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[UMS] Multitasking Trainer v0.94 - Page 8

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 6 7 8 9 10 37 Next All
CreepyMuffin
Profile Joined April 2010
United States2 Posts
May 14 2010 14:33 GMT
#141
I think they actually have a built in system to practice multitasking in this way - where you have to build a base, destroy an enemy, and scout micro to win. I'm not sure what its called, but its the real game.
Quote
torm
Profile Joined May 2010
Canada274 Posts
May 14 2010 15:27 GMT
#142
Great map!
I think it would be great to try to allow the map to mimic 1v1 play. What I mean by this is by adding an expansion location, I, a zerg player, can go through my "usual" build order while juggling a probe + attacks. Also, I personally find it impossible to reach the mineral cap on just one base and I think that having an expansion would make the mineral cap objective one to be concerned about.
Stiver
Profile Joined April 2010
Canada285 Posts
May 14 2010 18:42 GMT
#143
Should have a strip where you have to get a creep tumor to make a path from one side of the map to the other in a certain amount of time.
"The most difficult thing in the world is to know how to do a thing and to watch someone else do it wrong without comment."
Niton
Profile Blog Joined March 2009
United States2395 Posts
May 14 2010 19:38 GMT
#144
The probe seems way too finicky - sometimes, even when manually clicked around a corner, it will decelerate enough to take hits. Being unable to micromanage your army at all because of the babysitting Proberto needs seems to take away from the multitasking of the map, as well. Is it possible you could make the island smaller and actually reward smart movement? As is, there's a bunch of obstacles on it.. but none of them actually affect the Zergling, so because the Zergling's turn acceleration is still better than the Probe's, you can't even do anything fancy.

I understand that you don't really want waypoints being used, but waypointing really mimics the actual play experience better, because SC2's unit AI is good enough that even fine micro doesn't work indefinitely the way it can in sc1, where units have noticable pauses trying to do things.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 14 2010 19:42 GMT
#145
On May 15 2010 03:42 Stiver wrote:
Should have a strip where you have to get a creep tumor to make a path from one side of the map to the other in a certain amount of time.


and I vote expand location
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
crappen
Profile Joined April 2010
Norway1546 Posts
May 14 2010 19:48 GMT
#146
If you want an expansion, just load the map in the editor and just make a mineral line yourself.
When inside the Editor, press 'U' and the minerals should be there iirc.
UltraVires
Profile Joined April 2010
United States241 Posts
May 14 2010 19:58 GMT
#147
Thanks for this sweet map!

I think you definitely should add an expansion, perhaps as a separate mode. It's really hard to move beyond 1 base play while still keeping solid macro up and micro up, so an expansion would be indispensable for improving this part of the game.

It would probably be best to have a separate modes (or even maps) for 1 base and 2 base play, though. For 2 base, there should be a longer time limit and a much larger enemy force to destroy (perhaps taking multiple waves of units to defeat.) 2 base mode would be as much as a test of endurance as a test of large scale mechanics. You could even make a 3 or 4 base version as the ultimate test sometime down the road.

Looking forward to updates!
Count9
Profile Blog Joined May 2009
China10928 Posts
May 14 2010 20:24 GMT
#148
Would be nice to make the difficulty easier but increase the game time. i.e. bigger map and more bases to kill and a place to expand to.
bontez
Profile Joined March 2010
United States165 Posts
May 14 2010 21:46 GMT
#149
Really great map. Thanks for your hard work!

suggestion:Sorry if anyone mentioned this already, but is it possible to have an objective to keep macro energy (queen energy, orbital command, chrono boost) under a certain amount? (ie: must keep energy under 75 or 100)
Hyperion2010
Profile Joined April 2010
United States122 Posts
May 14 2010 22:36 GMT
#150
Anybody got a replay of winning on the hardest setting?
My waifu for aiur!
ubreakubuy
Profile Joined January 2010
United States100 Posts
May 14 2010 22:40 GMT
#151
Ive beat medium setting on 3rd try. I tried hard but probe kept dying, i dont think its possible with such low shield to keep probe alive. Maybe im doing something wrong. ON medium i had enough shield so that i would be able to take a hit then have some distance from me and the zerglign to regen shields but on hardest mode the 5 shield doesnt seem to be enough. Is there some trick to moving the probe at angles or something?
Ò_ó
Cyrik
Profile Joined April 2010
Germany50 Posts
May 15 2010 02:04 GMT
#152
have you thought about changing the probe chase "minigame" to something more fun but equally demanding? the thing with game/map design is that people are more motivated by rewards then by punishment, which you should use.
my idea is to give you a reaper/marauder/stalker or something to kill zealots/mass-probes/something and for every kill the amount of enemys in the terran base gets smaller. that would do a few things for the fun of the map:
- you get to kill stuff all game long instead of trying to survive
- you get rewareded for your multitasking but can opt not to do it for a while, making the end goal harder
- you are training micro while multitasking
- you have to make decisions about what is more important at this second, killing more units or having better macro. thats the same decision you have to make in real games

if you are really fancy you might even make the "minigame" a choice so we can train the micro we really need to practice right now
samuraibael
Profile Joined February 2008
Australia294 Posts
May 15 2010 07:35 GMT
#153
On May 15 2010 07:40 ubreakubuy wrote:
Ive beat medium setting on 3rd try. I tried hard but probe kept dying, i dont think its possible with such low shield to keep probe alive. Maybe im doing something wrong. ON medium i had enough shield so that i would be able to take a hit then have some distance from me and the zerglign to regen shields but on hardest mode the 5 shield doesnt seem to be enough. Is there some trick to moving the probe at angles or something?


the probe shield is the same on hard as normal? Im finding it very difficult to get a zerg army that can deal with those tanks in time on hard.
oPPRoBe
Profile Blog Joined April 2010
United States199 Posts
May 15 2010 08:55 GMT
#154
I finally beat it on hard mode as Terran.

But the strat I used to beat it (Planetary Fortress and Nukes) isn't what I would normally use against another player, lol.
lmlm
hellsan631
Profile Blog Joined March 2010
United States695 Posts
May 15 2010 19:31 GMT
#155
i think there could be some kind of score system, that would show upon defeat/victory.

if you want some ideas on a formula, i can give them to you.

i've only beaten easy w/ protoss (able to do it without losing any probes atm), but medium difficult just kicks my ass as well.

perhaps 2 more difficulties. One in between medium and easy that has everything minus the drops and waves. (i went into battle with 8-10 immortals, and i couldn't micro them properly, with doing the probe thing) and my army got wiped out. i dunno it there was am emp or anything, but they couldnt take on a few tanks and marauders. also, i cant watch the replay or get the apm info either (via sc2 gears). i know this will most likely change, but i would still like to see how well i am doing, and if there are any increases in anything over time.

anyways, great map!
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
May 15 2010 19:38 GMT
#156
I can't wait to play this thank you SO much!
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
FrogOfWar
Profile Joined March 2010
Germany1406 Posts
Last Edited: 2010-05-15 22:09:28
May 15 2010 21:56 GMT
#157
On May 14 2010 23:26 FrogOfWar wrote:
Show nested quote +
On May 14 2010 23:12 Pebble wrote:
I've got a problem.
As a german I'm used to the hotkey-pattern 'qwert asdfg yxcv escape'. How can I change the hotkey pattern on that map since the hotkeys used in this version are the ones from the english client?


Maybe your hotkeys were somehow reset by the patch? I also used the grid system I always use when playing this map (also German client of course). Everything was normal. Also, the patch notes said something about German hotkey changes. You should check your hotkey settings.


Haha, now I have the same (or a similar) problem. Hotkeys are set to standard and I can't switch to grid, although it says grid in the Options and in the variables.txt, it isn't set to grid ingame. Great.

I don't think it has a lot to do with this map though.

http://forums.battle.net/thread.html?topicId=24401694618&sid=5010

Edit: Apparently a bug in patch 12

http://forums.battle.net/thread.html?topicId=24702236810&sid=5011
eNtitY~
Profile Joined January 2007
United States1293 Posts
May 15 2010 22:34 GMT
#158
I'm going to havta try this
http://www.starcraftdream.com
zingmars
Profile Joined April 2010
Latvia189 Posts
Last Edited: 2010-05-15 23:54:09
May 15 2010 23:51 GMT
#159
Nice, I enjoyed it, and realized how bad I suck at multitasking. But really, good Idea, and its frustrating enough. Just a note though - the fact that if you fly too close to the place where the probo-guy is, and the ship gets destroyed is understandable, but wouldn't it be better to change it to some kind of no-fly zone, because sometimes this can get a bit too punishing, if you're going void rays or something. Also yes, please give us an expansion. having only 2 assimilators is painful, and it takes ages for me to get enough gas for what I need.
Also, the zergling is tiny little bit too fast imo. even if I multitask good enough, it still hits me because it runs a bit faster than me.
Otherwise the map is clearly 5/5. GJ.
"I think there is a world market for maybe five computers." -- Thomas Watson
Silvus
Profile Joined May 2010
United States4 Posts
May 16 2010 00:04 GMT
#160
Thank you, I've had a lot of fun with this.

I do wonder why it isn't a probe chasing the probe. In games it seems to be probe on probe much more often. This being a much more realistic time-frame of micro vs macro. Though I understand it would be much less work and is probably counter intuitive to the goal of the trainer, I do think the dmg output of a probe would be much more aligned to easy mode.

anyways thanks for the great fun/tool.
Go is the best/oldest board game.
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