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I'll Make Your Micro Map - Page 2

Blogs > old times sake
Post a Reply
Prev 1 2 All
Xeofreestyler
Profile Blog Joined June 2005
Belgium6774 Posts
January 05 2010 06:43 GMT
#21
^maybe start that off with some finger warming exercises first though
Graphics
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-01-05 06:52:53
January 05 2010 06:52 GMT
#22
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.
..and then I would, ya know, check em'. (Aka SpoR)
thopol
Profile Blog Joined May 2008
Japan4560 Posts
Last Edited: 2010-01-05 07:18:21
January 05 2010 07:16 GMT
#23
On January 05 2010 15:52 CharlieMurphy wrote:
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.

This is really brilliant. I second this idea.

I'm really not sure how it would be implemented but it would be a phenomenal asset.

EDIT: I don't want to discount how sweet many of the other ideas here are though. I'd be happy to see most of this stuff.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
January 05 2010 08:00 GMT
#24
On January 05 2010 15:26 ShinyGerbil wrote:
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D


If you wanna play like that just ask anyone for games without cheese and just standard play. works fine
Lim Yo Hwan forever!
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 05 2010 11:08 GMT
#25
I would like a small simple mod to an existing map.

Start with the standard Micro Tournament (Marwins version 10.5v3 is the map I'm working with).

Change the custom mode so instead of cycling through the players to get a turn, the first player always chooses the micro combination. Rather than a bunch of retards throwing units on the squares, you get somebody creating carefully considered matchups each round (somebody like me
¯\_(ツ)_/¯
coltrane
Profile Blog Joined June 2008
Chile988 Posts
January 05 2010 17:06 GMT
#26
On January 05 2010 17:00 Zoler wrote:
Show nested quote +
On January 05 2010 15:26 ShinyGerbil wrote:
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D


If you wanna play like that just ask anyone for games without cheese and just standard play. works fine

If you do it with a friend you could play and save the game, then play it several times.
Jävla skit
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-01-05 19:01:49
January 05 2010 19:01 GMT
#27
On January 05 2010 16:16 thopol wrote:
Show nested quote +
On January 05 2010 15:52 CharlieMurphy wrote:
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.

This is really brilliant. I second this idea.

I'm really not sure how it would be implemented but it would be a phenomenal asset.

EDIT: I don't want to discount how sweet many of the other ideas here are though. I'd be happy to see most of this stuff.


There is this old micro map on LT for terran that had a pretty cool selection interface.

Basically you start bot/right and have a seiged tank with the screen centered. around the tank is a few pylons each with words on the screen over them. You shoot a pylon for TvP, TvZ, TvT. Then more pylons and words popped up with Vult vs goon, vult vs ramp, tank drop, etc.
..and then I would, ya know, check em'. (Aka SpoR)
caldo149
Profile Blog Joined April 2009
United States469 Posts
January 06 2010 06:05 GMT
#28
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.
Hellions are my homeboys
old times sake
Profile Blog Joined November 2009
165 Posts
Last Edited: 2010-01-06 07:12:56
January 06 2010 07:10 GMT
#29
On January 06 2010 15:05 caldo149 wrote:
Show nested quote +
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
caldo149
Profile Blog Joined April 2009
United States469 Posts
January 06 2010 08:20 GMT
#30
On January 06 2010 16:10 old times sake wrote:
Show nested quote +
On January 06 2010 15:05 caldo149 wrote:
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.


For an AI Protoss, I was just thinking that the Arbiter would attempt to recall in a specific location. If you could make it choose between a couple locations, (each time you play it picks a different one) that would be ideal. Recall at T's Factories or Recall at T's 3rd base for example. The AI Protoss army would just be really big, i guess it might have to have units spawn a little bit faster than normal, macro to compensate for bad micro. Just have units ready to fight the Terran's push, nothing fancy.

If it's too impossible to make the AI work then just make it so a human player controls the Protoss.

Overall I think the way it should work is that there's a timer at the start and the Terran has to destroy a Nexus before the timer runs out. Timer runs out means Protoss wins. Stopping a Recall adds more time. Recalls should happen periodically by the AI, or it would be up to the human Protoss player to decide when to recall or stasis or whatever. A successful recall sets the timer to a specific lower value, and then if the Recall is defended (all Toss units in base destroyed) then the clock resets to the original starting time.
Hellions are my homeboys
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2010-01-06 08:27:55
January 06 2010 08:27 GMT
#31
Valkyrie micro vs Muta/Scourge
Reaver micro vs stuff

how about Forge FE Defense?
Nada's body is South Korea's greatest weapon.
old times sake
Profile Blog Joined November 2009
165 Posts
January 06 2010 09:12 GMT
#32
On January 06 2010 17:20 caldo149 wrote:
Show nested quote +
On January 06 2010 16:10 old times sake wrote:
On January 06 2010 15:05 caldo149 wrote:
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.


For an AI Protoss, I was just thinking that the Arbiter would attempt to recall in a specific location. If you could make it choose between a couple locations, (each time you play it picks a different one) that would be ideal. Recall at T's Factories or Recall at T's 3rd base for example. The AI Protoss army would just be really big, i guess it might have to have units spawn a little bit faster than normal, macro to compensate for bad micro. Just have units ready to fight the Terran's push, nothing fancy.

If it's too impossible to make the AI work then just make it so a human player controls the Protoss.

Overall I think the way it should work is that there's a timer at the start and the Terran has to destroy a Nexus before the timer runs out. Timer runs out means Protoss wins. Stopping a Recall adds more time. Recalls should happen periodically by the AI, or it would be up to the human Protoss player to decide when to recall or stasis or whatever. A successful recall sets the timer to a specific lower value, and then if the Recall is defended (all Toss units in base destroyed) then the clock resets to the original starting time.


If it's a comp it's just going to be an unrealistic amount of units attacking you and an arbiter running straight into your base, from what I understand. I don't think this is what anyone would want. If you want human players starting out with bases I'd rather see a replay for the base layouts. I can make this but it won't have good building placements and one side will probably win easy until you edit it. Is this okay?
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
old times sake
Profile Blog Joined November 2009
165 Posts
January 07 2010 07:33 GMT
#33
I've updated the OP so it's easier to find what's up with the suggested projects so far. Let me know if you like it. Thanks for all the suggestions guys. I'm looking forward to making your maps.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
ella_guru
Profile Blog Joined August 2009
Canada1741 Posts
January 08 2010 14:12 GMT
#34
Thanks a lot for the work you are about to do!

Oh, and for Dropship Hero, your solution sounds dandy.
Each day gets better : )
thopol
Profile Blog Joined May 2008
Japan4560 Posts
January 08 2010 20:16 GMT
#35
Ambitious project man. Thanks for the effort.
old times sake
Profile Blog Joined November 2009
165 Posts
January 09 2010 06:51 GMT
#36
Okay. If you want me to finish any maps I'm going to need a little more information.

1.

For instance, I started to make a map that starts you at midgame, on destination. Right now only PvZ is set up, thanks to someone who told me to copy the situation from a replay (with some tweaks). Every time I've played it though, the Protoss won easy. It starts out like this:

Toss has his natural, 2 photons at it, decent simcity. a stargate in his main, and 2 zealots. 1 gate. 2 assimilators

Zerg has his nat, a third with a few drones at it, lair finished, and 6 lings waiting outside toss's main. 1 extractor so far.

So in addition to double-checking this, I also have no details on what to do for the other matchups. Ditto for a late-game version of this map, or an early game version for that matter. With some reps, u can tell me "copy 0:56 from this rep", and then it will be a situation in a micro map.


2.

I started making the FD simulator thing. Problem is I have no replays to really judge things like: on desti, say your 6 rines and 1 tank are moving up. at what point in the map should they run into the first goon? halfway? a little less? a little more? etc. at what point do they run into the next 2 goons? how far across the map before your first vult pops out? I need this kind of info before I can make it.

So those are the two things I've started to work on, but for me to research details like these myself it will take me a lot longer than it would to just make the map.

Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
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