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The Sandbox (Unit Tester and Micro Trainer) - Page 4

Forum Index > SC2 Maps & Custom Games
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Prev 1 2 3 4 All
dingoo
Profile Joined November 2010
Germany33 Posts
April 19 2012 13:43 GMT
#61
New version online, just small changes:

1. workers now correctly attack with AI on
2. carriers reproduce interceptors with AI on
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
May 13 2012 02:04 GMT
#62
Great!
Keep up the good work.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Phoenix31
Profile Joined July 2011
18 Posts
May 13 2012 06:37 GMT
#63
Saw bump, thought maybe new version to upload. Nope :/ Keep the changes coming Dingoo!
dingoo
Profile Joined November 2010
Germany33 Posts
May 14 2012 06:40 GMT
#64

Right now I have no changes in mind. I am hoping for the patch 1.5 to get some motivation. Thanks for your support!
DrahtMaul
Profile Joined July 2011
Germany74 Posts
May 14 2012 11:34 GMT
#65
I desperatly want to have the possibility to switch sides/units when playing the challanges with a friend. Maybe a new button "switch units with opponent" or something...

Beside of that, nice job!
dingoo
Profile Joined November 2010
Germany33 Posts
May 16 2012 13:19 GMT
#66
Yes, I think that "swap units" button is a useful thing. Good idea, thx. I will implement it in the next version.
jumai
Profile Joined July 2011
Canada115 Posts
Last Edited: 2012-05-18 04:03:32
May 18 2012 04:03 GMT
#67
I like this map a lot, very useful and smart features.

I do have two very small feature requests. The first is a very short delay when you activate the AI... ideally also with a player notification showing when the AI actually goes hostile.
I'm just thinking like a 3 second courtesy countdown while people toggle off the UI, camera fidgit, and just mentally switch from "setting up" to "go".
Thinking boundary cases, I'd recommend making it work so that when you turn on both AI's, pressing the second switch makes the timer already counting down activate both, rather than have two asynchronous countdowns.


The second request is related... please make doing "activate AI -> toggle UI" not require a cross-screen-into-screen-edge mouse motion. It feels inconvenient and also causes accidental screen scrolling, and the AI has already started at this point... just tuck the UI toggle right beneath the AI toggle on the main block-o-buttons or something, please
dingoo
Profile Joined November 2010
Germany33 Posts
May 20 2012 10:33 GMT
#68
Hi, thanks for your suggestions.

I am not sure if most of the users would embrace a 3 second delay when they activate the AI, I myself would not like it.
Regarding your second request - yes, I think it would be better the way you propose. I will rework it, just waiting for patch 1.5.
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