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Active: 1045 users

The Sandbox (Unit Tester and Micro Trainer) - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
dingoo
Profile Joined November 2010
Germany33 Posts
February 29 2012 17:34 GMT
#21
New version is online. I added some Challenges for the Micro Training. More coming...
Caddy
Profile Joined July 2011
United Kingdom178 Posts
February 29 2012 22:18 GMT
#22
I've downloaded it to check it out and I am very impressed. Great work.
dingoo
Profile Joined November 2010
Germany33 Posts
Last Edited: 2012-03-02 11:21:29
March 02 2012 11:21 GMT
#23
I made another video about my Sandbox investigations:

You made a wall in and still units could pass? Here are the rules for all different kinds of buildings to make a tight wall. (Sorry for my english.)

[image loading]


Kelwyn
Profile Joined November 2010
Germany143 Posts
March 02 2012 13:31 GMT
#24
Hey, this looks pretty amazing, just two suggestions/questions from me:

1) Is it just me or is the camera angle slightly off? Seems too far away or not in the right angle.

2) Can you add the challenges from Dargleins micro trainer as well? (particularly, marine vs. ling, 4 sentry forcefield challenge vs. ramp with different widths + banelings etc)
Monoxcide
Profile Joined March 2012
United States7 Posts
Last Edited: 2012-03-02 20:43:20
March 02 2012 20:17 GMT
#25
Love it so far, I have some suggestions / bugs to report!

1) Protoss Building: Probe and Sentry are both assigned to E (I'm using Map Editor so no custom Hot keys applied). You could change probes to P. Hitting E sends out a Probe always currently.

Edit: Seems Dropship and Marauder share the same D key as well, Zerg Overlord and Overseer

2) After a fight is won/lost, and AI is enabled for one side. When I reload the saved State the AI instantly attacks giving me very little time to re-position / hot key my units. Would it be possible to add a "Start Fight" button like the other Unit Tester Map has if AI is enabled?

Alternatively, you could just toggle the AI buttons to Off when it detects all of one sides units being defeated or reload state is hit.

3) Not sure if it allows this, but could Shift Clicking units from the Building Structure build 5 at a time? Lets me control how many come out a bit easier. Holding the button spawns them at a nice and fast rate, but I still end up making too many / too little.

4) Could the Remove Selected units Button be mapped to Backspace or Delete? It's a tad cumbersome to select the units then click the button. Would be much faster if I could hit Delete

5) Reloading a Save State doesn't return units to full energy. Seems only about 50%. You could add a Give units Full Energy button.
dingoo
Profile Joined November 2010
Germany33 Posts
March 03 2012 02:57 GMT
#26
Very helpful feedback, thanks. I will work on it.

@Kelwyn
1) You can zoom the camera further out than usually for better building placement overview etc. use the mouse wheel to select the standard camera.

2) I will add more challenges over time. Will take a closer look to Dargleins excellent map.


@Monoxcide
1) I have no clue why your hotkeys are mixed up. Maybe its a localization problem? I use enGB editor. Anyone else having the same issues?

2) Good point

3) I dont know if it allows this, maybe not.

4) No problem, backspace should be free (del is already rotating the camera)

5) Yes 50% seemed to be a good choice to me. I like to reduce the button count as far as possible.
Monoxcide
Profile Joined March 2012
United States7 Posts
Last Edited: 2012-03-03 04:58:10
March 03 2012 04:55 GMT
#27
@Monoxcide
1) I have no clue why your hotkeys are mixed up. Maybe its a localization problem? I use enGB editor. Anyone else having the same issues?


The default (Standard HotKeys) enUS key for Probe from Nexus is E, and Sentry is E from the Gateway. The Terran issue is the same as well, Default Key from Barracks is D for Marauder and D for Medivac from Starport.

If I change it to Classic Hotkeys, the problems go away as they change key assignment.
Phoenix31
Profile Joined July 2011
18 Posts
March 03 2012 07:51 GMT
#28
If you want, you could just switch to grid hotkeys, that way you don't need to learn new hotkeys should you choose to try an off-race either (though you might have go to custom games, while I think in one of your previous you said you were just using the map editor. I have it uploaded on NA, see the OP )
dingoo
Profile Joined November 2010
Germany33 Posts
March 03 2012 11:37 GMT
#29
@Monoxcide
Ok, now I understand the hotkey thing. I always use grid. So, I could change the standard hotkeys and you can decide what you want for Probe, Sentry, Marauder and Medivac - let me know, ok?
Monoxcide
Profile Joined March 2012
United States7 Posts
March 03 2012 18:18 GMT
#30
Yeah, I tend to use these maps via Map editor to avoid having to log in to battle net and punch in my authentication code (I refuse to enable that remember my IP crap, violates the security guy in me). I'll PM you re-binds that will work for the standard setup hot keys dingoo
REDgreen
Profile Joined February 2012
United States4 Posts
March 03 2012 20:31 GMT
#31
Hey dingoo, thank you very much for this. I have found it very useful for when I don't know how to counter certain units/army's. One thing, which really isn't an issue, the minerals are set as hostile. Like I said, no biggie.

A quick suggestion for the buttons, have different dialog boxes, not just one. That way we can minimize the ones we aren't currently using, and have just two smaller ones open, IE have only the "AI" dialog open and the "Respawn/Remove Unit" dialog box. And depending on what we're doing we can open more dialogs(that are considerably smaller because of the fewer buttons per.) or less.

What I wanted to ask of you though is can you also have a "Neutral Builder" that can make certain things that the races wouldn't have. For instance, build minerals/geyser/xeltower/destructibles/doodads or spawn critters, ect, ect.

thanks again for this map, kind sir.
“Everybody's got to believe in something. I believe I'll have another beer.” --W.C. Fields
dingoo
Profile Joined November 2010
Germany33 Posts
Last Edited: 2012-03-04 14:15:31
March 04 2012 07:16 GMT
#32
Neutral Builder sounds interesting, I will keep it in mind. Though in the near future I wont have much spare time for greater changes. The next thing is to build a challenge library.

P.S. Hostile minerals?
m2themax
Profile Joined June 2011
Germany8 Posts
March 04 2012 10:56 GMT
#33
This mod is great but I miss the Option to have units full energy
dingoo
Profile Joined November 2010
Germany33 Posts
March 05 2012 15:38 GMT
#34
New version is online. I added more challenges and implemented some of your suggestions. Have fun!
Phoenix31
Profile Joined July 2011
18 Posts
Last Edited: 2012-03-05 18:52:15
March 05 2012 18:24 GMT
#35
New version live on NA. also... I found a bug, when recalculationg the cost of units ( after eg... making some more), it doesn't seem to take into account burrowed units
dingoo
Profile Joined November 2010
Germany33 Posts
March 05 2012 20:18 GMT
#36
Ok, thanks for the upload and the bug report.
Grandpa_SC
Profile Joined October 2011
United States4 Posts
March 10 2012 18:41 GMT
#37
Can anyone post a video or a link to one of the TVP Bunker defense Challenge being successfully done? It keeps kicking my butt, and I often have problems with holding off protoss 1 base attacks on the ladder, so I'd love to work on my micro with it.
Moobla
Profile Joined May 2011
United States186 Posts
March 10 2012 22:12 GMT
#38
Nice map. One problem I noticed is that when I made a random enemy army with similar resources, I got 5 zealots vs 2 mutas and 2 corrupters. Bit of a problem there. Everything else looks good though.
"If you aren't attacking, you are probably losing." -QXC
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
March 11 2012 02:39 GMT
#39
Really appreciate the effort you put into this!
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
dingoo
Profile Joined November 2010
Germany33 Posts
March 11 2012 11:46 GMT
#40
@Grandpa_SC
To be honest, I think this challenge is too hard, at least for me. I removed 1 zealot and now it is ok, still hard. Try focus fire, dance with workers, take care that the workers always repair the bunker. And dont forget the workers at the minerals.

@Moobla
The random army is to a certain degree really random, so things like that can happen. Just press the random button again. To be more precise, some units (around 70 percent) are chosen randomly from a unit composition pool, the rest is meant to counter the existing units.
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