
I decided to create a game that would attempt to simulate what it would be like to play a game of GG2 on a Commodore 64. This is the result.
You start on the left side of the screen as red. Your goal is to use your money to build an army of scouts and pyros (All I could finish by deadline, buy units by clicking their face icon) to combat an infinite wave of blue jelloscouts. The first team to destroy the other team's generator wins.
You have few advantages. Your enemy has numbers and cheats like a bitch. However, you have the ability to freeze units in place and time (click on your units and press the stop button), and using unit orders you can decide how to tactically maneuver your units in a way that will maximize success.
Yes, it is possible to win, but unlike real gg2 generator, it will take significant planning and tactical finesse (and some luck).
If you have to ask at any point playing this game if you're going to win, no, you're probably not. Enjoy.
Link to DownloadFirst off, your biggest advantage is that you've got about 7 seconds before your enemy starts launching units.
This means you have three scouts worth of a headstart and you must use them to immediately gain control of the board. These seconds decide everything for the rest of the game, if you screw up, just start over. The best place to control the board? Shortly after mid, but before the second bridge. Immediately set your defaults to Spawn jump off and second bridge off. This camping spot does not let you fire on the generator, but it controls the upper route and attacks on passerbys below. Use your money to absolutely zerg this spot with scouts, it is the best area for space control.
You need to defend, but hold off for now, your gen has health. Once you have a decent foothold, change your default settings to Spawn Jump on, bridge one off. This flanks attackers and kills them quickly. Leave the other settings as is to further reinforce your foothold.
Once you have that spot on lockdown, turn bridge two on, and begin work on locking down their spawn.
Once that spot's locked down, turn off the jump at the mid, and zerg the generator with more scouts. NOW you can send in pyros, if only to shore up the bottom.
Do all of the above, and you should be able to eke a win.