild gameplay recommended for 6 players.
-Map tileset• Badlands.
• Square terrain mostly, some isometrical.
-Map size• Dimensions are 128 x 128.
Introduction
Use your knowledge of unit counters, bounding skills, and micro to overcome the enemy. Completely balanced, and comes with 4 different gameplay modes. Some games may take 5 minutes, while others can reach 20.
Features
-Player InterfaceEvery set number of seconds you will be given a zergling. Use this zergling and dodge the explosions to pick a unit. Once this unit is picked, you get control of it and may use it against the other team. The ultimate goal is to destroy the enemy cannon while defending your own.
-What's new in your map that others have not done before?• Player vs. Player "Bound and Control" type of game.
• Counter for every type of unit.
-Extras• Every bounder that makes it across adds one bonus point (mineral), achieve bonuses depending on how many minerals you have! Beware, if a bounder dies, your minerals will be reset!
5 - 1 Extra Bounder
10 - 3 Extra Bounders
15 - 1 Hero Chooser
20 - 2 Hero Choosers
30 - 3 Hero Choosers
• Per a set amount of kills that your computer ally gets, he will obtain a bonus unit.
5 - Gui Montag
10 - Alan Schezar
15 - Reaver
25 - Edmund Duke (Tank)
50 - Battlecruiser
• SCV can construct bunkers and turrets, and can also repair any terran unit/building.
Strategy
-Openings•
Early VesselObtain the Science Vessel as your first unit, mainly to EMP the enemy cannon, and/or irradiate an early queen.
Pros:
- Get rid of shields right off the bat.
- Can irradiate an early queen, however, the queen usually still has enough time to broodling the tank.
Cons:
- If both players get an early vessel, both will usually EMP each other, making the vessels useless.
- Hard time EMPing if the enemy gets triple scourge, or upped goliaths.
•
Early QueenObtain the Queen as your first unit, to broodling the enemy tank and/or parasite a unit to gain vision to the enemy.
Pros:
- Get rid of tank right off the bat.
- Can get the tank even if the enemy has goliaths/irradiate.
Cons:
- Broodling takes time to activate, therefore, sometimes you will be killed by scourges.
•
Triple ScourgeObtain three scourges as your first unit, the first to kill the observer in the middle, the other two to kill any enemy vessel/queen trying to EMP/broodling.
Pros:
- Safe opening.
- Can get rid of observer fast, enabling you to take center easier.
- Enemy wont usually try to EMP/broodling if you have scourges.
Cons:
- If the enemy waits and gets anti-air he can easily accomplish the EMP/broodling.
- Some people will wait until you start bounding, then they will go in when you're not looking.
- Useless after a while, since scourges cant attack a ground army.
•
Upped GoliathsObtain goliaths as your primary unit, kill the observer in the center, and possibly defend against any vessels/queens. When you get your first hero, spend it on upgrades. Upgraded goliaths can take out any air very fast.
Pros:
- Safest opening.
- Can get rid of observer fast, enabling you to take center easier.
- Goliaths will always have a purpose in the game, won't become obsolete.
- Air will become a very small problem once you have enough upgrades.
Cons:
- Some pros will still be able to EMP/Broodling even if they goliaths are guarding. (Less reliable than triple scourge)
- Goliaths get destroyed by hydralisks/zerglings.
- Goliaths are very big, and few can fit in a small space.
•
Fast GhostGet two ghosts as your primary unit, hopefully to lockdown any incoming vessels before they can EMP the cannon.
Pros:
- If the enemy gets a vessel first, he will have to wait until he can kill the ghosts.
- Can be used later on in the game.
- Can kill the observer in the middle fast.
Cons:
- Cant defend at all vs. an early queen or early guardian.
- Ghosts have a hard time fighting alone.
•
Early GuardianGet a mutalisk as your primary unit, fly it to the enemy cannon then morph it into a guardian. You can possibly take out the enemy tank, and still retreat so that the guardian can serve at a later time in the game.
Pros:
- Guardians can still be used later on in the game.
- Can kill the tank.
- Good vs. fast ghosts.
- Guardians are air.
Cons:
- Much less success rate in killing the tank than a queen.
- Guardians are very slow.
- Easily irradiated by an early vessel.
-Mid game strategy•
Cannon DistruptorGet a corsair/scout with marines and medic. Distruption web the cannon and stim the marines to do a rapid amount of damage uncontested. Marines and medic are good in numbers but can be murdered by a single templar. It is suggested that you get 8 Marines, 2 medics, 1 scout, 1 corsair as fast as you can for this strategy to work.
Pros:
- Can catch the enemy off guard if they're getting units that suck vs bionic (eg. Hydras/goons)
- Even if the marines die, you will have a number of medics which will be useful for restoration later on when you get heros.
Cons:
- Units such as zealots, lings (remember they have crack), templars, queens, and vessels will totally deflect your attack.
•
Defiler swarmGet a defiler and melee units such as zerglings. Sneak up to the enemy ramp and cast a swarm onto the cannon, and run your melee units in to damage the cannon/units while not taking damage from ranged units.
Pros:
- Good vs. ranged units.
- Can get the defiler and zerglings two minutes into the game.
- Can also get a plague in, so if the attack is halted it's not a complete loss.
Cons:
- Can be completely destroyed by a templar.
- Zealots on the ramp can successfully defend against this attack.
- Hard to pull off if you do it to early without broodlinging the tank.
•
Templar TurtleSave up bounders and get two templars. Trick the enemy into thinking you are weak so they attack, when they attack storm the ramp, and morph into an archon and let the cannon get kills. Usually it will get 5-10 kills which will allow your cannon to get heros and easily take the center.
Pros:
- Can take the center and get heros for your cannon.
- Can get a lot of kill points which will let you get your hero quicker.
- Can also get an archon if you run out of storm energy.
Cons:
- A vessel can irradiate the templars before they attack, completely dismantling your defence.
- Storms may not be affective against some units.
- If they enemy have good micro they can dodge storms.
- Can be flooded if they have too many units.
- Requires you to pay attention to the cannon a lot more.
•
Muta HarassGet 5-6 mutalisk and harass the enemy by killing any vulnerable unit. When the mutalisks get low on life morph them into guardians or devourers and try and pick off the cannon/defences.
Pros:
- Can cause a lot of problems if the enemy is going for a fast swarm push.
- If you have good micro you can cause a lot of damage.
- Mutalisks regain full health after a morph.
Cons:
- Gets obliterated by irradiate/storm.
- Not good against scouts/goliaths.
•
Mine ContainmentGet vultures and scourges and place mines everywhere, in attempt to contain the enemy in their base. If they get a detector use scourges to kill it, and keep placing mines.
Pros:
- Can contain the enemy for a long time.
- Mines can kill a lot of units at once.
Cons:
- Vultures and mines can't attack air.
- If they get anti-scourge defence with their detectors, you will have a hard time scourging the detectors.
•
Infested HarassGet a science vessel and infested terrans, matrix the infesteds and run them into the enemy base to cause a lot of damage to the cannon.
Pros:
- Can really distrupt newer players.
- Can cause a lot of damage in a short time.
Cons:
- Left vulnerable for a counter-attack.
- Units blocking the ramp makes it hard for infesteds to climb up.
- Takes a lot of bounders for this to work.
- Science vessels will run out of energy fast.
-Late game strategy•
Swarm RecallWhen you get a hero, get an arbiter and lots of lings with a defiler. Stasis all that you can and recall the lings and defiler. Swarm the cannon and hack away at it.
Pros:
- Causes rapid damage to the cannon.
- Enemy could be totally defenceless if you stasis right.
Cons:
- If emped you will have to wait for a long time to regain energy.
- Arbiter can be scourged/lockdowned.
•
Infested RecallGet an arbiter and infested terrans. Recall the infested terrans and siege the cannon, which will cause a massive amount of damage.
Pros:
- If succeeded, can cause heavy damage to the cannon.
Cons:
- Very low success rate.
- Infesteds can splash themselves and kill each other without doing any damage.
•
Reaver ContainGet a warbringer and create scarabs. Attack the enemies cannon and surround the reaver with units. The reaver can attack the cannon without being touched, and the units will protect the reaver from harm.
Pros:
- Very hard to counter if you have a lot of reaver support.
- Will slowly but surely doing damage to the cannon.
- Reavers can't be broodlinged or irradiated.
Cons:
- A lockdown will nullify the reaver.
- An infested matrixed can almost kill a full life reaver.
- Reavers can't attack air.
Screenshots
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Download
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