• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:27
CEST 19:27
KST 02:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202538Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder9EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced54BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10
StarCraft 2
General
Serral wins EWC 2025 The GOAT ranking of GOAT rankings Interview with Chris "ChanmanV" Chan Tournament Spotlight: FEL Cracow 2025 Classic: "It's a thick wall to break through to become world champ"
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch FEL Cracov 2025 (July 27) - $10,000 live event
Strategy
Custom Maps
External Content
Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune
Brood War
General
Google Play ASL (Season 20) Announced Nobody gona talk about this year crazy qualifiers? BW General Discussion Which top zerg/toss will fail in qualifiers? Scmdraft 2 - 0.9.0 Preview
Tourneys
[Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2 [ASL20] Online Qualifiers Day 1 Small VOD Thread 2.0
Strategy
[G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
9/11 Anniversary Possible Al Qaeda Attack on 9/11 US Politics Mega-thread Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 713 users

[G] TheStaircase - An Alternative Improvement Method - Pag…

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 12 13 14 15 16 78 Next
Coldlogic
Profile Joined December 2008
United States116 Posts
December 01 2012 13:06 GMT
#261
On December 01 2012 13:31 SirPsychoMantis wrote:
Show nested quote +
On December 01 2012 10:16 JaKaTaK wrote:
I think the Macro vs Multitasking Steps have to be in the hands of the player. Its not clean cut enough to make a hard restriction IMO.


I feel like like losing control of a unit after a-moving could work (excluding workers). It would make you send them on one action and be done while keeping you quick since you only have one shot at the action.


The problem being that this could essentially be suiciding your units. All though macro steps are blind play, you can tell if you are taking heavy losses and retreat your units back to your base. Also, you wouldn't be able to attack anything other than the main base. Attacking an expansion would cause the units to just sit around after that is dead. Now, I could give control back after a unit completes an A-move command I suppose.

There is also the concern of a user not A-moving at all. A-moving can easily be accomplished via patrol. Also, they could simply studder step the entire map using hold position.

In the end, there is not a legitimately sound way to limit the player to these macro step rules.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 01 2012 16:07 GMT
#262
Actually, you are supposed to be suiciding units on the Macro Steps. The idea is that you don't make any decisions with battles, you just send the units to where the enemy is. There is the problem with having to send them to places other than the main base though.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Coldlogic
Profile Joined December 2008
United States116 Posts
December 01 2012 20:34 GMT
#263
New build.

Added Staircase Graphic to loading screen.
Changed the way supply blocks are monitored.
Added message referencing how to restart map.
Antylamon
Profile Joined March 2011
United States1981 Posts
December 01 2012 23:17 GMT
#264
On December 01 2012 13:31 SirPsychoMantis wrote:
Show nested quote +
On December 01 2012 10:16 JaKaTaK wrote:
I think the Macro vs Multitasking Steps have to be in the hands of the player. Its not clean cut enough to make a hard restriction IMO.


I feel like like losing control of a unit after a-moving could work (excluding workers). It would make you send them on one action and be done while keeping you quick since you only have one shot at the action.

No, it wouldn't.

It could easily be overruled by using move and stop commands (move to move, stop to stop moving and automatically attack). Even if you do prevent people from using the stop command (which is a bit of an unnecessary stretch), instead of making things simpler like macro steps should do, this would force people to think about where they will send their units. For example, "Oh it's a drop, I should go kill it" is replaced by "Oh it's a drop, I should either permanently split my army to kill it or base race with my entire army or just die."
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2012-12-02 04:37:38
December 02 2012 04:30 GMT
#265
New build.

Complete menu redesign with addition of macro steps. Tooltip for buttons now describes unlocked units and structures.
Added game timer that starts and resets to correspond to when you begin playing.
Coldlogic
Profile Joined December 2008
United States116 Posts
December 02 2012 16:40 GMT
#266
New build.

Adjusted supply block checking to have a minimum value before check occurs.
Added messages for Macro/Micro steps explaining what they mean.
Reset game timer on map reset.
Increased game timer width.
Added Goal label for league goal pull down menu.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 02 2012 16:52 GMT
#267
Damn CL, you're getting work done today!
Commentatorhttps://www.youtube.com/JaKaTaKtv
Coldlogic
Profile Joined December 2008
United States116 Posts
December 02 2012 18:17 GMT
#268
On December 03 2012 01:52 JaKaTaK wrote:
Damn CL, you're getting work done today!


Word brah
Coldlogic
Profile Joined December 2008
United States116 Posts
December 02 2012 18:35 GMT
#269
I'll start joining TheJaKaTaK channel in game while developing. If anyone is testing at the same time, they can ask questions or make suggestions.
Coldlogic
Profile Joined December 2008
United States116 Posts
December 02 2012 18:48 GMT
#270
New Build

Removed case where max supply would cause a supply block trigger.
Multi-threading asynchronous calls for supply block added.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 03 2012 00:32 GMT
#271
Multi-threading what?!?! I want to know what that means please :D
Commentatorhttps://www.youtube.com/JaKaTaKtv
Coldlogic
Profile Joined December 2008
United States116 Posts
December 03 2012 00:53 GMT
#272
On December 03 2012 09:32 JaKaTaK wrote:
Multi-threading what?!?! I want to know what that means please :D


Threads are paths of instructions.

For example, if only one thread was present, every action would be performed on it. This causes problems when I need the thread to wait for a certain action. So, if I told a thread to sleep for 20 seconds, then the game would look frozen for 20 seconds.

SC2 is multi-threaded (its pretty rare to find a program that isn't), so when the map checks for supply blocks, it sleeps the thread and then rechecks the supply block. Previously, there was a problem where you could cause the thread to try to check for a supply block many times, each one spawning their own thread, and when they all expired, the chat would be flooded with the same message.

Now, only one thread stays spawned if a user is possibly supply blocking.
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2012-12-03 01:35:23
December 03 2012 01:35 GMT
#273
New build.

Finally tracked down the Warp Gate problem. Can now upgrade Gateways to Warp Gates and the reverse.
Altered upgrades and unit restrictions to reflect new steps.
Changed text of buttons to "Step #" rather than "Level #".
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
December 03 2012 02:08 GMT
#274
On December 02 2012 08:17 Antylamon wrote:
Show nested quote +
On December 01 2012 13:31 SirPsychoMantis wrote:
On December 01 2012 10:16 JaKaTaK wrote:
I think the Macro vs Multitasking Steps have to be in the hands of the player. Its not clean cut enough to make a hard restriction IMO.


I feel like like losing control of a unit after a-moving could work (excluding workers). It would make you send them on one action and be done while keeping you quick since you only have one shot at the action.

No, it wouldn't.

It could easily be overruled by using move and stop commands (move to move, stop to stop moving and automatically attack). Even if you do prevent people from using the stop command (which is a bit of an unnecessary stretch), instead of making things simpler like macro steps should do, this would force people to think about where they will send their units. For example, "Oh it's a drop, I should go kill it" is replaced by "Oh it's a drop, I should either permanently split my army to kill it or base race with my entire army or just die."


You could possibly throw a little bit of AI on them (nothing too complex), for example, they a-move to where you told them, then they automatically a-move towards where the enemy spawned. Just throwing out some ideas.
Zerg #1
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-12-03 02:44:20
December 03 2012 02:43 GMT
#275
On December 03 2012 11:08 SirPsychoMantis wrote:
Show nested quote +
On December 02 2012 08:17 Antylamon wrote:
On December 01 2012 13:31 SirPsychoMantis wrote:
On December 01 2012 10:16 JaKaTaK wrote:
I think the Macro vs Multitasking Steps have to be in the hands of the player. Its not clean cut enough to make a hard restriction IMO.


I feel like like losing control of a unit after a-moving could work (excluding workers). It would make you send them on one action and be done while keeping you quick since you only have one shot at the action.

No, it wouldn't.

It could easily be overruled by using move and stop commands (move to move, stop to stop moving and automatically attack). Even if you do prevent people from using the stop command (which is a bit of an unnecessary stretch), instead of making things simpler like macro steps should do, this would force people to think about where they will send their units. For example, "Oh it's a drop, I should go kill it" is replaced by "Oh it's a drop, I should either permanently split my army to kill it or base race with my entire army or just die."


You could possibly throw a little bit of AI on them (nothing too complex), for example, they a-move to where you told them, then they automatically a-move towards where the enemy spawned. Just throwing out some ideas.

It's way too much effort to put into something like this.

Micro, and the lack thereof, should be up to interpretation by the player. For example, I use minimal micro on macro steps, such as retreating and Blinking (just to snipe BLs, Medivacs, etc.) because I am confident that my macro is good enough to handle that. To take away the player's choice is to take away any personalization, which is important. One method might work for some people but not others, even on such seemingly small details as the interpretation of micro.

I appreciate the amount of thought you have put into this, but Jak has already made the decision not to include extensive micro prevention.
Coldlogic
Profile Joined December 2008
United States116 Posts
December 03 2012 02:46 GMT
#276
New build.

Altered supply blocking to more correctly monitor changes in supply.
Supply blocking now applies to all players rather than just player 1.
Faldinerous
Profile Blog Joined October 2012
United States62 Posts
December 03 2012 02:51 GMT
#277
Hey Coldlogic, love the map, can't imagine all the work that goes into making that, thanks. One thing I noticed though is that the level 13 step for Terran doesn't allow you to build reactors.
"i should have warmed up against the AI 1st... getting beaten by such a noob is embarassing"
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 03 2012 03:54 GMT
#278
Hey Gratz on the map i really like it, i belive i can learn a lot from it one thing i belive could make it better is that the gg/restart command also resets the minerals and gas, somethig like the -r that uses YABOT, just an idea hope it helps and keep up the good work :D
Train Hard, Beat them Harder
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2012-12-03 07:37:10
December 03 2012 06:52 GMT
#279
On December 03 2012 12:54 Danagor wrote:
Hey Gratz on the map i really like it, i belive i can learn a lot from it one thing i belive could make it better is that the gg/restart command also resets the minerals and gas, somethig like the -r that uses YABOT, just an idea hope it helps and keep up the good work :D


Are you saying your money doesn't reset with gg/restart or when you start the next round?
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2012-12-03 07:37:34
December 03 2012 06:52 GMT
#280
On December 03 2012 11:51 Faldinerous wrote:
Hey Coldlogic, love the map, can't imagine all the work that goes into making that, thanks. One thing I noticed though is that the level 13 step for Terran doesn't allow you to build reactors.


I'm on it.

This appears to be a bug in the SC2 Editor. I found a work around. New build uploaded.
Prev 1 12 13 14 15 16 78 Next
Please log in or register to reply.
Live Events Refresh
WardiTV European League
16:00
Playoffs Day 3
MaxPax vs ShoWTimELIVE!
WardiTV1000
IndyStarCraft 197
LiquipediaDiscussion
BSL20 Non-Korean Champi…
14:00
Playoff - Day 2/2 - Final
Mihu vs FengziLIVE!
Dewalt vs BonythLIVE!
ZZZero.O394
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 197
SpeCial 191
BRAT_OK 75
ProTech49
MindelVK 39
StarCraft: Brood War
Mini 729
ZZZero.O 394
firebathero 351
Mong 270
ggaemo 187
Larva 116
Aegong 24
sas.Sziky 21
Terrorterran 19
Sharp 16
Dota 2
Gorgc5852
qojqva4021
LuMiX1
League of Legends
Reynor91
Counter-Strike
tarik_tv9629
fl0m4458
ScreaM1085
sgares310
oskar251
Heroes of the Storm
Khaldor703
Liquid`Hasu520
Other Games
420jenkins817
B2W.Neo386
mouzStarbuck261
Hui .159
ArmadaUGS141
JuggernautJason14
Organizations
Other Games
gamesdonequick970
BasetradeTV43
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH200
• Gemini_19 83
• davetesta55
• StrangeGG 10
• Reevou 6
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• FirePhoenix12
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV703
League of Legends
• Jankos1643
Upcoming Events
Wardi Open
17h 33m
OSC
1d 6h
Stormgate Nexus
2 days
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
4 days
LiuLi Cup
4 days
uThermal 2v2 Circuit
4 days
RSL Revival
5 days
RSL Revival
5 days
[ Show More ]
uThermal 2v2 Circuit
5 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #1
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Non-Korean Championship
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20: Qualifier #2
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.