Ziggurat rush seemed like a good idea, but then zerglings cutted through ut like butter. Probably, Ghoul rush could've worked in the 1st minutes of the match, hopefully, necromancers could lack wc3 limits on skeletons. Anyhow, UD seems like the most fortified race amongst all of the possible with ghouls, ziggurats and lack of so vulnerable acolytes.
Having ghouls as your main resource gatherers feels very strange. And not being able to expand with just a Gold Mine is rough. Also, you can't click on the UI to cast Death Coil and your units die instantly so it's clear playing it with the Wc3 mindset doesn't work
@@xetanth87 True. Happy would've been proficient at it, since he played both and was notorious for implementing SC2 macro into pro-play. Or something of Moon, building bases just because you can, AI surely has maphack, though. IMHO one of the best ideas could be using rush with hero being at the base (in case of global exp) and building ghouls and necros with either DK for kite or DL for meatwall vampiric, cause, as you mentioned, usual spells are hard to pull off. Seems like WC3 races can win only in case of early push, cause of the technological differences of the races in games. Like most of SC2 units have splash damage, considered imba privelege of Destroyer hero players in WC3. May we hope for a round two with UD rush attempt?
@@ElfFreak No, there will be no Undead round 2. I want to just show each race in a video and that will be the end. It's hard to adjust to this style and it's not my cup of tea. I'm going to finish with Night Elf next and see how Wisps, Ancients, Treants and other tree-related things work.
Generally I want to make UD campaign for Starcraft II and I have some ideas how to adapt Undead to SC more as a sort of Starcrafty race than Warcrafty keeping their uniqueness, but changing Heroes to expansive units and not limited to 1 of a kind. The biggest problem is with gathering resources. How to keep Acolytes and harvesting Ghouls? There is problem with that... We have to do something with Acolytes because if not they will be useless cannon fodder you can't do much with... I have a few ideas ironically borrowed from other WC races (militia and burrows). Having Ghouls as a primary gatherers [minerals] (in WC3 they are secondary gatherers [wood]) is problematic, bcs one they are more expensive, 2 harder to get (you need to have Crypt, you can't get them from Necropolis, so expansion is harder) and 3 they have too much damage and are too though to deal with. You don't have as many Ghouls to harvest lumber in traditional WC as in the mod. P.S.: In theory you can destroy your opponent early if you take all your "harvesting" Ghouls to invade enemy. They are much stronger than any other workers both WC and SC ones.
I feel like you would have done better and you picked the wrong heroes 😂 While not upgrading you unit and build upgrades and having the bone yard for the dragons with the static defense.😂😂😂 Like your if i give an example your overloads can turn into towers and you didn't take advantage of that 😂
Even this modification still looks better than Storm Gate 🤣
If only blizzard continue there rts games it's so long since there last rts
Stormgate is doa and will always struggle for relevency because of the negative first impressions
Acolytes had the perfect opportunity to say “My life for Aiur- uh I mean, Ner’zhul”
Semi-automatical gas extractor
Finally! I was always waiting for Zerg and Undead to have a match. The very dead race vs the very alive race is what i'd call it.
The limitless dead race from Northrend vs The endless race of the swarm from Char
This the match I wanted to see
Ziggurat rush seemed like a good idea, but then zerglings cutted through ut like butter. Probably, Ghoul rush could've worked in the 1st minutes of the match, hopefully, necromancers could lack wc3 limits on skeletons. Anyhow, UD seems like the most fortified race amongst all of the possible with ghouls, ziggurats and lack of so vulnerable acolytes.
Having ghouls as your main resource gatherers feels very strange. And not being able to expand with just a Gold Mine is rough. Also, you can't click on the UI to cast Death Coil and your units die instantly so it's clear playing it with the Wc3 mindset doesn't work
@@xetanth87 True. Happy would've been proficient at it, since he played both and was notorious for implementing SC2 macro into pro-play. Or something of Moon, building bases just because you can, AI surely has maphack, though. IMHO one of the best ideas could be using rush with hero being at the base (in case of global exp) and building ghouls and necros with either DK for kite or DL for meatwall vampiric, cause, as you mentioned, usual spells are hard to pull off. Seems like WC3 races can win only in case of early push, cause of the technological differences of the races in games. Like most of SC2 units have splash damage, considered imba privelege of Destroyer hero players in WC3. May we hope for a round two with UD rush attempt?
P.S. also nearest to leveling splash advantage of SC2 units I can think of is mid game of the sentinel elves' chakrums bounce.
@@ElfFreak No, there will be no Undead round 2. I want to just show each race in a video and that will be the end. It's hard to adjust to this style and it's not my cup of tea. I'm going to finish with Night Elf next and see how Wisps, Ancients, Treants and other tree-related things work.
Generally I want to make UD campaign for Starcraft II and I have some ideas how to adapt Undead to SC more as a sort of Starcrafty race than Warcrafty keeping their uniqueness, but changing Heroes to expansive units and not limited to 1 of a kind.
The biggest problem is with gathering resources. How to keep Acolytes and harvesting Ghouls? There is problem with that...
We have to do something with Acolytes because if not they will be useless cannon fodder you can't do much with...
I have a few ideas ironically borrowed from other WC races (militia and burrows).
Having Ghouls as a primary gatherers [minerals] (in WC3 they are secondary gatherers [wood]) is problematic, bcs one they are more expensive, 2 harder to get (you need to have Crypt, you can't get them from Necropolis, so expansion is harder) and 3 they have too much damage and are too though to deal with.
You don't have as many Ghouls to harvest lumber in traditional WC as in the mod.
P.S.: In theory you can destroy your opponent early if you take all your "harvesting" Ghouls to invade enemy. They are much stronger than any other workers both WC and SC ones.
You should use Ice Litch hero against Zergs
I need to play this mod asap
The mod name is in the description
@@xetanth87 I know dw. Just saying ;)
In warcraft everything is possible
I feel like you would have done better and you picked the wrong heroes 😂
While not upgrading you unit and build upgrades and having the bone yard for the dragons with the static defense.😂😂😂
Like your if i give an example your overloads can turn into towers and you didn't take advantage of that 😂