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Fighting Spirit 1.3 Split Practice Map - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 13 2017 16:55 GMT
#21
On May 14 2017 00:41 Aimhreidh wrote:
I hope people realize that practicing splitting probably has the worst time-to-skill return on investment rate imaginable. If you do not want to get better, go ahead and practice it.

But if you want to look/feel cool, this does seem like a good UMS, though I do not agree with the tips.


That is probably true. Just take it as a mini-game.

And what would you suggest for the tips?
www.broodwarmaps.net
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 13 2017 17:01 GMT
#22
On May 12 2017 18:35 Freakling wrote:
Are you spawning larvae for the Zerg as well? I think it's just the larvae which change the Drone spawn position.


No I am not spawning larva, the hatchery does spawn 1 when it spawns itself and it seems to be centered and possibly as close to the collision box of the bottom side of the hatchery as possible. I'm not sure how the other two larva spawn cuz I haven't checked yet.
www.broodwarmaps.net
aFF]ZuluNAtion[
Profile Joined March 2009
Poland173 Posts
May 24 2017 11:45 GMT
#23
https://1drv.ms/i/s!AiRZhSr1afHshQ8lRvorw4c2V40m

gg no re
AKA: Poezja[T4], Poegim
CrymeaTerran
Profile Joined May 2017
149 Posts
Last Edited: 2017-05-24 12:55:24
May 24 2017 12:53 GMT
#24
You can spend some 5 minutes @ splittingmap if you start your bw, i c only good points:

a) get warm
b) improve@splitting
c) you feel more cool if you learn to split pretty well and you know that the observer will go craaaazy in your next 1v1+obs game
Sziky = Love
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
May 24 2017 14:16 GMT
#25
That's pretty cool. It would be cooler if you added a trigger to reposition the mouse cursor before the split every time - exactly on the place where it usually is when the usual melee game begins.
Enjoy the game
aFF]ZuluNAtion[
Profile Joined March 2009
Poland173 Posts
Last Edited: 2017-05-24 14:21:20
May 24 2017 14:20 GMT
#26
Yeah this map is nice for warm up i always playing this before i start normal games this is not learnig split too much tbh cuz of minerals are in others positions on every map, even different version of FS have different minerals placement. But still nice UMS, good job. It also helps me alot to set my mouse DPI on this new patch )
AKA: Poezja[T4], Poegim
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2017-05-24 15:43:32
May 24 2017 15:41 GMT
#27
Very cool, but I wish it let you mine minerals for longer as careful micro of the scvs can get you a few more trips (like sending a new scv to a close patch when that patch's worker is returning minerals, then (re-)assign the cargo returner to a new (farther) patch instead of the brand new scv that just popped out of the CC).
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 24 2017 16:18 GMT
#28
@aFF]ZuluNAtion[
Wow lol the 100%! Good job! Although FS 1.3 versions should all have the same mineral formations, if they don't then you are either playing on previous versions (Back when it was known as Silver Wing or 1.1,1.2, etc) or you are playing a version that somebody tinkered with in an editor after unprotecting it. Also the point about using FS is the fact that unit pathfinding should behave similarly or the same as any FS 1.3 version out there, so it actually mimics splitting behavior you would experience when you are playing somebody on FS 1.3 1v1.

@LRM)TechnicS
As far as I know this is not possible to do with triggers... unless you know something I don't? I'm not an expert in UMS maps. I used the "Center View" trigger to change screen after every split.

@mishimaBeef
Seems like several people want me to add different things and people have made the point that the returns per unit-time of such a map are quite small, which I agree with. So I'd have to spend a few hours making changes to something most people think is pretty inconsequential to begin with. Therefore think of it as a mini game, and I'm not sure if I will make changes anytime soon.
www.broodwarmaps.net
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
May 24 2017 19:09 GMT
#29
On May 25 2017 01:18 JungleTerrain wrote:


@LRM)TechnicS
As far as I know this is not possible to do with triggers... unless you know something I don't? I'm not an expert in UMS maps. I used the "Center View" trigger to change screen after every split.



Sorry, I should have added the "if possible" part I was thinking of adding. I have played various UMSes and had the vague thought that fixing the screen (and probably the mouse cursor) at a certain place is possible. I definitely don't consider myself knowledgeable on the matter of UMS triggers. Perhaps Freakling could chime in whether he has seen such a feature.
Enjoy the game
Freakling
Profile Joined October 2012
Germany1529 Posts
May 24 2017 19:30 GMT
#30
I am not a UMS map maker either. There might be a EUD trigger for it. However, if you really want to practice a certain split, a fixed spawn version of the map in question and some f10-e-r spam will probably the job best.
iopq
Profile Blog Joined March 2009
United States906 Posts
Last Edited: 2017-05-24 20:53:15
May 24 2017 20:50 GMT
#31
On May 10 2017 20:41 JungleTerrain wrote:
Show nested quote +
On May 10 2017 19:28 iopq wrote:
I mean it just doesn't make any sense anymore since they don't have E rank. That said, I also got 90% A- my first try. I did do a bunch of splits beforehand, though. This is because I actually do it really badly in game and prioritize the drone before the split. It's actually a bad idea, though. It's better to get the split down first and then make the drone. Making the drone will mess up the split, so I have to unlearn it.

I suggest there be a "nightmare mode" where you also get graded on the worker finishing building, in other words you have to start it within let's say 3 seconds (any faster and Zerg splits won't be possible)


I was thinking of making the Zerg spawn just as it does in melee games, but in melee games the drones spawn more to the right than Protoss and Terran, and they still have this "problem" of the drones sometimes glitching out. Unfortunately I don't currently know of any way I can accurately mimic the way Zerg spawns in melee games since there's no way to view it in an editor with collision boxes showing or a grid overlayed on top of it. I would have to eyeball it basically,

can we do this? I noticed this map is not applicable to Zerg players because you have to click in a different spot than in a melee game
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
May 24 2017 20:53 GMT
#32
This looks good. I can see this being useful to a lot of people.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
JungleTerrain
Profile Joined January 2012
Chile799 Posts
May 24 2017 21:29 GMT
#33
On May 25 2017 05:50 iopq wrote:
Show nested quote +
On May 10 2017 20:41 JungleTerrain wrote:
On May 10 2017 19:28 iopq wrote:
I mean it just doesn't make any sense anymore since they don't have E rank. That said, I also got 90% A- my first try. I did do a bunch of splits beforehand, though. This is because I actually do it really badly in game and prioritize the drone before the split. It's actually a bad idea, though. It's better to get the split down first and then make the drone. Making the drone will mess up the split, so I have to unlearn it.

I suggest there be a "nightmare mode" where you also get graded on the worker finishing building, in other words you have to start it within let's say 3 seconds (any faster and Zerg splits won't be possible)


I was thinking of making the Zerg spawn just as it does in melee games, but in melee games the drones spawn more to the right than Protoss and Terran, and they still have this "problem" of the drones sometimes glitching out. Unfortunately I don't currently know of any way I can accurately mimic the way Zerg spawns in melee games since there's no way to view it in an editor with collision boxes showing or a grid overlayed on top of it. I would have to eyeball it basically,

can we do this? I noticed this map is not applicable to Zerg players because you have to click in a different spot than in a melee game


I'm probably not going to touch this anymore, it's too much work and I'm working on other projects that are more worth my time.
www.broodwarmaps.net
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