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[UMS] Multitasking Trainer v0.94 - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 35 36 37 Next All
HCastorp
Profile Blog Joined March 2010
United States388 Posts
Last Edited: 2010-05-12 15:43:53
May 12 2010 15:43 GMT
#41
About smooth turns . . . is the idea that the probe decelerates in a sharp corner, but obtuse angles make it maintain speed?

Very cool map BTW, my game definitely needs this kind of help!
GJB
Profile Joined April 2010
United Kingdom18 Posts
May 12 2010 16:05 GMT
#42
On May 13 2010 00:36 Weasel- wrote:
What does it mean "save" the executor, I had him sitting right next to my nexus when I killed the orbital command and it told me I didn't save him


I have the same problem, i bring him over but it keeps failing me on this??
Grape
Profile Joined April 2010
145 Posts
May 12 2010 16:12 GMT
#43
Looks great, will check it out when I have the time!
GJB
Profile Joined April 2010
United Kingdom18 Posts
Last Edited: 2010-05-12 16:20:42
May 12 2010 16:20 GMT
#44
On May 13 2010 01:05 GJB wrote:
Show nested quote +
On May 13 2010 00:36 Weasel- wrote:
What does it mean "save" the executor, I had him sitting right next to my nexus when I killed the orbital command and it told me I didn't save him


I have the same problem, i bring him over but it keeps failing me on this??


Ah ha! I looked at regions in the editor, it shows the save location is to the left of your base in the circle.

Letall
Profile Joined April 2010
Sweden384 Posts
May 12 2010 16:37 GMT
#45
Something more to look at whlie moving the probe for about 20 minutes would be nice.
Dont tase me bro
Grhym
Profile Joined April 2010
177 Posts
May 12 2010 16:55 GMT
#46
I would like to see all the obstacles removed from the probe island; minor inconvience though.
あ
IrVeNoJu
Profile Joined April 2010
Poland61 Posts
Last Edited: 2010-05-12 16:59:40
May 12 2010 16:59 GMT
#47
Zerg is really hard to finish from 1 base...

Forgot to say, good work !
W.A.M
Kojaimea
Profile Joined April 2010
United Kingdom277 Posts
May 12 2010 17:02 GMT
#48
How do you keep the probe alive? I don't use waypoints and always keep it moving, but the Zergling still catches up periodically and gets a hit off. Is there a trick to it i'm missing?

I'm currently moving from corner to corner of the square of land you're on, using a couple of extra clicks on each corner to smooth out the turn. Where am i going wrong?
The riverbed, dried-up, half full of leaves. Us, listening to a river in the trees.
Chaoz
Profile Joined March 2010
United States507 Posts
May 12 2010 17:15 GMT
#49
I agree with the above, this map focuses entirely too much on the probe.
jimbobdwayne
Profile Joined March 2010
United States53 Posts
Last Edited: 2010-05-12 17:26:12
May 12 2010 17:25 GMT
#50
Just wanted to say thank you for making this. I really needed the practice.
Make it as simple as possible but not simpler.
NiiPPLES
Profile Joined April 2010
United Kingdom201 Posts
May 12 2010 17:26 GMT
#51
Ergh, are replays working for anybody?

Apart from that this fucking rocks.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
May 12 2010 17:31 GMT
#52
On May 13 2010 02:15 Chaoz wrote:
I agree with the above, this map focuses entirely too much on the probe.


That's the first step to good multitasking capabilities
"We have unfinished business, I and he."
Kojaimea
Profile Joined April 2010
United Kingdom277 Posts
May 12 2010 17:35 GMT
#53
Replays work fine for me. I always run out of probes about 5 minutes from the end...
The riverbed, dried-up, half full of leaves. Us, listening to a river in the trees.
ilnp
Profile Joined December 2002
Iceland1330 Posts
May 12 2010 17:47 GMT
#54
havent played it yet but i'm excited in advance. i heart training maps
8===D~~
Slakter
Profile Joined January 2010
Sweden1947 Posts
May 12 2010 17:48 GMT
#55
First: How the hell do I save the Executor (or whatever it was?) Should i send a flying unit to him?
Second: If you kill the Orbital Command and still havent saved the guy you lose, Bug?
Protoss, can't live with em', can't kill em'.
Enfold
Profile Joined March 2010
United States110 Posts
May 12 2010 18:04 GMT
#56
On May 13 2010 02:48 Sl4ktarN wrote:
First: How the hell do I save the Executor (or whatever it was?) Should i send a flying unit to him?
Second: If you kill the Orbital Command and still havent saved the guy you lose, Bug?


You just send a dropship over there.

I've played it so far on easy. Great map. Played as toss. I am going to try it on medium and hard and see how it is, but one idea for changing it might be to change the high templar guy. It doesn't seem to require too much multitask to just send a ship over there and get him. Then again having to build a ship might be hard on the higher difficulties when you need units to fend off attacks. Again though, excellent map!
Dr.Frost
Profile Joined April 2009
United States389 Posts
May 12 2010 18:05 GMT
#57
I would love to see an expansion.... That should be implemented in the next version. Add a place for me to expand so its not always just one base vs one base.
They are here to right our fall, they have heard someones troubled call???
extropy
Profile Joined May 2010
United States37 Posts
May 12 2010 18:07 GMT
#58
Works great, thanks.

Beat it on easy as Terran, absolutely no problem, will have to try Normal next.

I don't know if the same will really work under Normal, but on Easy I found it a bit easy to just snipe the Orbital CC with Banshees.
Enfold
Profile Joined March 2010
United States110 Posts
May 12 2010 18:13 GMT
#59
Just played it on normal as toss. I take back what I said about needing more to do.. can't wait to see it on hard
Brad
Profile Joined April 2010
2754 Posts
Last Edited: 2010-05-12 18:19:14
May 12 2010 18:18 GMT
#60
Looks good, thanks.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
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