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[A] Benchmarker (BETA) - Page 3

Forum Index > SC2 Maps & Custom Games
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Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2015-04-10 23:33:37
April 10 2015 23:28 GMT
#41
Now that Overgrowth is being retired from the map pool, I am asking the community which map the next patch of Benchmarker should be based on.

Poll: What should be the next Benchmarker test map?

Coda (6)
 
67%

Vaani Research Station (1)
 
11%

Iron Fortress (1)
 
11%

Expedition Lost (1)
 
11%

Echo (0)
 
0%

Cactus Valley (0)
 
0%

Inferno Pools (0)
 
0%

9 total votes

Your vote: What should be the next Benchmarker test map?

(Vote): Vaani Research Station
(Vote): Coda
(Vote): Echo
(Vote): Cactus Valley
(Vote): Iron Fortress
(Vote): Expedition Lost
(Vote): Inferno Pools



I am planning on publishing this next patch on Overgrowth as well as whatever new map people like the most, but it will be the last rev I intend to push to it. Also, I only have one more major patch planned prior to the 1.0 release in the Arcade across all maps in the pool. So hopefully this will be the last time I need to switch maps around.
Solasce
Profile Joined August 2010
United States68 Posts
April 24 2015 08:28 GMT
#42
Beta Patch #4 Released! This patch includes:
  • ** Multiple Builds per Matchup **
  • A new "Select Build" menu option with the ability to have up to 10 distinct builds in each matchup
  • Existing build orders should be automatically migrated over as "Standard XvX"
  • Major refactor to build save/load functionality to support multiple builds
  • Significant improvements to how statistics are managed
  • Many minor enhancements to the Post-Build Report
  • A fix for the glitchy time box behaviors
  • A new INSERT feature to help with learning builds and correcting forgotten steps
  • Removed end build report debugging button from numpad 0 to accomodate hotkey configurations

This update is intended to migrate existing benchmark builds seamlessly. Please post and let me know if you run into any issues.

Also, as Overgrowth is now retired from the map pool, I will be posting this on the most "standard" map in the current map pool for the duration of beta testing once that map surfaces (either in the above poll or the tournament circuit). So look for a similar update on a new map soon.
lelfreg
Profile Joined December 2014
92 Posts
April 30 2015 14:11 GMT
#43
Thank you for this map, I'm using it regularly to practice build and as a warm-up before ladder. Can't wait for version with current ladder map!

I think Coda will be a good replacement.
blackxored
Profile Joined August 2014
25 Posts
July 26 2015 01:20 GMT
#44
It's this being worked on? Seems pretty quiet around here?
Solasce
Profile Joined August 2010
United States68 Posts
July 28 2015 05:16 GMT
#45
I do agree it's pretty quiet around here.

Yes Benchmarker is still being worked on. However life + some technical snags have made getting this map update out take much longer than planned. Because of this, the new plan is to release the next update to Benchmarker on all of the current season's ladder maps once I get through the technical difficulties. They probably won't have a special splash image for each one unless someone in the community wants to pitch in and create some

If all goes well I hope to have the latest maps out by the end of the weekend.
Solasce
Profile Joined August 2010
United States68 Posts
August 05 2015 05:02 GMT
#46
Benchmarker - Coda LE is now available!

There are no major functional updates at the moment. I still plan to release benchmarker across all of the current maps in the pool. However, the process is a bit more time consuming and manual than I had anticipated. So look for the other maps to be released over the coming days. I don't think I will be posting here for each one, but I will post when they are all up on battlenet.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
August 11 2015 14:41 GMT
#47
I offer my help.

I was able to download a map and to copy the functions to the new map, but the map won't work with "Test document".
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
August 13 2015 23:11 GMT
#48
That's one of the technical snags I was mentioning up above. There's actually a bit of a recipe to it in order to get everything right. Once I have a chance to document it, I will post it on the github wiki at:

https://github.com/benchmarker/benchmarker/wiki
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2015-10-06 22:08:43
October 06 2015 22:08 GMT
#49
** Development Update **

Just in case anyone was wondering if this project is still active, the answer is yes. However, with the impending release of LotV I have been trying to spend time on preparing for a full 1.0 in the arcade with the release of the expansion.

Unfortunately since the editor hasn't been released with the Beta, I will not have as much time before the release to test as I'd like. If anyone is interested in helping playtest the map once the full LotV 1.0 for Benchmarker is released, please PM or let me know here.
lelfreg
Profile Joined December 2014
92 Posts
October 06 2015 22:28 GMT
#50
Sign me up, Benchmarker helped me a lot in the past and I miss it very much since I started playing LotV beta. I will definitely use it in LotV.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
November 23 2015 00:46 GMT
#51
I will definitely use it in LotV.

I made a new release: "LOTV Benchmarker"
http://youtube.com/NeoBladeSC2
fluidrone
Profile Blog Joined January 2015
France1478 Posts
November 24 2015 13:37 GMT
#52
<3 ty for your passion Solasce
(also, Neoblade?)
"not enough rights"
Solasce
Profile Joined August 2010
United States68 Posts
November 29 2015 09:03 GMT
#53
Benchmarker is released for Legacy of the Void!

Current development map is Dusk Towers.
  • **Updated for LotV**
  • Changed Benchmarks to 3:00, 5:00, and 7:00 from 6:00, 8:00, and 10:00 because of clock changes.
  • Dialog Enhancements
  • Updated default benchmark times
  • Fixed some regression issues from the LotV changes.

There could still be some issues with alerts and benchmark timings and the like since it's clear that blizzard didn't change everything to work on "real time" in the engine by default. Please let me know if you run across strange behaviors with timers.

I could also use some feedback about reasonable defaults for the benchmark values. My plan is to make the majority of them configurable per build in the next update, but in the mean time I'd like to know something that makes generic sense for gold/platinum level standard macro build supply benchmarks to set as defaults.

Finally, I do plan on releasing to the Arcade on all the 1v1 ladder pool maps. Currently I'm waiting on one more major development update that will add a lot of configuration options to the tool as well as some graphics to spice it up a bit.

Please let me know if you guys find any issues with the migration to LotV either by posting here or on the github issues page.

https://github.com/benchmarker/benchmarker/issues
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2015-12-05 20:16:17
December 05 2015 20:16 GMT
#54
I just published another quick update:
  • Resolves a problem with the new LotV mineral and gas patches on reset. Thanks again to tockar.
  • Fixes issue with Alerts not displaying properly
  • Fixed lobby wait time

I will try to get out small patches like this more quickly if it is catching issues pointed out by the community.
blackxored
Profile Joined August 2014
25 Posts
January 24 2016 02:58 GMT
#55
Is the APM still broken? Has been for a while #justsaying.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
March 01 2016 16:22 GMT
#56
The APM is not an issue of this map. It is a function, which is provided by Blizzard. When or if this is patched by Blizzard ... nobody knows.
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
March 07 2016 05:28 GMT
#57
Apologies for the delay since the last updates. I hate to leave bugs out there for that long. Anyways here's what's in the latest update:
  • Updated all timers to function based on "real time" and not "game time" to align with the LotV clock changes. This may change the way parts of the game feel, but I will calibrate timer defaults if anything seems clunky.
  • Fixed an issue with alerts not displaying correctly. APM should now work again
  • Also Adept, Liberator, and Cyclone upgrades should now reset correctly on game reset

Please let me know if you guys stumble across any other issues. I will make sure to get future fixes turned around a bit quicker.
Destruktor
Profile Joined June 2013
Spain60 Posts
March 07 2016 08:23 GMT
#58
It seems really good, I have to try it. Good job.
brmr2k
Profile Joined December 2015
9 Posts
March 08 2016 10:57 GMT
#59
Great work!

The end-game-time on the benchmark-tab is still in "hots-time".

I.e. when I want to end the match after 8:00 "lotv-time" where my timing-attack hits, I have to insert ~11:07 (8 x 1.39) to let end the game at the desired time.
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2016-03-10 00:41:31
March 10 2016 00:41 GMT
#60
On March 08 2016 19:57 brmr2k wrote:
Great work!

The end-game-time on the benchmark-tab is still in "hots-time".

I.e. when I want to end the match after 8:00 "lotv-time" where my timing-attack hits, I have to insert ~11:07 (8 x 1.39) to let end the game at the desired time.


Thanks!

Can you double check after the update I posted on Monday. I just tried to reproduce what you're talking about but when I put in a time, the build ends at exactly that time. This was probably one of the bugs that was resolved when I updated all in-game timers to use "real time" instead of "game time".
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