
One thing though, for some reason, I can't use .93 even through the SCII Editor. I always get the following message:
Unable to load file (Core: file not found): ComponentList.SC2Components
Anyone else getting this?
.92 works fine
Forum Index > SC2 Maps & Custom Games |
ghermz
Canada1 Post
![]() One thing though, for some reason, I can't use .93 even through the SCII Editor. I always get the following message: Unable to load file (Core: file not found): ComponentList.SC2Components Anyone else getting this? .92 works fine | ||
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NonY
8748 Posts
On June 12 2010 17:41 Inori wrote: Finally beat it on hard as protoss without using probes. By the time I attack I have about 100 food army: 3-4 Immortals 2-3 Sentries rest Zealots I time it so I attack as soon as Charge upgrade finishes which is about 1.30 mins before end of the game. Ofc all this means crossing fingers and hoping no banshees will come. No idea how to win this map with them. Impossible here I come! :< you'll need that army but maybe 4-5 immortals and like 90 seconds earlier. and you'll have more things attacking you :o | ||
Noak3
United States236 Posts
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stet_tcl
Greece319 Posts
![]() As I've posted before, I haven't had enough time to play the map as much as I want to get a really good feel to its balance (and I still don't >:[ ) and there is always the fact that I can only judge according to my skill level... So I would really appreciate some feedback from you guys on difficulty settings as well as new features you'd like to see. But before you do that please note the following:
Also, two new features are being added to the map: It checks if you are forgetting to make workers (up to a certain worker number), if you are not making creep tumors in time nad if you have more than a set number or lava sitting. I have not decided yet if these should be added to the objectives (ie don't have your main building idle for more than 60 seconds total until you have 30 workers"), be optional objectives, or just cause notifications to appear ("you are not making workers/next creep tumor available in xx seconds"...) with no relation to victory conditions. Opinions? | ||
Avrion
36 Posts
Also, I came across a glitch where I couldn't select the executer, so I couldn't rescue him. | ||
stet_tcl
Greece319 Posts
On June 13 2010 04:41 Avrion wrote: Also, I came across a glitch where I couldn't select the executer, so I couldn't rescue him. Rep? | ||
Deleted User 61629
1664 Posts
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gnuell
Sweden16 Posts
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AWEadam
United States23 Posts
I have thought about adding ~30 seconds to both [Very Hard and Impossible], do you think I should? ... Also, two new features are being added to the map: It checks if you are forgetting to make workers (up to a certain worker number), if you are not making creep tumors in time nad if you have more than a set number or lava sitting. I have not decided yet if these should be added to the objectives (ie don't have your main building idle for more than 60 seconds total until you have 30 workers"), be optional objectives, or just cause notifications to appear ("you are not making workers/next creep tumor available in xx seconds"...) with no relation to victory conditions. Opinions? Yes, I don't feel there is enough time to get the unit composition/upgrades I need in Very Hard/Impossible. I do like the worker and creep tumor notification, and agree they should not be related to victory conditions. | ||
Karmoon
Germany5 Posts
This one map answers pretty much answers all my concerns. I'm concerned, that I beat Easy without any particular build order. (Beating Easy is big news for me, I'm silver/gold league). Did standard 13 gate stuff, no problem, and from then on it got a bit random. I got a robo facility pretty quickly, to rescue the dude, and then decided to run with it, and spammed collossi at the same time as shit loads of z&s&s. However, I understand from your post that you think 'Hard' succeeds in eliminating lucky build orders. One suggestion though, I find the beginning a little too random. At the beginning (like first 5 seconds), there's not even stuff for the pros to do, so, is there any way of delaying proberto being chased by even 5 seconds? That's enough time to split workers and hotkey main base, which is probably what everyone does. Anyway, thanks a lot - it's perfect training and whilst the beta is between phases, the timing for me really couldn't be better. Look forward to improving and tackling the higher difficulties. Cheers. | ||
InfiniteIce
United States794 Posts
On June 13 2010 06:50 Karmoon wrote: I was about to make lots of threads about multitasking, how I can get better, the fact that I have a LOT of problems in maintaining macro whilst scouting. This one map answers pretty much answers all my concerns. I'm concerned, that I beat Easy without any particular build order. (Beating Easy is big news for me, I'm silver/gold league). Did standard 13 gate stuff, no problem, and from then on it got a bit random. I got a robo facility pretty quickly, to rescue the dude, and then decided to run with it, and spammed collossi at the same time as shit loads of z&s&s. However, I understand from your post that you think 'Hard' succeeds in eliminating lucky build orders. One suggestion though, I find the beginning a little too random. At the beginning (like first 5 seconds), there's not even stuff for the pros to do, so, is there any way of delaying proberto being chased by even 5 seconds? That's enough time to split workers and hotkey main base, which is probably what everyone does. Anyway, thanks a lot - it's perfect training and whilst the beta is between phases, the timing for me really couldn't be better. Look forward to improving and tackling the higher difficulties. Cheers. Splitting workers has a negligible effect anyway. There are a few threads on this. Hotkeying your main can come later... Personally, I like the fact that the beginning is random, since it trains your multitasking regardless of the exact timing that you expect...If you beat easy, that's good. I think a gold level player should be able to take easy (given that the player is a solid gold-level, one that belongs there and didn't just ace 5 n00bs in placement matches.) As I recall reading somewhere in this thread, the ling speed is actually slower on easy/very easy (possibly normal? I don't recall, it's been a while since I did normal or below...) than the higher levels. If you're concerned that you beat easy, easily, don't be. I mean, it is EASY ![]() So if you're finding it too easy, on easy, move up :D I think the challenge is pretty rewarding once you move up to the next level. On June 13 2010 04:20 stet_tcl wrote: [*] The way the difficulty levels are intended to work is: Very Easy: For beginners. Easy: Gold and below level players Normal: High Plat- Low Diamond Hard: High Diamond Players ~C+ and upwards on iccup Very Hard: Gosus FWIW, I kind of saw the split a little differently. Perhaps I just put a little less stock in the skill levels of plat/diamond players, given how ridiculously easy those leagues were for me, and the "current" (read: before beta shutdown) state of the AMM system... The game definitely gets more challenging...the jump from easy to normal is pretty appropriate. The jump for normal to hard is pretty appropriate too...what I mean is that the skill gaps between easy (high bronze-silver, imo) and normal (high silver-gold?) seem appropriate. The jump between normal & hard (high gold-LOW level diamond) seems fitting, and the jumps past that (high level diamond, and beyond to proleague status) to impossible seem pretty good. On BNet though, I find that the copper/silver leagues to be almost indistinguishable in terms of opponent skill (having 0-5'ed one reset to see how accurate the AMM was, and how easy or hard it was to move between leagues). Gold is kind of the "middle child" of the leagues...I came across people who definitely belonged in a higher...metal, and people who definitely belonged in a lower one. Rarely did I find somebody who I thought "Yea, this is a 'gold' level player". So, to me, here's the breakdown (of course, I'm not the mapmaker! Just my comment on difficulty of the game, vs difficulty of the actual leagues, in my experiences...a preface: I found the poll option of '750 + games' in the thread "how many games did you play during phase 1 of beta" to be too low of a maximum poll option, so I did have a lot of experience playing and experimenting through the various leagues. This is just my opinion though.) Very Easy: Low/mid? silver and below. Easy: Mid silver to low gold. (Assuming gold is kind of an amalgamation of silver and platinum players who never really got placed in their appropriate league...which is how it seemed to me.) Normal: Low gold to mid platinum. Hard: Mid platinum-mid diamond Very hard: Mid-High diamond Impossible: Proleague, I assume. So if you're finding it too easy, on easy, move up :D I think the challenge is pretty rewarding once you move up to the next level. | ||
Ftrunkz
Australia2474 Posts
I'm high diamond, macro limit of 35 as protoss is really dumb on impossible, the standard build litterally loses because u usually dont chrono boost until the pylon finishes, lol. | ||
RainCoat
Sweden142 Posts
![]() Just some feedback ![]() | ||
Nielsje_8
Netherlands4 Posts
Race: Terran League: Low Silver (Haven't played the original SC nor any RTS for the last 10 years for that matter), so yes, I'm a big n00b ^^ Highest difficulty passed: Easy, currently stuck on Normal Comments The first time I played Very Easy I thought it was impossible. There was no way for me to micro the probe while still macroing up my base. However, after a couple of tries it became easier to do this, and I think after like 5 tries I beat Very Easy. I just went MMM and it worked for me. After beating it a couple of times I moved on to the next difficulty level. Easy was something more difficult. I again needed some tries to get used to the faster gameplay, but again I managed to beat it after like 5 tries. This time I used Banshees with cloaking to attack the enemy Command Centre. After beating Easy a couple of time I moved on to normal. And Normal is were I’m stuck since. Keeping my probe alive is no problem anymore, neither is building up my base or macroing my economy. Rescuing the Tasador three times seems like a walk in the park. However, the time limit seems the big deal breaker for me. I never manage to get enough units to destroy the enemy Command Centre. Or maybe it’s I’m not microing my units enough. What strategy do you guys use as Terran? I beat Easy every time I play, but I can’t for the life of me figure out how to beat Normal. Any advice is appreciated! Ideas for improvement Keeping my probe alive is no problem. Neither is rescuing the Tasador, nor is building up my base. The biggest problem I seem to have right now is to multitask while I'm attack with my army or when I'm being attacked. During “combat-time” I always forget either to keep my mineral count low, or to keep my energy low, or to keep my probe alive, or to macro my base. However, I find it very difficult to train this, since only around 10% or so of the total playing time is “combat-time”. So maybe add a new mode where you are given an army large enough to attack the enemy base, but you may never let your probe die once, or something along those lines? I hope you understand the problem I have, since the way the trainer works now, I have to play through the entire scenario again just to see my attack fail once more. Anyway, it’s probably the best tool out there to train multitasking, and I’m playing it a lot to become better at it! Thanks for making such a wonderful tool! | ||
fierypower
Singapore10 Posts
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Ftrunkz
Australia2474 Posts
On June 13 2010 19:13 fierypower wrote: This map is extremely hard as zerg, a general roach/hydra army won't be able to break their siege tank line. Seems that the only option is to tech up to broodlords/ultras but the time limit ensures that i wont have enough time to mass up a decent amount to win. The mineral limit also prevents me from getting a FE as i will end up with not enough larva to burn away my minerals. iirc correctly people have beaten the hard difficult with just zerglings... | ||
Onean
United Kingdom38 Posts
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Nerchio
Poland2633 Posts
It's quite easy till normal ( i was playing terran ) but i still had to siege tanks to take down meat in front of the tanks otherwise i would just get demolished by those 4-5 tanks behind marine/maruder army. But i actually find it too little time to beat it at hard but i will try more today and give some feedback Edit. i almost cannot imagine breaking it with zerg | ||
jdobrev
Bulgaria162 Posts
On June 13 2010 18:59 Nielsje_8 wrote:+ Show Spoiler + The thoughts of a very low level player on this wonderful tool Race: Terran League: Low Silver (Haven't played the original SC nor any RTS for the last 10 years for that matter), so yes, I'm a big n00b ^^ Highest difficulty passed: Easy, currently stuck on Normal Comments The first time I played Very Easy I thought it was impossible. There was no way for me to micro the probe while still macroing up my base. However, after a couple of tries it became easier to do this, and I think after like 5 tries I beat Very Easy. I just went MMM and it worked for me. After beating it a couple of times I moved on to the next difficulty level. Easy was something more difficult. I again needed some tries to get used to the faster gameplay, but again I managed to beat it after like 5 tries. This time I used Banshees with cloaking to attack the enemy Command Centre. After beating Easy a couple of time I moved on to normal. And Normal is were I’m stuck since. Keeping my probe alive is no problem anymore, neither is building up my base or macroing my economy. Rescuing the Tasador three times seems like a walk in the park. However, the time limit seems the big deal breaker for me. I never manage to get enough units to destroy the enemy Command Centre. Or maybe it’s I’m not microing my units enough. What strategy do you guys use as Terran? I beat Easy every time I play, but I can’t for the life of me figure out how to beat Normal. Any advice is appreciated! Ideas for improvement Keeping my probe alive is no problem. Neither is rescuing the Tasador, nor is building up my base. The biggest problem I seem to have right now is to multitask while I'm attack with my army or when I'm being attacked. During “combat-time” I always forget either to keep my mineral count low, or to keep my energy low, or to keep my probe alive, or to macro my base. However, I find it very difficult to train this, since only around 10% or so of the total playing time is “combat-time”. So maybe add a new mode where you are given an army large enough to attack the enemy base, but you may never let your probe die once, or something along those lines? I hope you understand the problem I have, since the way the trainer works now, I have to play through the entire scenario again just to see my attack fail once more. Anyway, it’s probably the best tool out there to train multitasking, and I’m playing it a lot to become better at it! Thanks for making such a wonderful tool! After the games comes out there should be a save function so you will be able to specifically train any part of any map available. As the things are now - either learn how to make your own maps or try being creative with the ones you have. microing your units in an imaginary battle before the attacks comes is a fine alternative imo. Or using the unit tester map but with your attention divided between a probe somewhere and an actual battle. | ||
Nielsje_8
Netherlands4 Posts
On June 13 2010 20:14 jdobrev wrote: Show nested quote + On June 13 2010 18:59 Nielsje_8 wrote:+ Show Spoiler + The thoughts of a very low level player on this wonderful tool Race: Terran League: Low Silver (Haven't played the original SC nor any RTS for the last 10 years for that matter), so yes, I'm a big n00b ^^ Highest difficulty passed: Easy, currently stuck on Normal Comments The first time I played Very Easy I thought it was impossible. There was no way for me to micro the probe while still macroing up my base. However, after a couple of tries it became easier to do this, and I think after like 5 tries I beat Very Easy. I just went MMM and it worked for me. After beating it a couple of times I moved on to the next difficulty level. Easy was something more difficult. I again needed some tries to get used to the faster gameplay, but again I managed to beat it after like 5 tries. This time I used Banshees with cloaking to attack the enemy Command Centre. After beating Easy a couple of time I moved on to normal. And Normal is were I’m stuck since. Keeping my probe alive is no problem anymore, neither is building up my base or macroing my economy. Rescuing the Tasador three times seems like a walk in the park. However, the time limit seems the big deal breaker for me. I never manage to get enough units to destroy the enemy Command Centre. Or maybe it’s I’m not microing my units enough. What strategy do you guys use as Terran? I beat Easy every time I play, but I can’t for the life of me figure out how to beat Normal. Any advice is appreciated! Ideas for improvement Keeping my probe alive is no problem. Neither is rescuing the Tasador, nor is building up my base. The biggest problem I seem to have right now is to multitask while I'm attack with my army or when I'm being attacked. During “combat-time” I always forget either to keep my mineral count low, or to keep my energy low, or to keep my probe alive, or to macro my base. However, I find it very difficult to train this, since only around 10% or so of the total playing time is “combat-time”. So maybe add a new mode where you are given an army large enough to attack the enemy base, but you may never let your probe die once, or something along those lines? I hope you understand the problem I have, since the way the trainer works now, I have to play through the entire scenario again just to see my attack fail once more. Anyway, it’s probably the best tool out there to train multitasking, and I’m playing it a lot to become better at it! Thanks for making such a wonderful tool! After the games comes out there should be a save function so you will be able to specifically train any part of any map available. As the things are now - either learn how to make your own maps or try being creative with the ones you have. microing your units in an imaginary battle before the attacks comes is a fine alternative imo. Or using the unit tester map but with your attention divided between a probe somewhere and an actual battle. Ok, that sounds fair enough, thanks for the fast response! I'll just wait for the save function, and until then I got enough to work on to improve my game anyway. This trainer will keep me busy for the next few weeks, so thanks again for creating this awesome tool! However, does anybody got some advice on beating Normal as Terran? What units did you build and build order did you use? Thanks in advance! | ||
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