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Dead of Night

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The two players spawn in the center of the map, with a single base, and have a neutral invincible [[sensor tower]]. However, they will be given three extra [[mineral]] patches (two in brutal) and one extra [[vespene geyser]] for their base. There are four avenues of attack into the player's base, but three are blocked with rocks, and for the first night only the southwestern approach will be attacked. On night 2, the northeastern barricade will be attacked, and on night 3, infested will attack from all directions. Enemy infested structures can be attacked in any order, though attacking the recommended bases will lead to the least defenses.
 
The two players spawn in the center of the map, with a single base, and have a neutral invincible [[sensor tower]]. However, they will be given three extra [[mineral]] patches (two in brutal) and one extra [[vespene geyser]] for their base. There are four avenues of attack into the player's base, but three are blocked with rocks, and for the first night only the southwestern approach will be attacked. On night 2, the northeastern barricade will be attacked, and on night 3, infested will attack from all directions. Enemy infested structures can be attacked in any order, though attacking the recommended bases will lead to the least defenses.
   
Static defensive units and structures will be key, especially near the chokes, on the tops of the cliffs, and near the mineral line. Hunterlings will attack workers if left unprotected, and can lead to an early defeat. Defenses should be watched as spotters can deactivate static defense and [[pylon]]s powering them. Two random varieties of special infested will spawn in each playthrough. One will spawn in night 1, the second will appear during night 2, and on night 3 and onward, both will spawn alongside boss infested. Static defense and area of effect units such as [[firebat]]s, [[hellbat]]s and [[perdition turret]]s will be very helpful, as they can brush aside heavy waves of infested, but do not forsake anti-armor to deal with the high health aberrations that will also spawn. Karax is totally recommended for this map due to his probes can instantly warp in pylons and defensive structures.
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Static defensive units and structures will be key, especially near the chokes, on the tops of the cliffs, and near the mineral line. Hunterlings will attack workers if left unprotected, and can lead to an early defeat. Defenses should be watched as spotters can deactivate static defense and [[pylon]]s powering them. Two random varieties of special infested will spawn in each playthrough. One will spawn in night 1, the second will appear during night 2, and on night 3 and onward, both will spawn alongside boss infested. Static defense and area of effect units such as [[firebat]]s, [[hellbat]]s and [[perdition turret]]s will be very helpful, as they can brush aside heavy waves of infested, but do not forsake anti-armor to deal with the high health aberrations that will also spawn.
   
 
Two boss infested can spawn, the Stank and the special nydus worm. The Stank is a high health engine of destruction, and will not die during the day if left unchecked. Taking a heavy force to deal with it, or using a calldown on it should take care of it. The nydus worm will spawn at some point of the map, and generate units towards the player's base at regular intervals. These have high health, and likely the player must push out of their base to deal with them.
 
Two boss infested can spawn, the Stank and the special nydus worm. The Stank is a high health engine of destruction, and will not die during the day if left unchecked. Taking a heavy force to deal with it, or using a calldown on it should take care of it. The nydus worm will spawn at some point of the map, and generate units towards the player's base at regular intervals. These have high health, and likely the player must push out of their base to deal with them.
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