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Unit Tester - Page 5

Forum Index > SC2 General
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[HalcyoN]
Profile Joined May 2010
United States163 Posts
May 28 2010 04:27 GMT
#81
I'm having trouble opening this on my mac?

I'm using MapCraft 1.4 since the mac client doesn't have a map editor, and I attempt to load the map but nothing happens. Any suggestions?
"I'm already dead"
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
Last Edited: 2010-05-28 11:48:41
May 28 2010 11:45 GMT
#82
This is by far the most useful map I've ever "played", more like studied. I not only get to find out how many X's I need to beat Y's, I not only find good army compositions to beat/defend XYZ, I also get practice microing any or all the units I want.

My only complaints is the Respawn (past units) button is buggy and you can only delete the last unit made on the team. Most of the time respawn will make something like 6 hydra 6 roach 12 ling into 6 hydra 5 roach 9 ling. And if you make a mistake adding units, or simply want to make some changes in the composition, you have to start from scratch.

Thanks for the time you've put into this! Very useful and I love it!

edit: BTW, when I downloaded this after work yesterday, I "played" it and took notes for nearly 4 hours straight concentrating on Z v T and Z v P armies/units.
Undefeated TL Tecmo Super Bowl League Champion
hunter3
Profile Blog Joined January 2008
United States155 Posts
June 01 2010 18:04 GMT
#83
Big thanks for the map! We're looking forward to when you publish the latest version, so that my team can use it as a micro arena.

Suggestions:
*Add much larger open field
*Remove "escape key" shortcut (for spell micro)
*Spawn all units with full energy (button too slow)
*Spawn carriers with full interceptors (don't decrease build time)
*Individuals each have own interface in multiplayer
Mathewep2010
Profile Blog Joined June 2010
United States63 Posts
June 28 2010 19:54 GMT
#84
Very very very awsome that you made this for everyone to learn from and enjoy, thanks XG Dragon!!!
quasit
Profile Joined July 2010
Sweden49 Posts
July 06 2010 17:17 GMT
#85
What's best for comparing units? Should you match only gas? What about units that only have minerals.
40 marines vs 14 siege tanks doesn't seem to be a fair comparison (even though you wouldn't attack that way). 2000 minerals vs 2100 minerals and 1750 gas. Though I don't really know how to "convert" the gas to minerals.

Too bad "open field" doesn't work (patch 16, map version 17 May).

dargul
Profile Joined May 2010
Russian Federation125 Posts
July 11 2010 11:37 GMT
#86
I fixed unit tester to work with latest patch.
There are some script errors but just ignore them, all main features are working and i also deleted some limitations so there are much more space for experiments,

Download link [url blocked]
In Stim We Trust
Kratisto
Profile Joined June 2008
United States199 Posts
Last Edited: 2010-07-11 11:51:06
July 11 2010 11:50 GMT
#87
This is awesome, thanks. I only just realized that Psi Storm needs to be cast UNDER air units ::SADFACE:: and I used this to get a hang of what that feels like. My only complaint is that Escape is a really inconvenient hotkey for killing everything and bringing up the menu since Escape is what I use to cancel spell casting.

As for comparing armies, I get the feeling from watching Day[9] Dailies that supply/food is a fairly accurate representation of army worth. Minerals and gas aren't really convertible in any meaningful way.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
July 13 2010 16:18 GMT
#88
On July 11 2010 20:37 dargul wrote:
I fixed unit tester to work with latest patch.
There are some script errors but just ignore them, all main features are working and i also deleted some limitations so there are much more space for experiments,

Download link [url blocked]

This doesn't seem to work for me... menus are messed up and the attack buttons doesn't work.

What to do??
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
XGDragon
Profile Joined September 2008
Netherlands61 Posts
July 25 2010 15:57 GMT
#89
Map wasn't localized. Anyone feel free to update my map, because it's unlikely I will.

A forward apology, because it is quite the mess for someone that's not me.
My current qq: TvT hellions are boring to watch :(
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 26 2010 00:38 GMT
#90
This is my favorite map by far. So useful. The updated one on megaupload works seemingly great for me (in the US)... very few bugs so far, and nothing permanent (restart level for one bug that popped up when I picked 2 races on one team, which prevented upgrades from working afterward).
Blacklizard
Profile Joined May 2007
United States1194 Posts
July 26 2010 01:08 GMT
#91
This is my favorite map by far. So useful. The updated one on megaupload works seemingly great for me (in the US)... very few bugs so far, and nothing permanent (restart level for one bug that popped up when I picked 2 races on one team, which prevented upgrades from working afterward).
EyeSeeEm
Profile Joined August 2010
Germany18 Posts
August 07 2010 22:45 GMT
#92
Fantastic map! Great work XGDragon!

I created a hotfix for the May 17th build for anyone thats interested:

Links:
+ Show Spoiler +
hotfile.com
rapidshare

Fixes / Notes:
+ Show Spoiler +
Fixed:
- Zerg Air Tech
- Stim Pack Research
- Ultralisk Research
- Unit Construction Menu -> Build Sentry
- Initial Menu placement
dolpiff
Profile Joined June 2010
France300 Posts
August 09 2010 16:19 GMT
#93
thanks a lot EyeSeeEm, really usefull
Arcalious
Profile Joined March 2010
United States213 Posts
August 09 2010 19:54 GMT
#94
Be nice if someone picked this project back up. Lots of potential here.
EyeSeeEm
Profile Joined August 2010
Germany18 Posts
August 11 2010 14:06 GMT
#95
XGDragon just gave me the go-ahead to continue working on the map.

So what kind of features would you guys like to see in future versions?

Some suggestions:
+ Show Spoiler +
- Add big open area for large-scale battles
- Add circular area to practice kiting
- Add elongated area for skirmishes with reinforcements

Further suggestions (more difficult to implement):
- Add buildings
- Add switch between insta- and normal research, to observe research effects during battle
Seikhor
Profile Joined April 2010
Canada116 Posts
August 11 2010 14:34 GMT
#96
Add big open area would be very useful.
Peekaboo
Profile Joined May 2010
Canada219 Posts
August 11 2010 17:33 GMT
#97
A run x -times feature with summary stats would be good. Some results are highly variable.

An autocast ai and interface would be cool. Might be too hard unless you could use Blizzard's. For example, being able to put storm on auto for one side, or even stim. I have a hard time microing two sides at once, especially if I'm trying some serious micro on the other side.


thanks

You loved me as a loser but now you're worried that I just might win. -L. Cohen
Akipics
Profile Joined March 2010
United States45 Posts
August 11 2010 23:08 GMT
#98
thx, i was lookin foward for a update of this ums for a long time.
we dance, we fight, we ban, ban. ban
Malminos
Profile Joined July 2010
United States321 Posts
Last Edited: 2010-08-11 23:31:04
August 11 2010 23:25 GMT
#99
Here's my suggestions, LOVE the map by the way, it's fizzled out a lot of confusion and frustration after losing a game by helping me to find out what i should have done. But theres a few things in my option, which might make it that much better:



Larger Battle Field: It would be nice to maybe have an area to spawn units that is somewhat larger than the default "no choke/ramp/etc. area" just for testing bigger army compositions.


Improved "respawn units" - Sort of a tall suggestion, but would probably be the most helpful. It would be cool if instead of just having the options to "respawn units, or build new armies" if one could somehow not have to completely wipe the board when changing an army composition.
In other words, it would be great if i could open up the unit spawn panel, and edit what i have, or at the very least add some units to the armies, without losing everything i already have put down.

Oftentimes, i just want to see what happens when for example: "I add 2 more colossus' to this army" but i have to kill everything on the field, then go back in, remember exactly what i had on both sides, often times i mistakenly put the wrong race on the wrong team, and dont have all the upgrades, etc. etc. and it feels a bit inaccurate and tedious. It would just be so nice if there were a way to edit or add to my existing army compositon and have it remember it when i respawn units.


Upgrades: Obviously some of the bugs with upgrades. With Zerg in particular, sometimes i need to build a hatchery, then a spawning pool, then a roach warren, then something else to get to a particular upgrade that isn't on the few zerg buildings that im supposed to upgrade from. nothing big but could be improved.


Builders - it's kind of annoying when u are trying to build a base, especially with zerg and you have to keep grabbing the builder, running him back, building something, he runs back, build another, etc. etc.
i understand why he's doing it, to get out of your way, but i think i could manage that fine, the "auto- runback" is a bit annoying especially since buildings dont insta-respawn. Anything that could make "structure creation" easier would be very appreciated.

Bug: Respawn units doesn't always work right, im sure it's already been mentioned but i'll mention it again. i think it's related to the size of the terrain and the mass of units at one of the spawn points not having enough room to be placed, but im no expert, just guessing.


Bug: Infestors burrow and sometimes disappear? i dunno why, probably has to do with the fact that this was made during beta when infestor move-burrow had to be researched and it doesn't have to anymore.



"To dream of because become happiness "
EyeSeeEm
Profile Joined August 2010
Germany18 Posts
August 12 2010 07:42 GMT
#100
Larger Battle Field: It would be nice to maybe have an area to spawn units that is somewhat larger than the default "no choke/ramp/etc. area" just for testing bigger army compositions.
This will be my first todo for the map, as everyone and their dog seems to want this.

Improved "respawn units" - Sort of a tall suggestion, but would probably be the most helpful. It would be cool if instead of just having the options to "respawn units, or build new armies" if one could somehow not have to completely wipe the board when changing an army composition.
In other words, it would be great if i could open up the unit spawn panel, and edit what i have, or at the very least add some units to the armies, without losing everything i already have put down.
Honestly, this is probably beyond my abilities. It would require some sort of memory/data management so the unit list is stored, and then you'd need the UI elements to display and be able to edit it all efficiently. : /

Upgrades: Obviously some of the bugs with upgrades. With Zerg in particular, sometimes i need to build a hatchery, then a spawning pool, then a roach warren, then something else to get to a particular upgrade that isn't on the few zerg buildings that im supposed to upgrade from. nothing big but could be improved.
Which upgrades in particular? I thought I fixed all the upgrade bugs with the hotfix.

Builders - it's kind of annoying when u are trying to build a base, especially with zerg and you have to keep grabbing the builder, running him back, building something, he runs back, build another, etc. etc.
i understand why he's doing it, to get out of your way, but i think i could manage that fine, the "auto- runback" is a bit annoying especially since buildings dont insta-respawn. Anything that could make "structure creation" easier would be very appreciated.
I'll look into this.

Bug: Respawn units doesn't always work right, im sure it's already been mentioned but i'll mention it again. i think it's related to the size of the terrain and the mass of units at one of the spawn points not having enough room to be placed, but im no expert, just guessing.
Could you give me specific examples? If I can't test it and observe it myself it will be really hard to fix.

Bug: Infestors burrow and sometimes disappear? i dunno why, probably has to do with the fact that this was made during beta when infestor move-burrow had to be researched and it doesn't have to anymore.
I'll look into this.
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