This has been done by BeastyqtSC2 a few years back - Mass Sentries to GM. It was an extraordinary series that I wished would never end. I don't know if it's been nerfed but, as ridiculous as it seemed then, it was surprisingly effective and super entertaining
@@WhatsY0UTUB3 Ah well, Beasty sure made it look viable back then, but IMO it seemed like he was getting a little sloppy towards the end of the series, and seemed like he was on auto-pilot with one or two strategies. Since then, maybe changes have made the build weaker overall. I feel like if it has a chance, uThermal would be the one to make the magic happen. Even if he couldn't, mass sentries are just so fun to watch lol
@@AltoidDealer I think Mana is going to make it to gm. Beasty couldnt do it because he was getting stream sniped a lot and he refused to do cannon rushes to make it stronger. Mana is doing cannon rushes to make it work
Hello uThermal. Big fan here. Here is some very hard challenge I would looove to see: - mass sentries to GM - any challenge involving disruptors drop - nuked to death: defend with what you want, but attack only with ghosts and medivacs (and nukes!!) (eventually you are allowed to finish the opponent when he is clearly dead) - and finally, I dream about drops with like 2 sentries and 2 templars in a prism: force field the mineral line and storm all workers.... Please keep up the amazing content!!
Challange idea: use the strat of your oponent from the previous game against your current oponent for as long as your last oponent was alive or game length. Ie, if your previous oponent lost at 7 minutes (or you lost at 7minutes), you are then free to change strategies in your current game after 7 minutes Since you can have P, Z or T oponents, you use the last races strat until you get a new oponent from that race to swap strats
I love this idea because he always sees weird psycho moves being made, but it also has an interesting dynamic because he's encouraged to let his opponent live longer so he has more time next match, but also the longer the match goes the more weird counters he has to do against an opponent who is going to be thinking "why is he making anti-air against my 100% ground army??" 100 upvotes, would love to see this!
I feel like getting burrow just to save drones would usually pay for itself. I love burrow as well. I feel like it's under utilized. I like your idea. I think it could allow for a lot of fun variety!
I feel like we havent done any offrace unit challenges at all. Queen broodlord. Hydra ultra. Pheonix zealot. Anything with tempest to gm. Hydra lurker. Would also love cannon rush darkshrine to gm. Anything will do however i feel like i havent seen a build in this series that bothers zerg. Have to fix that before the end.
Thrilling first game, and extremely satisfying second game. Counter-recall-canon-rush is my favorite absurd strategy. You laid siege to his base like how an attacking army would get a small force into the enemy's castle, taking the keep from them while the enemy still held the rest of it and cutting them off from their vital stuff. Also, that dance early on against the photon cannon on the low ground was amazing, you got so close to death and basically used the health of units and buildings like the resource it was to pull that off.
Was just coming here to post that one. Could be fun, similar to Ghosts to GM which was my personal favorite series. Dodging EMPs will be hard but, that's what pulling them apart with DT harassment is for. Warp prisms/Observers should be allowed too though just to keep enough options open!
X to grandmaster: Turtle Time: (no rush challenge);Set a time limit for Uthermal to build up their armies and bases before they are allowed to engage in battle. This challenge tests a player's ability to balance offense and defense while not going out to attack. However this does mean you can slowly expand static defence to turtle with your army. Battle TIME: A random timer with a nice jingle goes off. Anytime that timer goes off, you must attack with all units. you can still make units... during the randomized timed event, you can only engage while in offensive means. Once the Battle TIME has stopped. you can defend and macro anyway you want, but cannot go out aggressively. Until the next battle timer goes off. The timer would be pretty easy to set up from a myriad of freetimer apps, but basically you start a game, you start a timer, and it will randomly go off within the 2-5 minutes of teh start of the game. Battle Time is about, 30 seconds to 2 minutes 30 seconds long. Then there is randomized time where you cannot battle for 30 seconds to 3 minutes, where onyl macoring is available. ANother example is. Start game, Start timer (automated), 2:30 passes, Buzzard (Klaxxon), Battletime (music interjection if you want) 30 seconds, (Alarm) sound, No Battle allowed, peaceful ambience 1 minute, Battle time 2 minutes, etc. SO basically when in battle mode you cna still manage nad macro but all units made must seek conflict against hte opponent, which can be defending your base and moving around, but importantly that tehy are engaged. SPecial Ability: Only units with special abilties can be used that are considered. Dropper Lords only: Carry me home mountain Momma. TO FLy or nto to Fly Only: Only flying units can be built. the early game allows 300 minerals/vespene to any unit defence. Clockwork Orange: Can only expand and build in a clock wise fashion, regardless of what minerals are near by or close to you. (excluding natural). Forces you to eventaulyl conflict against your opponent sooner for expanding purposes. You cna defend nodes taht would be traditionally yours, just... the premise is you must expand in a clockwise fashion. That would be North - East - South - West on a square map. Deliverance: 1-2 Barracks 3 factory - 4 factory. Basically you key main unit is Siege tanks. Simply just rushing in, in a massive group... quit fast and early... mainres in light nubmers accompany the tanks for mild air support and friendship. tanks need friends. Immortalized - Immortals to Grandmaster. Light supportive units for air, by mostly immortal pure army, composition. Neural Parasite to Grandmaster: Exactly what it seems. Early Neural parasite.. Neural Parasite to Grandmaster 2: Take over an enemy Probe.. and build a nexus in a mineral line (any race can deposit crystals) then you build support or attacking unit combination of protoss and zerg. Queens and immortals are slightly broken... since they can heal Immortals... fairly well... or any HP of any units. Typically in a neuro parasite of this sort, your 4rth base would be a nexus... its much harder in sc2 to accomplish such feats. The did break cannon to to make supply a 200 cap, rather than the logic, of capcity of an area. IE Overlord was mental extension of the overmind ot tend and communicate witht hte overmind to herd the zerg flock and minds, thus a capacity is limited. Protss needs psionic energies to warp in or transduce new things to exist. Humans need houses... So technically in the original st1 the cap was 600, if you could mind control all the races. Which made zerg super powerful. Ithink there was a mind control of protoss which was broken asf. Meh.. Zerg Challenge: The floor is lava. Can only expand, attack based on where creep exists. The onyl exclusion is overlords can go out to expand creep, tumours, and Nydus wurms... but no military unit can be off of creep for an extended period of time, of course during a battle itsa diferent story but in teh conclusion of it, one must change the outlook, SO being verse a zerg can/ could be helpful, rather than other species. Two Base mining only as Terran only, can only expand once the minerals are just about depleted. Alternatives to this is, MULE party... can only have 24 scvs, after that only mules are allowed. Forcing you to have orbitals to grandmaster, thus mastery of economic returns.. MUahahahaha. Floating Money: You must float 100 minerals on average at one minute. You must float on average 1000 minerals at ten minutes. Handicap... in a sense.. Nydus Mayhem. Zerg can only attack from a nydus and only 1.25 Screen of a nydus can they attack. Defense of your structures do not have any limitation in your mineral patches etc. Your composition: Must always consist of ten supply (roughly Battlecruiser would be 2) of each unit type before attacking your opponent in an engagement, If you fail in your attack, or retreat, you must rebuild your composition. If your attack is successful you can resupply it and keep pushing forward with whatever comes out. This forced composition is a bit of turting. PHotons and TEmpests to Grandmaster. (Balanced) Psionic storms and Archons to Grandmaster. (gas intensive) Banneling Burrowed bombs and Hydralisks/lurkers to grandmaster. Covert OPS: Every time you play, you can have an army, as a defensive equalizer and defense, but you are only allowed attacking your opponents structures with secret armies and spies, so drops if terran, or nukes and ghosts, to lurker drops or nydus spies, Dark templar, Zealot run by would be allowed. Basically any form of secrecy is allowed. Protoss can use the mother ship.. and recall also... Basically jsut a lot of fun, messing with your opponent without/ avoiding a directly army conflict. Teaching ways to sub navigate the static lines and patrols of the enemy to hit hard and devastate portions of the opponents infrastructure. MULE-tilation of MINERALS to rob and steal and take from systems. Much like Orbital challenge this one is all about being an Economic annoyance.. So by all and any means you take minerals from your opponent. If they have an undefended open base, you fly a cc and start long distant mining it with scvs or mules.. Any unit can be made.. medivacs can be used to move scvs to safety and keep them healed in their extranious hazardous service to the uthermal empire. The strat is to aggresive and constantly kill, or take wit hscvs form what your opponent is mining. While your army may be smaller in task the use of ghosts and other units keeping pressure and unit vlaue ahead, cna liit hte neemies retatliation and attack. IE sniping off units for free exchanges, etc. not all of these are great, but random ideas. Grandmaster challenges nto just challenges.. many of them have been made. Nederlands has a suggestion that is pretty good and i htink you mentioned somethign like that during your thoguhts on beofre you did your randomized one.
I have an idea for you to try, for Zerg. Go for the Roach build that is basically a 2 base all-in that uses Ravagers to break the wall and walk in a ton of Zerglings/Roaches, but skimp on resources rather than investing everything trying to make it work - it is a feint to make it look like you are going for this build and then messing up the all-in, when you have actually been greedy and gotten a Spire. Right behind the failed Roach "all-in" comes mass Mutas. Your army is split between a fast moving ball of air units (Corruptors instead of Mutas once your Mutas get countered) and a durable mass of Roaches. You go for Brood Lords ASAP after that, if you can't end the game earlier - the reason is that your Corruptor ball becomes a major liability if you don't - you need them to be able to help you in a ground fight. Some extra Spine Crawlers for defense can be a big deal with this. Roaches are only so strong, and until you have access to Brood Lords your ability to repel a big ground push is limited. Infestors can be a good tech unit to help a small Roach or Corruptor/Muta ball fight off a superior force. As your late game weapon to close out the game is Brood Lords, you prioritize research on Melee Attacks and Ground Carapace upgrades. This has the added benefit of making your Zerglings quite strong while you wait for Brood Lord tech, to help your more durable Roaches hold things on the ground. Your Zergling harass is strong. Roaches with no Ranged Attack upgrades aren't very good... but they ARE good against things that are good vs mass Zerglings, good enough anyway. Is it good enough as a strategy that you can get it to GM? I honestly cannot say. Zerg's ability to just plow forward with a relatively static army is limited - more than other races, Zerg has to adapt. (It's kind of their whole vibe.) But strong early Zerglings is always good, I've seen the early Ravager bust look good against every race, and a mix of Mutas with Corruptors always seems to hold the game long enough for Brood Lords to start doing their thing. You can adjust on the fly, too. If you see early greed, you ramp the Zergling/Roach count and the Ravager bust is real. If you see that the Mutalisk ball is working, maybe you ramp that assault to close the game rather than transition into Roach + Corruptor. But I never see the Ravager bust anymore, and I never see mass Mutas into Broodlords anymore. So combining them into a single game-plan seems ideal for me to suggest. I think it COULD work, if piloted by the right player. And I think you might be that player.
**New Challenge Idea** Cannon rush/proxy follow-up to GM Rules - must start with a cannon rush. Must follow-up with either a proxy gateway/robo/stargate (can be on-site w cannons or elsewhere) Any unit/structure allowed
Challenge idea: you can only make one unit type per production building. For example, if you make a reaper to start you cannot make marines or marauders. Or, if you make a zealot you cannot make stalkers. You dont have to decide what unit until it is on the map to add some counter play to your opponents build. I would love to hear you explain what starport unit to get after a reaper helion rush. Great vids, i love watching them. Keep it up!
Ask ChatGPT for some strategies! Here is what I got from it: Terran: Ghost Nuke Rush Open with a standard 1-1-1 build (Barracks, Factory, Starport). Tech up to a Ghost Academy and produce Ghosts. Research Cloak for Ghosts and Personal Cloaking. Build multiple Nuclear Silos and arm your Ghosts with Nukes. Use Cloaked Ghosts to infiltrate your opponent's base and launch Nukes on their economy and production facilities. Support your Ghosts with a standard bio or mech army. Protoss: Proxy Tempest Rush Start with a Gateway expand. Proxy a Stargate and a Fleet Beacon near your opponent's base. Research the Graviton Catapult upgrade. Chrono Boost out Tempests and use them to harass your opponent's mineral lines and production facilities. Transition into a more standard Protoss composition (e.g., Immortals, Archons, and Zealots) to support your Tempests. Zerg: Infestor Hit Squad Open with a standard Hatchery-first build. Tech up to a Lair and then Infestation Pit. Research Pathogen Glands for Infestors. Produce a group of Infestors and use their abilities to harass your opponent. Use Neural Parasite on high-value enemy units and Fungal Growth on clumped units. Infested Terrans can be used for additional harassment and pressure. Support your Infestors with a standard Zerg army (e.g., Roaches, Ravagers, and Hydralisks).
i've suggested this before a few times and i'd really like to see it. a mothership rush, i thought that was gonna be a thing since the start of proxy nexus
CHALLENGE: 1 or 2 Thor drop rush w/ medivac's. 1 medivac filled with with scvs to repair thors. I just love the way thors look being carried by medivacs :P Lovin all the mine baiting and drop videos too :)
Burrowing to GM! Zerg challenge, use units that excel at attacking while burrowed: banelings, lurkers, swarm hosts. Hydralisks and queens permitted for anti-air (and of course you're allowed air units if a terran opponent tries to fly their buildings into the corner) and zerglings allowed for early-game defending (and burrowing to prevent enemy bases, obviously). If the game timer goes past 15 minutes, you need to make a nydus network for the ultimate in subterranean aggression.
I'd like to see a challenge (not a series probably) where your main battle plan is to disrupt their supply. Kill as many depots, pylons, overlords and bases as possible. Build an overwhelming army while you have a supply hit squad. Call it Blockade.
I love watching your reaper micro. I also loved the ghost rush you did during Dreamhack against showtime. I would say some kind of Reaper or Ghost rush/cheese challenge.
I'd like to see DT (with Blink), Blink stalkers, and an optional third unit keeping with the theme (void rays for void theme, phoenix or oracle for fast in/out, or sentries for mind games) Or another challenge using phoenix, oracle, and sentry? Burrowed units to gm (roaches, banelings, lurkers, hydras, infestors, anything). overlord drops/nydus (banelings, lurkers, zerglings, queens lol, etc) maybe. These could be added to another challenge or combined I guess. Not challenges but misc units I wanna see in challenges: thors, tempests, ultras, lurker, Infestors, swarm host.
Okay sorry for the second comment but I had a funny idea. I remember back in the old SC1 days there would be these custom games people would play that would say NR10/15/20. (No rush. So no aggressive actions, not even probe harass. Scouting is okay of course). Since your iconic style of play is very aggressive with multiple-front attacks, throwing the enemy's attention all over the place, it would be interesting to see how you would adapt to not being able to play an entirely different style / not being able to punish your opponent's greed. You could even call it uTurtle.
Hey Marc, thanks for your entertaining Content i really enjoy every Video! I would suggest: Random Units to GM, you give every Unit a number from 1 to x (depends on how many Units the choosen Race has) and you have to roll your Units every Game or Episode. Workers, Queens and Mules are exempt, if you are playing it as Terran, you could count medivac´s as one of your Numbered Units so, until you reach a certain point, where you say its unplayable without. You can Cheese, Proxy as you like or Macro it out. Hope it´s something you would like to play. Greetings from Germany.
Some ideas of my own and others that I like include: 1. Sky Zerg + infestor 2. Cannon rush 3. Worker rush 4. Spell caster only toss including Phoenix, oracle, sentry, HT, disruptor 5. Marauder, viking 6. Siege Terran
Thst was satisfying to watch. Beating a Canon rush with an even more abnormal cheese 😅 I like challenges that play with a lot of mind games. So something like fake outs or proxies is always fun.
As many have already said, some off-race unit to GM would be nice. Personally, I'd vote for a DT or infestor-based challenge. Another idea - "building rush to GM" - play as random and then rush the opponent with "offensive" buildings (nexi and hatcheries also count as offensive if they're built inside or near the opponent's base).
Challenge idea: You shall not pass (gas) Race: Streamers choice/Random Main strategy: Deny their gas, either by stealing, destroying or bodyblocking their geysers, or killing the harvesters continuously so their gas count remains low. Additional rule that could be added: Surrender when they succesfully produced a certain amount of high gas high tech units or upgrades (Brood lord/ultra, BattleCruiser/Thor, Colossi/Carrier) Most worker-killing strategies kill the workers in the mineral lines because they're more accessible and provide the quickest and easiest value, so the challenge is to see if you can deny their mid and late game teching by denying the resource required for it. They can make all the lings and marines and zealots they want, but they'll have to fight for the roaches, reapers, adepts, stalkers and beyond.
The mind games in that last one! Oh, you're cannon rushing me? How about I proxy counter recall with a late cannon rush YOU? Amazing content, as always.
Series idea: "scv pulls to GM" - this was the coolest moment of Olivera's Championship run - Yes, you pulled workers as part of "speed running to gm". But this is different. This is about setting up a decisive kill shot and executing!
5:02 I was just thinking I wanted to see more stasis traps. Stasis trap to grandmaster! Maybe statis trap+disruptor? Trying to time the disruptor shot with the stasis ending.
I've been hoping for widow mine, liberator, hellion just because the comp is so bad against buildings, but you're already doing a widow mine challenge, so maybe a few seasons down the line
The Upside Down build Banshee - Thor to GM, maybe even Banshee - Liberator - Thor to GM. You can only use flying things that (primarily) shoot down and walking things that (primarily) shoot up
Splash damage to GM. No single target units (no marines, ghosts, etc.). Bonus points for using splash damage units with siege zones (tanks and liberators). You could call it Siege Splash to GM.
U mentioned Artosis, Artosis LOVES protoss and the best unit he loves is the invisible man. Do a challenge with invisible men or some equivalent salt factory unit like the disco ball.
Proxy main base challenge? Aggressive forward bases on opponents doorstep, hidden complete bases with all production and tech? Bonus points if you can prevent getting scouted.
New series suggestion: BIG BOIS to gm (Flip a coin each episode, Terran or Protoss) Basically, after 1 reaper/adept and 10 marines/stalkers, you can only make the big bois (massive) units. Bc’s, thors, cyclones, tanks, Archons, tempest, carriers, colossus, mothership (Because thors and bcs are so easily crumpled by immortals and void rays cyclones and tanks may be used) You can cheese, or go into macro, let the big bois dominate the ladder
Challenge: only long distance mining allowed. You start off with your workers and send them mining from a different base. This will be done for all secondary bases. Anyone base cannot be mined from its closest mineral/gas patches. Mineable bases must be put only in their correct places (closest to their mineral patches).
3-3 rush to GM. Rules: choose a race. After X minutes, you cannot build anything until you start 1-1. Once a set of upgrades finishes, you cannot build anything until you start the next set of upgrades. Further, after X minutes, you cannot build any units unless you have upgrades for that unit currently researching, or the building for that research currently constructing. For example, for Terran, after X minutes you cannot make banshees unless you are making an armory, and after the armory finishes you cannot make any more banshees until you start 1-1 for air.
I think something like mass corruptors (or mass corruptors + something like like banelings). Saw you enjoy a game with it the other day on your other channel. Or mass queens + something else? Ultralisk?
Challenge idea: do not attack offensively until a certain moment like x minutes have passed or you have x amount of stock. Bonus challenge idea: you must build a second CC before you can do anything else
*X to GrandMaster* DropperLord + Burrowed Infestor/Baneling builds! Burrowed Infestors fungal, then unburrow banes on top; drop infestors and banes from the SAME dropperlord, so they don't know whether to rush-in and attack infestor, or rush AWAY from banes....
Burrow to grandmaster. Centered around lurkers, burrow-moving roaches, infestors, hidden banelings, etc. I think that is a underutilized strategy people don't expect
Terran Mech Army Rules : Only Mech Units, 3 Reapers Allowed Everytime you move out, you also bring SCVs for each mech unit dedicated to repairing them.
Marine, marauder, medivac with the option to only have either only 1 raven or 1 active raven( can be replaced upon death). Without the raven is also fine, but the idea of spamming basic units apart from the mass marine strat adds a bit more nuance to it which can give people lower on the ladder how to optimise a basic strat like that.
Still recommending a Terrain Seige comp to Grand master. Tanks, Libs, Widowmines, Thors, and maybe one other unit if needed to round off the Comp, or take one away as needed. Big, slow, transforming seige units.
One off idea. Raven assist to GM. Any move out must be accompanied by a raven. If you don't have one you can't move out. I've been wanting to see more use of ravens as part of army compositions for a while now.
I went to the washroom at work and someone smeared poop all over the toilet seat and I was astonished and realized that fellow must of been on hard drugs to conduct his behaviour in this fashion.
About another challenge: how about challenge that every unit you make needs to have some kind of stealth - you try to kill enemy detectors and then kill them. I know you already did ghosts to grandmaster, but how about ghost, banshee, widow mine. If ghosts are too powerful then maybe limit their number in some way? Or maybe anything else that includes mass banshees, and sniping detectors.
How about Thor/Banshee to GM? It would be fun to see you mix one of the most microable units (with the hyperflight rotors upgrade) with one of the least microable one.
I think most people want to see "capital" units at play. I'm thinking about using Thors a little more, but protoss also has some capital units to employ here.
Idea: Cross-counter to GM. Fake going for a low tech build for which the opposing race has an easy counter build, then hit them with the hard counter to the counter.
Mostly ravens to grandmaster. Not sure on exact rule but they are so cool and versatile. Decide on what you need to add to the ravens list so that it is actually plausible, like Ravens + marines or something.
Challenge idea: "perfect game to gm" meaning if you lose a unit you gg. probably a bit too silly but it might make for some fun games. Also something with libs, I like libs and they're kinda underused I feel and they haven't really been featured in any challenges yet
12:40 use the chrono before the proxy nexus dies. Like dropping a mule before the orbital falls
This has been done by BeastyqtSC2 a few years back - Mass Sentries to GM. It was an extraordinary series that I wished would never end. I don't know if it's been nerfed but, as ridiculous as it seemed then, it was surprisingly effective and super entertaining
mana is doing that now. beasty never got to gm with it though. it is very weak
@@WhatsY0UTUB3 Ah well, Beasty sure made it look viable back then, but IMO it seemed like he was getting a little sloppy towards the end of the series, and seemed like he was on auto-pilot with one or two strategies. Since then, maybe changes have made the build weaker overall. I feel like if it has a chance, uThermal would be the one to make the magic happen. Even if he couldn't, mass sentries are just so fun to watch lol
@@AltoidDealer I think Mana is going to make it to gm. Beasty couldnt do it because he was getting stream sniped a lot and he refused to do cannon rushes to make it stronger. Mana is doing cannon rushes to make it work
Hello uThermal. Big fan here.
Here is some very hard challenge I would looove to see:
- mass sentries to GM
- any challenge involving disruptors drop
- nuked to death: defend with what you want, but attack only with ghosts and medivacs (and nukes!!) (eventually you are allowed to finish the opponent when he is clearly dead)
- and finally, I dream about drops with like 2 sentries and 2 templars in a prism: force field the mineral line and storm all workers....
Please keep up the amazing content!!
Challange idea: use the strat of your oponent from the previous game against your current oponent for as long as your last oponent was alive or game length. Ie, if your previous oponent lost at 7 minutes (or you lost at 7minutes), you are then free to change strategies in your current game after 7 minutes
Since you can have P, Z or T oponents, you use the last races strat until you get a new oponent from that race to swap strats
That would be amazing
This is interesting because even if their build is weird you have to copy it, but it also means your build quality increases as your MMR does.
well am I flying the cc ... like he did... ` jokse - anyways, but copying the build, but not the timing makes the most sense, it would be interesting.
Love the idea
I love this idea because he always sees weird psycho moves being made, but it also has an interesting dynamic because he's encouraged to let his opponent live longer so he has more time next match, but also the longer the match goes the more weird counters he has to do against an opponent who is going to be thinking "why is he making anti-air against my 100% ground army??"
100 upvotes, would love to see this!
What about a Hydralisk and/into Ultralisk to GM? ;)
You rarely see both of these units in normal matches...
Hydralisk are very common, since you can make Lurkers out of them.
Burrow to GM, i love the burrow mechanic, could invoke some nice situations
I feel like getting burrow just to save drones would usually pay for itself. I love burrow as well. I feel like it's under utilized. I like your idea. I think it could allow for a lot of fun variety!
I feel like we havent done any offrace unit challenges at all. Queen broodlord. Hydra ultra. Pheonix zealot. Anything with tempest to gm. Hydra lurker. Would also love cannon rush darkshrine to gm. Anything will do however i feel like i havent seen a build in this series that bothers zerg. Have to fix that before the end.
corrupter ultra?
Thrilling first game, and extremely satisfying second game. Counter-recall-canon-rush is my favorite absurd strategy. You laid siege to his base like how an attacking army would get a small force into the enemy's castle, taking the keep from them while the enemy still held the rest of it and cutting them off from their vital stuff. Also, that dance early on against the photon cannon on the low ground was amazing, you got so close to death and basically used the health of units and buildings like the resource it was to pull that off.
Slow down UThermal. I can't consume this much entertainment.
😂🎉🎉
Facts. I need exactly 1 a day for every day of my life 😂🎉
Yea, it could be better if you post 1 video per 2-3 days, it feels a lot every day 😂
Speak for yourself. More vids pls!
Please I need a video for breakfast, lunch and dinner everyday
Templar only challenge! Only DTs or High Templar. Archons allowed.
That's a good idea!
@@TheCabarro Nah. Too easily countered by EMP of ghosts...
Was just coming here to post that one. Could be fun, similar to Ghosts to GM which was my personal favorite series. Dodging EMPs will be hard but, that's what pulling them apart with DT harassment is for.
Warp prisms/Observers should be allowed too though just to keep enough options open!
Nice!
Nothing to spend minerals on and you need a lot of gas so a lot of bases. Also tech path is too long
I always think these games can't get any better... they keep getting better
I think it would be fun to do some sort of challenge with siege tanks where you aren't allowed to utilize siege mode.
9:11 I love the deadpan delivery
"I'm gonna build a Nexus in his base."
yes, totally normal, thank you
X to grandmaster:
Turtle Time: (no rush challenge);Set a time limit for Uthermal to build up their armies and bases before they are allowed to engage in battle. This challenge tests a player's ability to balance offense and defense while not going out to attack. However this does mean you can slowly expand static defence to turtle with your army.
Battle TIME: A random timer with a nice jingle goes off. Anytime that timer goes off, you must attack with all units. you can still make units... during the randomized timed event, you can only engage while in offensive means. Once the Battle TIME has stopped. you can defend and macro anyway you want, but cannot go out aggressively. Until the next battle timer goes off. The timer would be pretty easy to set up from a myriad of freetimer apps, but basically you start a game, you start a timer, and it will randomly go off within the 2-5 minutes of teh start of the game. Battle Time is about, 30 seconds to 2 minutes 30 seconds long. Then there is randomized time where you cannot battle for 30 seconds to 3 minutes, where onyl macoring is available. ANother example is. Start game, Start timer (automated), 2:30 passes, Buzzard (Klaxxon), Battletime (music interjection if you want) 30 seconds, (Alarm) sound, No Battle allowed, peaceful ambience 1 minute, Battle time 2 minutes, etc. SO basically when in battle mode you cna still manage nad macro but all units made must seek conflict against hte opponent, which can be defending your base and moving around, but importantly that tehy are engaged.
SPecial Ability: Only units with special abilties can be used that are considered.
Dropper Lords only: Carry me home mountain Momma.
TO FLy or nto to Fly Only: Only flying units can be built. the early game allows 300 minerals/vespene to any unit defence.
Clockwork Orange: Can only expand and build in a clock wise fashion, regardless of what minerals are near by or close to you. (excluding natural). Forces you to eventaulyl conflict against your opponent sooner for expanding purposes. You cna defend nodes taht would be traditionally yours, just... the premise is you must expand in a clockwise fashion. That would be North - East - South - West on a square map.
Deliverance: 1-2 Barracks 3 factory - 4 factory. Basically you key main unit is Siege tanks. Simply just rushing in, in a massive group... quit fast and early... mainres in light nubmers accompany the tanks for mild air support and friendship. tanks need friends.
Immortalized - Immortals to Grandmaster. Light supportive units for air, by mostly immortal pure army, composition.
Neural Parasite to Grandmaster: Exactly what it seems. Early Neural parasite..
Neural Parasite to Grandmaster 2: Take over an enemy Probe.. and build a nexus in a mineral line (any race can deposit crystals) then you build support or attacking unit combination of protoss and zerg. Queens and immortals are slightly broken... since they can heal Immortals... fairly well... or any HP of any units. Typically in a neuro parasite of this sort, your 4rth base would be a nexus... its much harder in sc2 to accomplish such feats. The did break cannon to to make supply a 200 cap, rather than the logic, of capcity of an area. IE Overlord was mental extension of the overmind ot tend and communicate witht hte overmind to herd the zerg flock and minds, thus a capacity is limited. Protss needs psionic energies to warp in or transduce new things to exist. Humans need houses... So technically in the original st1 the cap was 600, if you could mind control all the races. Which made zerg super powerful. Ithink there was a mind control of protoss which was broken asf. Meh..
Zerg Challenge: The floor is lava. Can only expand, attack based on where creep exists. The onyl exclusion is overlords can go out to expand creep, tumours, and Nydus wurms... but no military unit can be off of creep for an extended period of time, of course during a battle itsa diferent story but in teh conclusion of it, one must change the outlook, SO being verse a zerg can/ could be helpful, rather than other species.
Two Base mining only as Terran only, can only expand once the minerals are just about depleted. Alternatives to this is, MULE party... can only have 24 scvs, after that only mules are allowed. Forcing you to have orbitals to grandmaster, thus mastery of economic returns.. MUahahahaha.
Floating Money: You must float 100 minerals on average at one minute. You must float on average 1000 minerals at ten minutes. Handicap... in a sense..
Nydus Mayhem. Zerg can only attack from a nydus and only 1.25 Screen of a nydus can they attack. Defense of your structures do not have any limitation in your mineral patches etc.
Your composition: Must always consist of ten supply (roughly Battlecruiser would be 2) of each unit type before attacking your opponent in an engagement, If you fail in your attack, or retreat, you must rebuild your composition. If your attack is successful you can resupply it and keep pushing forward with whatever comes out. This forced composition is a bit of turting.
PHotons and TEmpests to Grandmaster. (Balanced)
Psionic storms and Archons to Grandmaster. (gas intensive)
Banneling Burrowed bombs and Hydralisks/lurkers to grandmaster.
Covert OPS: Every time you play, you can have an army, as a defensive equalizer and defense, but you are only allowed attacking your opponents structures with secret armies and spies, so drops if terran, or nukes and ghosts, to lurker drops or nydus spies, Dark templar, Zealot run by would be allowed. Basically any form of secrecy is allowed. Protoss can use the mother ship.. and recall also... Basically jsut a lot of fun, messing with your opponent without/ avoiding a directly army conflict. Teaching ways to sub navigate the static lines and patrols of the enemy to hit hard and devastate portions of the opponents infrastructure.
MULE-tilation of MINERALS to rob and steal and take from systems. Much like Orbital challenge this one is all about being an Economic annoyance.. So by all and any means you take minerals from your opponent. If they have an undefended open base, you fly a cc and start long distant mining it with scvs or mules.. Any unit can be made.. medivacs can be used to move scvs to safety and keep them healed in their extranious hazardous service to the uthermal empire. The strat is to aggresive and constantly kill, or take wit hscvs form what your opponent is mining. While your army may be smaller in task the use of ghosts and other units keeping pressure and unit vlaue ahead, cna liit hte neemies retatliation and attack. IE sniping off units for free exchanges, etc.
not all of these are great, but random ideas. Grandmaster challenges nto just challenges.. many of them have been made. Nederlands has a suggestion that is pretty good and i htink you mentioned somethign like that during your thoguhts on beofre you did your randomized one.
One depot only to GM. Tons of extra PFs all over the place, wild macro cheese, tons of extra bases...
I have an idea for you to try, for Zerg.
Go for the Roach build that is basically a 2 base all-in that uses Ravagers to break the wall and walk in a ton of Zerglings/Roaches, but skimp on resources rather than investing everything trying to make it work - it is a feint to make it look like you are going for this build and then messing up the all-in, when you have actually been greedy and gotten a Spire. Right behind the failed Roach "all-in" comes mass Mutas. Your army is split between a fast moving ball of air units (Corruptors instead of Mutas once your Mutas get countered) and a durable mass of Roaches. You go for Brood Lords ASAP after that, if you can't end the game earlier - the reason is that your Corruptor ball becomes a major liability if you don't - you need them to be able to help you in a ground fight.
Some extra Spine Crawlers for defense can be a big deal with this. Roaches are only so strong, and until you have access to Brood Lords your ability to repel a big ground push is limited. Infestors can be a good tech unit to help a small Roach or Corruptor/Muta ball fight off a superior force. As your late game weapon to close out the game is Brood Lords, you prioritize research on Melee Attacks and Ground Carapace upgrades. This has the added benefit of making your Zerglings quite strong while you wait for Brood Lord tech, to help your more durable Roaches hold things on the ground. Your Zergling harass is strong. Roaches with no Ranged Attack upgrades aren't very good... but they ARE good against things that are good vs mass Zerglings, good enough anyway.
Is it good enough as a strategy that you can get it to GM? I honestly cannot say. Zerg's ability to just plow forward with a relatively static army is limited - more than other races, Zerg has to adapt. (It's kind of their whole vibe.) But strong early Zerglings is always good, I've seen the early Ravager bust look good against every race, and a mix of Mutas with Corruptors always seems to hold the game long enough for Brood Lords to start doing their thing. You can adjust on the fly, too. If you see early greed, you ramp the Zergling/Roach count and the Ravager bust is real. If you see that the Mutalisk ball is working, maybe you ramp that assault to close the game rather than transition into Roach + Corruptor.
But I never see the Ravager bust anymore, and I never see mass Mutas into Broodlords anymore. So combining them into a single game-plan seems ideal for me to suggest. I think it COULD work, if piloted by the right player. And I think you might be that player.
Monobattle challenge would be fun, spin a wheel to choose a unit and you can only produce that unit for the game
Show suggestion: Baneling Bust to Grandmaster - just blow everything up with massive baneling busts
**New Challenge Idea**
Cannon rush/proxy follow-up to GM
Rules - must start with a cannon rush.
Must follow-up with either a proxy gateway/robo/stargate (can be on-site w cannons or elsewhere)
Any unit/structure allowed
Challenge idea: you can only make one unit type per production building. For example, if you make a reaper to start you cannot make marines or marauders. Or, if you make a zealot you cannot make stalkers. You dont have to decide what unit until it is on the map to add some counter play to your opponents build. I would love to hear you explain what starport unit to get after a reaper helion rush. Great vids, i love watching them. Keep it up!
Ask ChatGPT for some strategies! Here is what I got from it: Terran: Ghost Nuke Rush
Open with a standard 1-1-1 build (Barracks, Factory, Starport).
Tech up to a Ghost Academy and produce Ghosts.
Research Cloak for Ghosts and Personal Cloaking.
Build multiple Nuclear Silos and arm your Ghosts with Nukes.
Use Cloaked Ghosts to infiltrate your opponent's base and launch Nukes on their economy and production facilities.
Support your Ghosts with a standard bio or mech army.
Protoss: Proxy Tempest Rush
Start with a Gateway expand.
Proxy a Stargate and a Fleet Beacon near your opponent's base.
Research the Graviton Catapult upgrade.
Chrono Boost out Tempests and use them to harass your opponent's mineral lines and production facilities.
Transition into a more standard Protoss composition (e.g., Immortals, Archons, and Zealots) to support your Tempests.
Zerg: Infestor Hit Squad
Open with a standard Hatchery-first build.
Tech up to a Lair and then Infestation Pit.
Research Pathogen Glands for Infestors.
Produce a group of Infestors and use their abilities to harass your opponent.
Use Neural Parasite on high-value enemy units and Fungal Growth on clumped units.
Infested Terrans can be used for additional harassment and pressure.
Support your Infestors with a standard Zerg army (e.g., Roaches, Ravagers, and Hydralisks).
i've suggested this before a few times and i'd really like to see it. a mothership rush, i thought that was gonna be a thing since the start of proxy nexus
CHALLENGE: 1 or 2 Thor drop rush w/ medivac's. 1 medivac filled with with scvs to repair thors.
I just love the way thors look being carried by medivacs :P
Lovin all the mine baiting and drop videos too :)
Burrowing to GM! Zerg challenge, use units that excel at attacking while burrowed: banelings, lurkers, swarm hosts. Hydralisks and queens permitted for anti-air (and of course you're allowed air units if a terran opponent tries to fly their buildings into the corner) and zerglings allowed for early-game defending (and burrowing to prevent enemy bases, obviously). If the game timer goes past 15 minutes, you need to make a nydus network for the ultimate in subterranean aggression.
I watched 1000s of SC2 games and this is one of my absolute favourites!
I'd like to see a challenge (not a series probably) where your main battle plan is to disrupt their supply. Kill as many depots, pylons, overlords and bases as possible. Build an overwhelming army while you have a supply hit squad. Call it Blockade.
I love watching your reaper micro. I also loved the ghost rush you did during Dreamhack against showtime. I would say some kind of Reaper or Ghost rush/cheese challenge.
And I was just about to get out of bed...oh well 🤷🏼♂️
fr
I'd like to see DT (with Blink), Blink stalkers, and an optional third unit keeping with the theme (void rays for void theme, phoenix or oracle for fast in/out, or sentries for mind games)
Or another challenge using phoenix, oracle, and sentry?
Burrowed units to gm (roaches, banelings, lurkers, hydras, infestors, anything).
overlord drops/nydus (banelings, lurkers, zerglings, queens lol, etc) maybe.
These could be added to another challenge or combined I guess.
Not challenges but misc units I wanna see in challenges: thors, tempests, ultras, lurker, Infestors, swarm host.
Okay sorry for the second comment but I had a funny idea. I remember back in the old SC1 days there would be these custom games people would play that would say NR10/15/20. (No rush. So no aggressive actions, not even probe harass. Scouting is okay of course). Since your iconic style of play is very aggressive with multiple-front attacks, throwing the enemy's attention all over the place, it would be interesting to see how you would adapt to not being able to play an entirely different style / not being able to punish your opponent's greed. You could even call it uTurtle.
Hey Marc, thanks for your entertaining Content i really enjoy every Video!
I would suggest: Random Units to GM, you give every Unit a number from 1 to x (depends on how many Units the choosen Race has) and you have to roll your Units every Game or Episode.
Workers, Queens and Mules are exempt, if you are playing it as Terran, you could count medivac´s as one of your Numbered Units so, until you reach a certain point, where you say its unplayable without.
You can Cheese, Proxy as you like or Macro it out. Hope it´s something you would like to play.
Greetings from Germany.
Some ideas of my own and others that I like include:
1. Sky Zerg + infestor
2. Cannon rush
3. Worker rush
4. Spell caster only toss including Phoenix, oracle, sentry, HT, disruptor
5. Marauder, viking
6. Siege Terran
Thst was satisfying to watch. Beating a Canon rush with an even more abnormal cheese 😅
I like challenges that play with a lot of mind games. So something like fake outs or proxies is always fun.
As many have already said, some off-race unit to GM would be nice. Personally, I'd vote for a DT or infestor-based challenge.
Another idea - "building rush to GM" - play as random and then rush the opponent with "offensive" buildings (nexi and hatcheries also count as offensive if they're built inside or near the opponent's base).
Challenge idea: You shall not pass (gas)
Race: Streamers choice/Random
Main strategy: Deny their gas, either by stealing, destroying or bodyblocking their geysers, or killing the harvesters continuously so their gas count remains low.
Additional rule that could be added:
Surrender when they succesfully produced a certain amount of high gas high tech units or upgrades (Brood lord/ultra, BattleCruiser/Thor, Colossi/Carrier)
Most worker-killing strategies kill the workers in the mineral lines because they're more accessible and provide the quickest and easiest value, so the challenge is to see if you can deny their mid and late game teching by denying the resource required for it. They can make all the lings and marines and zealots they want, but they'll have to fight for the roaches, reapers, adepts, stalkers and beyond.
First guy did the 6 minute all in worker pull that you've done as a challenge.
The mind games in that last one! Oh, you're cannon rushing me? How about I proxy counter recall with a late cannon rush YOU? Amazing content, as always.
A couple challenge ideas are naked buildings to GM (no add ons) or unsieged to GM (unsieged tanks and libs only)
Series idea: "scv pulls to GM"
- this was the coolest moment of Olivera's Championship run
- Yes, you pulled workers as part of "speed running to gm". But this is different. This is about setting up a decisive kill shot and executing!
5:02 I was just thinking I wanted to see more stasis traps. Stasis trap to grandmaster! Maybe statis trap+disruptor? Trying to time the disruptor shot with the stasis ending.
"A standard, relaxed proxy nexus" is my favorite sentence lol
I've been hoping for widow mine, liberator, hellion just because the comp is so bad against buildings, but you're already doing a widow mine challenge, so maybe a few seasons down the line
Loving all the content. Keep it coming.
1 question, if you live in Mexico where is your tan
The Upside Down build
Banshee - Thor to GM, maybe even Banshee - Liberator - Thor to GM.
You can only use flying things that (primarily) shoot down and walking things that (primarily) shoot up
Mass Tempest and disruptor rush to GM. :D
A.K.A. Blue Balls xD
Blink to GM could be fun. I think the excitement from good blinks would get you hyped.
I like seeing your massive build deviations,
Like Mothership rush to GM
Or mass marauder/viking to GM
Id love to see a series using infestors in combination with another unit
Cloak to GM. Banshee ghost widow mine
Splash damage to GM. No single target units (no marines, ghosts, etc.). Bonus points for using splash damage units with siege zones (tanks and liberators). You could call it Siege Splash to GM.
U mentioned Artosis, Artosis LOVES protoss and the best unit he loves is the invisible man. Do a challenge with invisible men or some equivalent salt factory unit like the disco ball.
Proxy main base challenge? Aggressive forward bases on opponents doorstep, hidden complete bases with all production and tech? Bonus points if you can prevent getting scouted.
Roach to gm. Burrowed roaches, dropped roaches, nydus roaches.
I want to see hydra since theybwere my favorite in bw and nobody uses them in sc2
@uThermal Feels like games with high templar storms can be really exciting to watch. So maybe something like High Templar + Zealot builds ?
lmao that first dude was called Brazzers 😆
New series suggestion:
BIG BOIS to gm
(Flip a coin each episode, Terran or Protoss)
Basically, after 1 reaper/adept and 10 marines/stalkers, you can only make the big bois (massive) units.
Bc’s, thors, cyclones, tanks,
Archons, tempest, carriers, colossus, mothership
(Because thors and bcs are so easily crumpled by immortals and void rays cyclones and tanks may be used)
You can cheese, or go into macro, let the big bois dominate the ladder
One I'd watch from each race: Marauder/viking, queens only, and mothership rush.
Challenge:
only long distance mining allowed. You start off with your workers and send them mining from a different base. This will be done for all secondary bases. Anyone base cannot be mined from its closest mineral/gas patches. Mineable bases must be put only in their correct places (closest to their mineral patches).
Parry + riposte = poetry in motion
3-3 rush to GM.
Rules: choose a race. After X minutes, you cannot build anything until you start 1-1. Once a set of upgrades finishes, you cannot build anything until you start the next set of upgrades. Further, after X minutes, you cannot build any units unless you have upgrades for that unit currently researching, or the building for that research currently constructing. For example, for Terran, after X minutes you cannot make banshees unless you are making an armory, and after the armory finishes you cannot make any more banshees until you start 1-1 for air.
"Standard, relaxed proxy nexus" - pure gold😁
I think something like mass corruptors (or mass corruptors + something like like banelings). Saw you enjoy a game with it the other day on your other channel.
Or mass queens + something else? Ultralisk?
Challenge idea: do not attack offensively until a certain moment like x minutes have passed or you have x amount of stock.
Bonus challenge idea: you must build a second CC before you can do anything else
*X to GrandMaster*
DropperLord + Burrowed Infestor/Baneling builds! Burrowed Infestors fungal, then unburrow banes on top; drop infestors and banes from the SAME dropperlord, so they don't know whether to rush-in and attack infestor, or rush AWAY from banes....
Very exciting episode!! Thanks
Mass SCV and Marine with P fortresses only. Put up some turrets around each PF, Maybe only 3 PF's needed. Call it "blue collar"
I would love to see a challenge that involves sentry. I think sentry (specially force fields) has a ton of potential.
Keep up the good work. ✌
Burrow to grandmaster. Centered around lurkers, burrow-moving roaches, infestors, hidden banelings, etc. I think that is a underutilized strategy people don't expect
Marc, here's my suggestion: open cannoning natural, follow-up with DT, transition into chargelot archon.
Terran Mech Army
Rules : Only Mech Units, 3 Reapers Allowed
Everytime you move out, you also bring SCVs for each mech unit dedicated to repairing them.
Is "Colossus Drops to GM" a thing that could be possible?
Love this videos , so crazy the proxy to counter the proxy
Marine, marauder, medivac with the option to only have either only 1 raven or 1 active raven( can be replaced upon death). Without the raven is also fine, but the idea of spamming basic units apart from the mass marine strat adds a bit more nuance to it which can give people lower on the ladder how to optimise a basic strat like that.
2v2 or 4v4 with your favorite streamer/ex-pro! Marine roach 1-1 attack with shared army AND economy control! Will lead to fun shenanigans!
One of the uthermal videos of all time!
Still recommending a Terrain Seige comp to Grand master. Tanks, Libs, Widowmines, Thors, and maybe one other unit if needed to round off the Comp, or take one away as needed. Big, slow, transforming seige units.
Terran Turtle to GM
Rule 1: Only attack at 200 supply
Rule 2: minimal harrass allowed
any units
Nydus, queen, lurker. Good ol' fashioned nightmare fuel.
hide and seek - build your base in remote location
either wall the main or just one depo and barracks and build new main base somewhere else
I reject your cannon rush and substitute my own.
Spellcasters to grandmaster :P Edit: on random
I want to see a sentry focused challenge. I want hallucinations, and force fields
Mass oracles to GM
Zealot/Phoenix/Oracle to GM
One off idea. Raven assist to GM. Any move out must be accompanied by a raven. If you don't have one you can't move out. I've been wanting to see more use of ravens as part of army compositions for a while now.
The counter has me laughing each time.
I went to the washroom at work and someone smeared poop all over the toilet seat and I was astonished and realized that fellow must of been on hard drugs to conduct his behaviour in this fashion.
Challenge idea: Roll a dice and send that many workers to the opponent's base at the beginning of the game.
About another challenge: how about challenge that every unit you make needs to have some kind of stealth - you try to kill enemy detectors and then kill them. I know you already did ghosts to grandmaster, but how about ghost, banshee, widow mine. If ghosts are too powerful then maybe limit their number in some way? Or maybe anything else that includes mass banshees, and sniping detectors.
How about Thor/Banshee to GM? It would be fun to see you mix one of the most microable units (with the hyperflight rotors upgrade) with one of the least microable one.
Here's a one-off to GM. Zerg; mass queens. Spines and Spore crawlers as defensive structures are fine for for army, JUST QUEENS.
I think most people want to see "capital" units at play. I'm thinking about using Thors a little more, but protoss also has some capital units to employ here.
Bunker/tank/widow mine/turret (slow push) with nukes. Lots of nukes. A triple usually will kill a base or come close to it
Something with mass Ultras or Archons to GM would be cool. Mix things up from the Terran units.
Idea: Cross-counter to GM. Fake going for a low tech build for which the opposing race has an easy counter build, then hit them with the hard counter to the counter.
Mostly ravens to grandmaster. Not sure on exact rule but they are so cool and versatile. Decide on what you need to add to the ravens list so that it is actually plausible, like Ravens + marines or something.
Hi. Any chance you can try a sky protos to GM? Or something with carriers at the core? Thanks!
Siege build challenge - you have to siege the enemy with bunkers, planetaries, etc. Siege can't break, if siege breaks, you have to leave
Challenge idea: "perfect game to gm" meaning if you lose a unit you gg. probably a bit too silly but it might make for some fun games.
Also something with libs, I like libs and they're kinda underused I feel and they haven't really been featured in any challenges yet
Whats your second channel?
Nvm found it. Subbed