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Active: 2529 users

[A] Benchmarker (BETA)

Forum Index > SC2 Maps & Custom Games
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Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2014-11-02 05:55:25
June 30 2014 03:32 GMT
#1
Benchmarker - macro trainer | build optimizer | practice tool

Benchmarker is the Starcraft 2 practice tool you’ve been waiting for. This tool aims to help players of all levels refine and improve their macro mechanics while at the same time practicing the builds they will need to slay all the nerds and steal their ladder points.

[image loading]

If you are one those players like myself who wonders where YABOT went and why there has been nothing to replace it for nearly 3 years... here finally, is your answer.

*Note* - The beta is being released only on Overgrowth LE at the moment for testing purposes. Currently it is released as a custom game and should be discoverable by searching for Benchmarker in the custom games section. However, the full release version will be released to the Arcade as well and will support all current ladder pool maps.

Features:
Reset builds on the fly without having to remake a custom game.

Track personal supply benchmarks in-game
  • Set supply benchmarks at 6, 8, and 10 minutes
  • Configure builds to end at either maximum supply or a specific game time
  • Benchmarks are automatically saved for future practice sessions
  • Benchmarks are tracked separately for each match-up so you can switch between builds quickly and easily

Practice against "benchmark" build orders to refine and optimize your play
  • Save your best build orders (per matchup) at the end of each build
  • Track your play against a set of "benchmark" build order objectives for real-time feedback
  • See real-time “hints” for upcoming build order steps in game
  • Display performance feedback of how well you are executing in real time

[image loading]

Display customizable alerts designed to help players get into the rhythm of macroing correctly.
  • Alert when your minerals or gas becomes too high
  • Alert when you are about to be supply blocked
  • Alert when your race’s macro-mechanic energy gets too high
  • Alert when you are forgetting upgrades for too long
  • Alert when your production is idle for too long
  • Alert when your APM goes below a certain threshold for too long

[image loading]

Provide performance reports after each build to help you create and refine the perfect build order
  • Reports on supply benchmark performance
  • Reports number of workers created
  • Reports number of times supply blocked
  • Reports total army size/value/supply
  • Reports build order steps from current build

[image loading]

In-Game Stats to track your progress in real time

A WIN button... because who doesn’t want a win button?

Supports both chat commands and hotkeys for accessing options in-game

How To Play
+ Show Spoiler +

For first time players:
  • Start by selecting a matchup to practice.
  • Then select your supply benchmarks for 6:00, 8:00, and 10:00 minutes.
  • Select the build completion objective (currently max supply or specified game time).
  • Select the final build benchmark time or supply.
  • *optional* Select whether to practice against the previous benchmark build order.
  • Start your build.

Once you have completed a build you can elect to save it or start over. If you save your build it becomes available to practice against for that matchup next time you play that matchup.

Build Order steps are marked complete when the correct build-order-eligible unit or upgrade is made. They are marked failed when the incorrect build-order-eligible unit or upgrade is made.


Recommended Practice Technique
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This tool is designed around the idea of perfecting one standard “macro” build for each matchup. It is intended to help you with learning that build order, improving your macro mechanics, and refining your timings all as part of a single practice session. For most players below Master League this single build approach is commonly recommended as a great way to improve both on mechanics and understanding basic timings. So at least until multiple benchmark builds are added (and they almost certainly will be at some point), here are some of my recommended practice techniques:

Standard Macro Practice
  • Pick a matchup.
  • Think about what you consider your strongest “standard” macro build in that matchup.
  • Play through that build a couple of times until you’re warmed up.
  • Once you have a build run-through that you are happy with, save it as a benchmark build.
  • For the next 10 - 30 minutes, attempt to refine that build by pushing yourself to exceed the supply benchmarks, and to shave off time from build step timings.
  • Each time you execute the build more cleanly than the current benchmark save that new build as the benchmark to beat.
  • After your chosen time is up or when you are satisfied with your current performance, move on to your next matchup and repeat steps 2 - 6 until done with each matchup.
  • Go on the ladder and collect your wins.

Learning A New Build
  • Pick a build.
  • Select the appropriate matchup for the build.
  • Uncheck practice against build order (if checked), or clear the existing build if desired.
  • Play through the new build slowly at first. It is more important to get the build steps in the right order than to focus on execution or hitting timings the first time through.
  • When the correct build order has been achieved (which you can check on the post-build report), save this build as the new benchmark.
  • Practice against the newly saved benchmark build a couple of times, each time trying to shave a few seconds off the timings, squeezing a few more workers out, or use your resources more efficiently etc…
  • Feel free to also use the [FORK] option to allow for diverging from the new build to add your own style and variations.
  • Proceed to ladder.
  • Slay nerds.

If you are a newer player, or you are learning a new build for the first time, you may choose to set your game speed to "Slower". Playing a perfect opening for 10 minutes can be quite hard on "Faster". After you have saved your build, set your game speed back to "Faster".

Also, whenever you are able to exceed one or more of the supply benchmarks during a build, don’t forget update the supply benchmarks to reflect the new record. From there you can tweak them by hand if desired.

More advanced players should ideally be comfortable cycling through different benchmark builds for a matchup since they are already familiar with them. If a large number of users start to ask for multiple different named benchmark builds it could be implemented before the 1.0 release.


Useful Tips
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  • You can stack build order units if you make 2 of the same unit type within 15 seconds of each other. If the unit type is valid for tracking in build orders, it will be considered 2x of the same step rather than two independent steps. This also applies to any number of the same build order unit type within 15 seconds of each other.
  • You can update supply benchmarks automatically from the post-build report. This option is available upon finishing a build and lets you automatically save the first three supply benchmarks as the actual supply values from the current build.
  • You can fork a build by clicking the [FORK] button while practicing against a build order. This feature lets you use the same first steps as the benchmark build, but upon forking will track the rest of the build as a new build without evaluating objectives. This can be very useful for experimentation.
  • You can undo a step by cancelling it while it is building/researching. This allows you to alter your build on the fly as well as ensure that you can correct any mistakes or failed steps when practicing against a benchmark build without needing a reset.
  • You can complete steps out of order as long as those steps are within 2 steps and 15 seconds of each other. This should help with build steps (like double upgrades) that can really legitimately be built in any order.
  • Certain units are tracked based on thresholds to prevent clutter in the build. Supply Units, Gas, Detectors, Army Units, and Queens are all tracked for only the first few steps. (There should be an option to configure these defaults in the future)
  • You can disable and configure alerts based on your own personal preferences by clicking on the alerts tab from the main menu.
  • You can lower the game speed while recording a build in order to make it easier to execute the timings correctly.



Defaults
+ Show Spoiler +

One of the challenges in developing Benchmarker has been coming up with decent average defaults for supply benchmarks and alert thresholds. Any community feedback here is welcome. I’m talking about the default supply benchmarks for each matchup for an average (gold) level player. If each player could provide their league and recorded benchmarks for supply in each matchup, I can begin to build an average and create defaults by league per matchup.

I should also be able to do this with alerts if the community has opinions on what the right thresholds should be for various comfortable alert values by league. What APM and supply block thresholds seem challenging but fun to play with. With this option, newer players will not be practicing with the same intensity as the more hardcore players.


Known Issues
+ Show Spoiler +
This is a beta release, so there are a couple of known issues that ideally should be addressed before Benchmarker is published across all of the current ladder maps. Some of these issues I know how to solve and just need more time to implement and test each fix/enhancement thoroughly, while others I would really appreciate any help or advice the community has.

Solved but Currently Unimplemented
  • Not all Units/Upgrades/Abilities that perhaps should qualify as a build order step are being tracked. I expect more playtesting should fix this. Feedback from the community will expedite this getting resolved.
  • Upgrade names are still being hammered out. If you see some weird looking ones, feel free to comment below so that I know about them.
  • Playtesting has kind of shown that the alerts or hints can sometimes tend to fire at awkward times in the game where it doesn’t really make sense.
    • nexus/cc idle alert after probe/scv saturation on all bases
    • build hints still fire even if you’ve completed the step far before you did in the benchmark build
    • upgrade alert firing for upgrades you can't possibly research because you only have one upgrade facility

  • Cancelling units from the build order can cause some odd behaviors when practicing against a benchmark build. Once implemented, cancelling a build order step should act effectively like an “UNDO” mechanism in the game to allow for correcting silly mistakes without restarting.
  • There is no menu input validation to prevent crazy stuff from being entered except where not having it would throw exceptions. It can be added, but is somewhat tedious. So yes, at the moment if you try to break the game by entering text in a supply benchmark, it will break the game.
  • The Benchmark Build Order evaluation logic is fairly complex and is still undergoing refinement as more and more edge cases are discovered where the existing logic doesn’t quite cover it. There will eventually be a page on the benchmarker wiki that covers this logic in more detail.
  • You cannot correct a failed step if there are two of the same step back-to-back. There is a way to fix this, but it is a lot of work for very little gain at the moment.

Unsolved and Need Help
  • I have implemented a Spending Quotient calculation that doesn’t appear to calculate correctly because Blizzard computes Income Rate and Average Unspent Resources in a non-intuitive way that I cannot replicate yet. If anyone has any information about this, it would be extremely helpful.
  • Zerg creep doesn’t stick around after the build completes and all the units die, so if you wait long enough in the Post-Build Report screen it goes away on a new build and has to grow back and I’m not exactly sure how to “pre-creep” it yet. FIXED!
  • Units which change icons upon upgrades (e.g. zergling -> speedling) are not reset back to the un-upgraded state. There may be a way to do this, but I am not familiar with how.[
  • Some upgrades are not behaving as though reset correct despite the upgrade value being set to 0 on reset. Overlord speed is one known example of this.
  • Fog of war is not reverted to its original coverage on reset. I’m not sure if there is actually any way to do this without exiting and reentering a game.FIXED!
  • Build Hints and Performance Feedback sometimes compete for the Directive Message area of the screen. Not sure what the best solution to this is since only one message can be there at a time.

Won’t Fix because Reasons
  • At the moment Benchmarker is only single player. As a trainer it doesn’t quite make as much sense as a multiplayer (since it’s ostensibly training your for the multiplayer version of the game). Never mind that the amount of effort to try to make it multiplayer would be ridiculous. But… There is a possibility of one day adding something like a “coach” player that could deploy and control harassment to assist in the primary player’s training if the community thinks that is something it might want.
  • You cannot change race once you are in game. Most players only practice one race at a time, and the map editor isn’t really setup to support this feature very well.
  • Benchmarker in its current form will not function as a Blizzard map mod. There are too many limitations on what you can do in a mod that prevent porting Benchmarker. There may be a trimmed down version based on the same fundamentals that could be used as a mod though. Contact me if interested in working on one.
    The current maximum build time is one hour of game time. There’s got to be a limit. I picked this one.
  • Sometimes for events that occur near simultaneously, the trigger logic for build order evaluation seems to get confused. I assume this has to do with the concurrency of the game itself and the fact that many of the relevant variables used have global scope. It is unlikely there is anything that can be done through the map editor without incredibly tedious (and effectively untestable) dev work using locks etc... NEVERMIND - I stumbled across this thing called "Critical Section" and was able to isolate all build logic so that most all race conditions no should longer occur.
  • When you attempt to correct a step such as 3x Barracks and you only complete 2 within 15 seconds, the third not only not correct the previous step, but will also fail the current step of the build if that is not also a Barracks. This is because of how the logic to increase the amount for a step works and there is really no way around this edge case that I have found yet.
  • The in game timer cannot apparently be modified from within the game. This is the reason it keeps counting no matter what is going on. The build timer window was created to address this issue and it is located in the top right hand of the screen during a build.



Upcoming Feature Ideas
+ Show Spoiler +

  • A Challenges section that gives you in-game mini-objectives to complete apart from the supply and build order objectives. These would be intended to challenge a player’s multi-tasking so that they still are alerted about macro and mechanics while taxing their APM and concentration. I openly acknowledge that this doesn’t simulate a realistic opponent because it is not intended to. It is intended to provide practice for the extra little things that tend to help you climb up the ladder. With multiple back-to-back challenges enabled in a single benchmarker training session, players will have a semi-realistic, but relatively stress-free practice trainer to really learn and test new ideas in. Challenge ideas include:
    • Worker stacking
    • Reach X minerals/income by Y time against an absolute scale of scores
    • Scouting for enemy tech at X, Y, Z time
    • Building a specific army composition by X time
    • Plus optional timing attack against fake selectable army with X army supply by Y time
    • Double/Triple pronged attacks by X time with Y units in each location
    • Minimap spotting of X proxy structures that each must be killed in Y seconds and spawn randomly on the map every Z seconds
    • Possibly can include an AI rush component or at least have AI units defending the structures with progressively more units over time to make killing in Y seconds harder
    • Defend X periodic AI drop harassment waves every Y seconds
      Simulated harassments of AI defended mineral lines to kill X workers while taking less than Y losses
    • Race-specific micro challenges to take place during the build at X time
      Possibly using logic donated by other micro training map creators

  • An Alerts report tab on the Post-Build Report so that you can see how many alerts were triggered during the build and compare that against the benchmark build.
  • Ability to save multiple benchmark builds per matchup
    pre-requisite for next feature idea...
  • Importing/Exporting builds from the Benchmarker bank via a utility script. Similar to YABOT, this functionality would allow you to either share benchmark builds with friends for them to beat or to create finely tuned GSL based builds from studying VODs relentlessly
  • A hardcore mode build option to fail benchmark build order objectives more aggressively for those players who want an extra challenge
  • Configurable Supply Benchmark and Alert threshold defaults that can be selected based on the averaged feedback of what players in those leagues report (bronze, silver, gold, etc…)
  • Map-specific builds
    may become requested once Benchmarker is released for multiple maps
  • Enhanced GUI messages and layouts for things like Alerts and completing benchmarks
  • A real-time Heads Up Display for information like APM and current worker count
  • New Alerts such as:
    • Army Idle Too Long! for when you have a force out on the map and want to train yourself to keep it moving and jockeying for better position on the map
    • 2nd, 3rd, 4th… Expansion Delayed! to remind you to keep expanding on pace during macro practice

  • A default “standard” build for each matchup in addition to benchmark builds based on the most recent GSL/WCS league games where players had the opportunity to play out a full standard build all the way to tier 3 without much enemy disruption of the build order
  • A new tab on the Post-Build report for tracking how many alerts were triggered throughout the game

For a full list of proposed features, please checkout the issues page in the github project linked below.


Questions to the Map Making Community
+ Show Spoiler +

These are questions that I never really was able to find a good answer for in my searching online. I’m hoping that there may be someone who reads this post who knows an answer or two. And if I get a couple of these answers, it will greatly help speed up some of the feature ideas above.
  • I have struggled repeatedly to try and implement SQ somehow in the game, but I am absolutely stuck on one question: "How does Blizzard calculate their in-game averages for Resource Collection Rate and Average Unspent Minerals from the underlying game values?" Is there anyone who can explain this in enough mathematical detail to simulate a good income and resource collection rate without using blizzard’s values directly? (You can't use Blizzard's values because reset's don't affect them)
  • Is there a good tutorial resource on, or anyone who can describe how to create a dialog that allows for selecting units similar to how a unit tester works without me having to go reverse engineer an old unit testing map? This would be used for creating builds from scratch as well as selecting units for challenges later on.
  • Is there a particularly good resource on how to create/tune/control AI behaviors for SC2? This information would be very helpful in really making the challenges section more realistic.
  • What are dialog panels useful for? I can’t find anything out there on dialog panels


Benchmarker is Open Source!
+ Show Spoiler +

One of the first goals of this project was to make sure that it could live on in the community even if I don’t have tons of time to devote to it myself. Therefore the entire project is available at:

https://github.com/benchmarker/benchmarker

I highly encourage anyone who is interested in helping to improve Benchmarker or who know how to implement any of the feature ideas above to get involved. I have gone to fairly extensive lengths to keep the map code clean and pleasant for others to work in. Development documentation and instructions for how to submit pull requests will be posted on the benchmarker github wiki shortly. I sincerely hope to grow this tool into something owned by the entire SC2 community and that can act as a launchpad to bring new players who don’t know where to start into the competitive 1v1 aspect of the game.

If while playing through the game you have any other ideas for how to fix or enhance Benchmarker, please feel free comment about them on this thread below. If you are interested in joining the Benchmarker project, please pm me on TL or contact via email at sc2benchmarker@gmail.com. Both experienced mapmakers and interested users wanting to try their hand will be welcomed enthusiastically.


How to Report a Bug
+ Show Spoiler +
As Benchmarker is still in beta there are likely to be a couple of bugs encountered from time to time. Hopefully none of them are game-breaking at this point and should at worst simply cause a build to need to be restarted most of the time. If you do come across one of these bugs and would like to report it to help me refine and polish the tool. Please follow these steps:

If it is an exception that pops up in red at the top of the screen, take a screenshot.
If instead it is a bug in gameplay that seems like it shouldn’t be happening, turn on one or more of the following debug flags and capture a screenshot with the debug messages that pertain to the buggy gameplay. You can enable debug flags by typing one of the following in the chat
  • "-debug menus" - contains information for debugging menu behaviors.
  • "-debug map" - helpful for debugging map mechanics like resetting the game.
  • "-debug build" - displays a great deal (maybe too much) of information for how build order logic is being evaluated.
  • "-debug alerts" - allows you to see what events and conditions are triggering alerts.
  • "-debug bank" - can help to determine why values are not being saved or loaded correctly from the menus
  • "-debug stats" - shows debug messaging for how stats are being computed throughout the game

Either post a comment in this thread or go to the issue submission page in benchmarker and open a new issue with the label of bug.
The issue description should ideally contain:
  • A name that concisely describes the problem
  • A screenshot of the affected behavior/exception message
  • A short description of what you were doing when the bug happened
  • A short description of what went wrong and how it affected the game.

A good example of a simple bug that takes approximately 15 seconds to create is at https://github.com/benchmarker/benchmarker/issues/190

Please search the existing issues of the project to make sure that you are opening has not already been submitted. Commenting on the same issue with more information is far more helpful in getting it solved.


Shoutouts
+ Show Spoiler +
The original inspiration to make Benchmarker came from a couple of places that definitely deserve a lot of the credit for the foundational ideas. Thanks to Day 9 and Lowko for their excellent videos on how to get newer players ramped up on competetive play It’s true that these videos (and perhaps even the map itself) will probably skew a bit Zerg, but the macro principles in these videos seem to me to be applicable across all of SC2 macro fairly evenly. If anyone has examples of similar tutorial videos that also go into the other race, comment below and they can be added.

- LowkoTV - How to Practise Zerg Macro
- Benchmarking in Zerg Versus Protoss
- Day[9] Daily #252 - Secrets of Hotkeys, APM and Mouse Movement

And a special thanks to Arondale for providing the splash screen and graphics!
turtles
Profile Blog Joined August 2011
Australia360 Posts
June 30 2014 04:35 GMT
#2
Hi, I haven't tried it out so I don't know what it's like but looks interesting.

Just wanted to drop a note about importing/exporting build orders. Having a shared format would definitely be a handy way to share builds around between mods/sites/communities. The YABOT one was a bohemoth and even only a few steps would already take up 100's of characters and can't be imported/exported in game. I came up with one myself which tries to keep it as short as possible so that it can be imported/exported easily using the inbuilt edit box.

A fellow over at redit was asking so I showed him the documentation and we got to talking about possible improvements. You can see that discussion here http://en.reddit.com/r/starcraft/comments/25losh/build_order_tool_salt_update/chiepo3

If you'd be interested in trying to come up with a shared format let me know. I could share the libraries I made to parse the string too if you want also.
nightshark
Profile Joined December 2013
New Zealand24 Posts
June 30 2014 05:54 GMT
#3
How do you play this? I tried to create a game with a mod, searched "Benchmarker", nothing. Nothing in arcade either. Searching on NA.
darkhorz
Profile Joined November 2010
Denmark11 Posts
June 30 2014 07:05 GMT
#4
Thank you so much
Creager
Profile Joined February 2011
Germany1895 Posts
Last Edited: 2014-06-30 09:16:09
June 30 2014 09:15 GMT
#5
On June 30 2014 14:54 nightshark wrote:
How do you play this? I tried to create a game with a mod, searched "Benchmarker", nothing. Nothing in arcade either. Searching on NA.


Try searching in Custom Games, it's a modified version of Overgrowth (playing on EU).
Maybe OP should add a quick description on how to access this.

Will try out now
... einmal mit Profis spielen!
nightshark
Profile Joined December 2013
New Zealand24 Posts
Last Edited: 2014-06-30 11:03:33
June 30 2014 11:00 GMT
#6
On June 30 2014 18:15 Creager wrote:
Show nested quote +
On June 30 2014 14:54 nightshark wrote:
How do you play this? I tried to create a game with a mod, searched "Benchmarker", nothing. Nothing in arcade either. Searching on NA.


Try searching in Custom Games, it's a modified version of Overgrowth (playing on EU).
Maybe OP should add a quick description on how to access this.

Will try out now

Thanks - didn't realise these kind of things existed just under "custom".

OP: this is awesome, thanks. Possible to add in computer controlled opponents just so it's possible to simulate some realistic micro while doing the build? While tracking supply count of even lost units?

edit: nvm just saw the "challenges" in the upcoming features
Clarpus
Profile Joined June 2014
United States1 Post
June 30 2014 13:49 GMT
#7
I've recently returned after a SC2 hiatus and I've found this to be a great map to help me dust off my macro ability. Thanks OP!
KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
June 30 2014 16:03 GMT
#8
This looks like a awesome map to get better at Sc2, but I just can't find the map, I've tried custom games, mods arcade etc..
Can someone explain step by step how to play this map, preferably in offline mode as well.

I just can't seem to find it on any server.

thank you.
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2014-06-30 17:33:46
June 30 2014 17:05 GMT
#9
On July 01 2014 01:03 KenZo- wrote:
This looks like a awesome map to get better at Sc2, but I just can't find the map, I've tried custom games, mods arcade etc..
Can someone explain step by step how to play this map, preferably in offline mode as well.

I just can't seem to find it on any server.

thank you.


The map is in the Custom Games section of the NA and EU servers. I will publish it to KR and Asia later today once I setup accounts in those regions. I also would like to confirm that it works decently with the other Regions. Currently the map is not internationalized, so it may have odd behaviors in other languages.

Once you have found the map, check out the "How to Play" section in the OP above.
tockar
Profile Joined April 2012
51 Posts
July 01 2014 14:54 GMT
#10
So I have found bugs when I tried it:
Minerals don't reset when I start playing again - http://drop.sc/383650
Minerals reset this time, armory upgrades did not - http://drop.sc/383651
Solasce
Profile Joined August 2010
United States68 Posts
July 01 2014 23:02 GMT
#11
On July 01 2014 23:54 tockar wrote:
So I have found bugs when I tried it:
Minerals don't reset when I start playing again - http://drop.sc/383650
Minerals reset this time, armory upgrades did not - http://drop.sc/383651


Thanks for the feedback!

Here are the links to the issues created in case you want to track them getting fixed:
https://github.com/benchmarker/benchmarker/issues/228
https://github.com/benchmarker/benchmarker/issues/229
Mylaur
Profile Joined June 2014
France5 Posts
July 02 2014 10:23 GMT
#12
This is great. I use it to practice my build orders, and to learn new ones.
However it'd be great to save as many build order as we want and not only be restricted to one. So I can choose to practice a specific build order vs a specific match-up. That'd be great.

(I also stumbled upon the minerals not resetting correctly, only one time, because I had mined some of the mineral patch so it looks like the mod restore the minerals but doesn't spawn new one).
Solasce
Profile Joined August 2010
United States68 Posts
July 12 2014 17:47 GMT
#13
Just released the first patch. This fixes every issue that has been reported so far that I am aware of. It also enhances reset to clear the minimap memory on each reset.

This patch fixes addresses:
- Minor overhaul to the reset functionality
- Fixed minerals not showing up after reset if mined out
- Added HotS upgrade for Terran Vehicle and Ship weapons to fix armory reset problem
- Addressed some upgrade and ability name issues

https://github.com/benchmarker/benchmarker/releases/tag/v0.2
LoveTool
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2014-07-13 10:02:57
July 13 2014 09:38 GMT
#14
Tried it, seems awesome!

But, the in game timer seems weird. Did you change it?

EDIT: Ok, it seems to count ALL time in the map, including preparation before starting the first game. Meaning when you start your second in-game it is already very high. It would really need to reset when you start playing a build. Also, when you take gasses stop being logged somewhere around 7-8 minutes. That's pretty important for a build, so I would at least want an option to have it logged.

ps. Love the win button
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2014-07-13 14:35:59
July 13 2014 14:28 GMT
#15
On July 13 2014 18:38 LoveTool wrote:
Tried it, seems awesome!

But, the in game timer seems weird. Did you change it?

EDIT: Ok, it seems to count ALL time in the map, including preparation before starting the first game. Meaning when you start your second in-game it is already very high. It would really need to reset when you start playing a build. Also, when you take gasses stop being logged somewhere around 7-8 minutes. That's pretty important for a build, so I would at least want an option to have it logged.

ps. Love the win button

Thanks!

Are you talking about the game timer in the bottom left hand of the screen? If so, that's the one that Blizzard doesn't let you modify for various reasons. That's why I had to create the build timer in the top right hand side. You basically have to use that in place of the game timer. I'll add that to the known issues section though to avoid confusion.

Also, gasses are recorded right now until 60 supply. This is to help prevent the build order from getting cluttered and because I've never really seen 7th and 8th gas as a component of any builds. I have been debating whether or not to record the first 4-6 gasses or to cap it at a time or a supply. Either way, there will eventually be an option to configure these defaults.
lordsaul
Profile Joined December 2010
13 Posts
July 15 2014 22:20 GMT
#16
This is pretty amazing. I'm a big fan of benchmarking to learn a build, and I used to use excel to track improvements, but this makes all that unecessary. Great alerts/customisation of prompting. Really useful to slowly pull away the crutches as you get better.

It might be worth a few "play sound" buttons beside the various alerts - it would have been easier for me to work out what was what if I could just have heard the sound I would get in advance of testing a build (I had to turn on each separately and run a build to work out which sound was definitely related to what).

Keep up the amazing work!
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2014-07-16 15:14:57
July 16 2014 15:13 GMT
#17
On July 16 2014 07:20 lordsaul wrote:
This is pretty amazing. I'm a big fan of benchmarking to learn a build, and I used to use excel to track improvements, but this makes all that unecessary. Great alerts/customisation of prompting. Really useful to slowly pull away the crutches as you get better.

It might be worth a few "play sound" buttons beside the various alerts - it would have been easier for me to work out what was what if I could just have heard the sound I would get in advance of testing a build (I had to turn on each separately and run a build to work out which sound was definitely related to what).

Keep up the amazing work!


Thanks! Glad to hear you like it.

As for knowing what sounds are related to what alert, if you look in the top left (next to the supply benchmarks) when you hear the sound, you will see a small alert message and icon that tells you what the alert is.

For Example:
[image loading]

Definitely let me know if this isn't showing up for you though so I can see if it's a bug I need to address.
Wildbuddha
Profile Joined June 2014
37 Posts
July 18 2014 09:37 GMT
#18
Hi, just tried it yesterday.
Unfortunately, the menu is all screwed up. It shows the borders of the buttons, but they say things like "parameter value xyz" and so on.
I will upload a screenshot as soon as i can.
Solasce
Profile Joined August 2010
United States68 Posts
July 18 2014 14:32 GMT
#19
On July 18 2014 18:37 Wildbuddha wrote:
Hi, just tried it yesterday.
Unfortunately, the menu is all screwed up. It shows the borders of the buttons, but they say things like "parameter value xyz" and so on.
I will upload a screenshot as soon as i can.


Someone mentioned that on Reddit as well. The solution appears to be to set your client language to english for now. I am looking into what it takes to internationalize the map correctly as part of the full release, but there's a very good chance I will need some members of the community to help provide the appropriate translations.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-19 14:07:17
July 19 2014 13:39 GMT
#20
This map is awesome! Great work! :D

===

Param/Value

A quick solution (20 minutes) would be to delete all other languages except "enUS".

Perhaps you know all this, but I write it down anyway. :D

TODO #1:
- Open the Editor
- Open the map
- File - Save As
- IMPORTANT: Below your filename is something like "file type" or "type of file"
- IMPORTANT: Change it from "StarCraft II Map Files" to "StarCraft II Component Folders"
- Choose a different name, e.g. "BenchComponents"

You will see something like this:

[image loading]

Delete all folders except "enUS".

Quote: "Next find the file ComponentList, right click and open it using notepad (NOT the Sc2 editor)."

[image loading]

Delete all languages except "enUS".

TODO #2:
- Save file and close notepad
- Double click "ComponentList". SC2-Editor should start the map.
- Save the map to a new name.
- Done.

My default is "enGB" and this way works for alll my maps.

Screenshots powered by
http://www.sc2mapster.com/forums/resources/tutorials/45674-tutorial-global-publishing-to-all-locales/

===

Bug?

Replay:
http://starcraft2.ingame.de/filebase/?rfid=172747

Problem with the BO.

Recording => Fine.

22: Ovi
24: Ovi

I do build 2 Ovis in the replay, but I build both at 22.

22: Ovi
22: Ovi

Objective = FAIL

I think it is a bug, this Ovi is not recognized, but I guess it could be called a feature, too. Since I screwed up my BO I can live with it.
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
July 21 2014 23:23 GMT
#21
Thanks! Great feedback btw. I will definitely look at doing what you suggest in the short term to avoid the nasty parameter value crap until the thing can be properly translated.

The issue you reported already existed, but I've updated it with your information as well. You can track it at:

https://github.com/benchmarker/benchmarker/issues/232

I thought some of the reset changes I made might have fixed this one but apparently not.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-24 16:06:10
July 24 2014 16:02 GMT
#22
Is there some way to set the APM-Tracker much lower? I am not 16 (twice that age) anymore and my APM is between 20 and 30 (enough for Platinum :-) and your map is beeping all the time.

I use "-a" instead of "gl hf" on this map now.
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
July 24 2014 17:22 GMT
#23
On July 25 2014 01:02 NeoBlade wrote:
Is there some way to set the APM-Tracker much lower? I am not 16 (twice that age) anymore and my APM is between 20 and 30 (enough for Platinum :-) and your map is beeping all the time.

I use "-a" instead of "gl hf" on this map now.


Actually yes I almost mentioned it in my post based on watching your replay. You can click the alerts tab from the top of the main menu, and that will take you into an alert configuration menu where you can lower the APM or disable it entirely if you like. I have added this to the tips section since it seems other people have run into this as well.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-25 08:38:18
July 25 2014 08:12 GMT
#24
Ok, if I am blind I apologize.

Screenshots of all options might help. I would have looked in your first post. Like I did for "NeoMT":

[image loading]

But I will start to search it right away.

Suggestion:

"Once you have a build run-through that you are happy with, save it as a benchmark build."

=> >Once you have a build run-through that you are happy with, save it as a benchmark build. If you are Bronze you may choose to set your game speed to "Slower". Playing a perfect opening for 10 minutes is quite hard on "Faster". After you saved your build, set your game speed back to "Faster".<
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
July 25 2014 20:06 GMT
#25
Those are both great suggestions. I will update the OP with screen shots of config options as well as the practice technique recommendation later this afternoon.
Solasce
Profile Joined August 2010
United States68 Posts
Last Edited: 2014-07-27 00:32:40
July 27 2014 00:06 GMT
#26
Beta Patch #2 is now released. This patch includes:
  • Major overhaul to the Production Idle and Upgrade Delayed alerts and timers. This should clear up most of the buggy behavior people have been experiencing with misfiring timers.
  • Added new check for Upgrade Delayed alert not to fire if all eligible upgrading structures are currently busy.
  • Refactored the build start and reset triggers to reduce lag and smooth gameplay
  • Added debug timer windows to the “-debug” commands for easier debugging of erroneous alerts and failed build steps.
  • Removed unnecessary language bundles until such time as the map becomes internationalized properly (thanks NeoBlade)

https://github.com/benchmarker/benchmarker/releases/tag/v0.3
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
July 28 2014 16:29 GMT
#27
I will test ASAP.

First post:

"it yet./s] FIXED!"

=>

"it yet.[/s] FIXED!"

http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
July 28 2014 19:19 GMT
#28
On July 29 2014 01:29 NeoBlade wrote:

"it yet./s] FIXED!"



Hah, good catch! FIXED!
fedelists
Profile Joined August 2014
4 Posts
August 19 2014 23:20 GMT
#29
I love this map! Thank you so much.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-08-20 19:16:59
August 20 2014 19:09 GMT
#30
German video:

[image loading]

http://y2u.be/AWP_YAGCKfk

FilterSC 1Rax-FE with one gas using Benchmarker to demonstrate the BO.
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
November 02 2014 04:13 GMT
#31
Beta Patch #3 is now released! This patch includes:

  • **Major overhaul to the benchmark build tracking functionality**
  • Added "Cancel As Undo" which lets you cancel a step to remove it from your current build (this replaces the correction mechanic)
  • Added a "Build Order Tolerance Window" that lets you complete steps out of order within a small window of time/steps
  • Adding concurrency controls to prevent race conditions between simultaneous build order steps which fixes a large number of bugs.
  • Revamped the multiple unit failure timer logic so that steps should not fail due to incorrect timer expiration
  • Added tracking of first army unit step created
  • Added tracking of first detector created
  • Added the ability to disable performance feedback by hotkey (similar to hints)
  • Added a new expandable debug window for more thorough debugging instead of using chat messages.
  • Updated the Benchmark Menu to contain a new build preview window.
  • Added a bank versioning feature to prevent version compatibility issues.
  • Other minor bug fixes and assorted polish.

With this release the build order tracking and related features should be seamless and you should not notice any more odd behaviors with objective completion.
tockar
Profile Joined April 2012
51 Posts
Last Edited: 2014-11-08 10:53:30
November 08 2014 10:52 GMT
#32
Any chance to include an option to use LotV economy changes? New units are obviously not an option, but I'd love to try new economy with Benchmarker's easy way to reset builds.
Solasce
Profile Joined August 2010
United States68 Posts
November 12 2014 03:29 GMT
#33
Once they go live with a public beta of LotV I will probably release a version for that which contains all of the changes.

At this point I'm really trying to get to the 1.0 release so that I can publish it on all of the dream pool maps and in the arcade. I've got a couple of other features queued up for it that I think people will be very excited about
GuruOfReason
Profile Joined May 2014
United States1 Post
December 15 2014 02:50 GMT
#34
This is a great map and I've used it a lot. I am have a small issue with it though. When I try to set the options for the "end build at" settings I can't seem to modify the time settings with out the text boxes going nuts.

Whenever I select the contents the selection immediately cancels and I just have a cursor in the box. When I try to backspace over the existing values zeros pop up to replace the values. If I just type values they are replaced with zeros.

This happens with the minutes box and the seconds box. Every other number box on the menu works fine though.
Solasce
Profile Joined August 2010
United States68 Posts
December 23 2014 18:00 GMT
#35
On December 15 2014 11:50 GuruOfReason wrote:
This is a great map and I've used it a lot. I am have a small issue with it though. When I try to set the options for the "end build at" settings I can't seem to modify the time settings with out the text boxes going nuts.


Thanks!

That is a bug I've noticed that only happens on bnet (not in the map editor). The next patch will have a fix for that issue to prevent it from glitching out.
xtorn
Profile Blog Joined December 2013
4060 Posts
December 25 2014 00:42 GMT
#36
this is so very, very cool.

wouldve been nice if i could enter the build myself somewhere and benchmark that
still very nice tool
Life - forever the Legend in my heart
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
March 26 2015 14:27 GMT
#37
Sorry, I did not see your remark Xtorn.

> wouldve been nice if i could enter the build myself somewhere and benchmark that

But you can ... play your ZvT-BO for about 10:30 and then klick "SAVE". If you start the map again, you click on ZvT and afterwards on

"Practise against save build order"

you will be able to play exactly your own BO.

@Solasce:
I downloaded your map at

https://github.com/benchmarker/benchmarker

and will try to create a new map using your triggers. How should I publish it? Locked? Unlocked?

Best regards!
Neo
http://youtube.com/NeoBladeSC2
Solasce
Profile Joined August 2010
United States68 Posts
April 02 2015 23:36 GMT
#38
@NeoBlade
I am currently almost finished with the Beta Patch #4 which has some good new stuff in it, but I was waiting to publish it until the new map pool comes out with season 2 so that I can port things over to the new "standard" map whatever the community thinks that is.

As far as publishing, I tend to publish locked, but that is intended to make sure people know and trust the quality. To be honest, I think an even better way for you would be to contribute to the benchmarker project itself via pull requests if you have ideas you want to see included in it (a build editor for example). However, if you're just looking to publish a slightly different map and try a few new ideas out experimentally, then it doesn't matter so much to me.
Zulu23
Profile Joined August 2011
Germany132 Posts
April 03 2015 14:13 GMT
#39
Can you modify so that the player is able to select specific unit compositions from the start hy a certain time limit?

Like in 10 minutes Build 50 SCVs
8 hellions
2 banshes
16 marines
5 marauders

and measure the time it takes to get it?
Maybe save the time and do a time trial the next time he plays the map`?
Solasce
Profile Joined August 2010
United States68 Posts
April 03 2015 21:45 GMT
#40
@Zulu23

That is actually the first of the "Challenges" that I am looking to implement. However there is some pretty involved dialog editing to get that to work though in terms of defining the composition. So there are one or two big things I was trying to get pinned down first.
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".
brmr2k
Profile Joined December 2015
9 Posts
March 15 2016 20:39 GMT
#61
I somehow use the old Version on Overgrowth.

Benchmarker Version 1.3 on Dusk Towers works perfect!
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