• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:04
CEST 07:04
KST 14:04
  • 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
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
[ASL22] Ro24 Group C Toronto invitational lan 22 august [ASL22] Ro24 Group A [ASL22] Ro24 Group B
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6221 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
Next event in 4h 56m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 186
ProTech121
Nina 94
StarCraft: Brood War
Britney 22881
Bale 147
Noble 48
Icarus 9
Dota 2
The International93926
Gorgc5332
NeuroSwarm178
League of Legends
JimRising 727
C9.Mang0309
Super Smash Bros
Mew2King75
Other Games
summit1g8120
WinterStarcraft398
hungrybox326
amsayoshi24
Organizations
Other Games
gamesdonequick656
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH393
• practicex 16
• davetesta14
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen24
League of Legends
• Lourlo1138
Upcoming Events
Sparkling Tuna Cup
4h 56m
PiG Sty Festival
6h 56m
Solar vs Reynor
Serral vs TBD
OSC
10h 56m
Afreeca Starleague
1d 4h
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 10h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 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.