• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:55
CEST 23:55
KST 06:55
  • 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
ByuL, and the Limitations of Standard Play1Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)63ZeroSpace at Steam NextFest - Last free demo31Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
Is the larve respawn broken? Mizenhauer's Douyu Cup Preview ByuL, and the Limitations of Standard Play 5.0.16 patch for SC2 goes live (8 worker start) Possible bug in the new patch?
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) INu's Battles#17 <BO.9> Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
vespene.gg — BW replays in browser Quality of life changes in BW that you will like ? ASL 22 Proposed Map Pool BW General Discussion [BSL22] Non-Korean Championship from 13 to 28 June
Tourneys
[Megathread] Daily Proleagues The Casual Games of the Week Thread [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST CSLAN 4 is Coming!
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Beyond All Reason Nintendo Switch Thread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8578 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
Bombastic Starleague
20:00
GosuLeague Ro16 - Swiss
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech121
StarCraft: Brood War
Dewaltoss 145
ZZZero.O 76
Purpose 6
Dota 2
syndereN372
League of Legends
Doublelift3015
Other Games
summit1g9342
shahzam518
byalli345
ceh9270
Mew2King143
UpATreeSC139
Organizations
Dota 2
PGL Dota 2 - Secondary Stream2440
Other Games
BasetradeTV151
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 104
• musti20045 27
• mYiSmile12
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 25
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Other Games
• imaqtpie866
• Shiphtur236
• Scarra145
Upcoming Events
Douyu Cup 2020
7h 5m
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Big Brain Bouts
18h 5m
Jumy vs eGGz
Harstem vs sebesdes
TriGGeR vs HeRoMaRinE
Douyu Cup 2020
1d 7h
Maestros of the Game
1d 14h
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
1d 16h
Douyu Cup 2020
2 days
BSL22 NKC (BSL vs China)
2 days
Online Event
2 days
RSL Revival
3 days
WardiTV Weekly
3 days
[ Show More ]
RSL Revival
4 days
RSL Revival
4 days
Bombastic Starleague
4 days
Kung Fu Cup
5 days
OSC
6 days
CrankTV Team League
6 days
Bombastic Starleague
6 days
Liquipedia Results

Completed

Proleague 2026-06-24
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
CSL Season 21: Qualifier 2
SCTL 2026 Spring
Douyu Cup 2026
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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 © 2026 TLnet. All Rights Reserved.