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Updated: May 17
+ Show Spoiler +Many minor bug fixes (such as upgrades not working correctly and some resources counts being displayed incorrectly)
Added a pause button, will pause units but you may still issue orders.
Added a new terrain, 'Ramp', in addition to the standard and the small choke.
Added a visibility button, where you can switch between only seeing what Red can see, Blue can see or both can see.
Made some modifications to the base code so creating large numbers of units will not cause error reports anymore.
Hey guys,
I created a map where you can easily create and test out units. Get to know exactly what composition works great against what!
Funfact: Pitting 16 Zerglings against 12 Marines, on average 7 Marines make it out alive. Upgrading armor (150/150) for the Zerglings will conclude in on average 1-2 Zerglings making it out alive. Upgrading melee (100/100) for the Zergling will conclude in on average 5-6 Marines making it out alive.
It's just so awesomesauce, you gotta try it out!
The Unit Tester (sc2mapster) Alternative Link (nibbits)
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Just tried it, it is great! I've been looking for something like that for a while. I spent at least an hour looking at different fights and it really helps.
I recommend this to everyone
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lol, I just found this last night, you did some kick ass work. I've been using it to practice my micro. very useful indeed. Thanks for making this!
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I got that last night and spent an hour playing with it (fungal growth + psi storm on 100 mutas = fun!) when I should be sleeping :p
I also had it open to check something else before I saw this thread :o
Suggestions:
Increase the area that they can fight on, and the possibility to play with different types of terrain (wide open, smaller choke, double choke, ramp). Being able to change the amount of units without resetting and respawning it all over. I just thought about it and just holding back a few units when I want to fine tune it would fix it, but would still be nice to remove. Spawn more than one unit at a time.
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Awesome tool, could be improved but so far its very useful for testing counters.
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On May 12 2010 00:23 Lobo2me wrote: I got that last night and spent an hour playing with it (fungal growth + psi storm on 100 mutas = fun!) when I should be sleeping :p
I also had it open to check something else before I saw this thread :o
Suggestions:
Increase the area that they can fight on, and the possibility to play with different types of terrain (wide open, smaller choke, double choke, ramp). Being able to change the amount of units without resetting and respawning it all over. I just thought about it and just holding back a few units when I want to fine tune it would fix it, but would still be nice to remove. Spawn more than one unit at a time.
Great suggestions, I'll make sure holding shift will make 5 units at a time.
I'll add more terrain as I go. Would you guys like to have the workers be able to construct buildings? (and should those build instantly?)
Todo list: Shift click will make 5 units at a time. Shift clicking units while in the creation panel will remove them. More types of terrain-scenarios: Mineral line, Ramp, Small choke, Double Choke, Wide open.. suggest more!
Prospects: Available for two players.
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this has awesome potential to be a good micro map because you can determine whatever settings youd like to play!
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Another thing I noticed was that archon seemed to have the unit cost of one DT and one HT. In almost every case you get the archon it's two HT, so either having the possibility of an instant archon warp on the HT/DT and thus choose yourself what you want while still keeping the cost overview correct, or just changing it to show 2HT.
Having workers build buildings could be interesting for a more realistic ramp scenario.
I don't know if this is something that I did wrong, but whenever I launch it when dragging it onto the SC2.exe it seems the game speed is at normal. If that is fixed by making a custom game with it then it's no big deal, but being able to change game speed in game (is that possible at all when it's single player?) would be nice. It's a bit boring to watch them fight at reduced speed when I ideally would want to be able to do 10 parallel battles at the same time to really be able to find the real mean instead of a few deviations taking a lot of time.
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Absolutely great work! PM a mod and ask if you can have the thread title changed to [SC2 UMS] Unit Tester where do i put the map so I can start it when im already ingame?
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Thanks for this great map!
I don't know if this is something that I did wrong, but whenever I launch it when dragging it onto the SC2.exe it seems the game speed is at normal. Yes, you have to adjust the speed in the game menu, all maps start at normal speed when you load them...
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Has been updated. Next update will include different terrains.
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On May 12 2010 02:15 Tiburon wrote:Thanks for this great map! Show nested quote +I don't know if this is something that I did wrong, but whenever I launch it when dragging it onto the SC2.exe it seems the game speed is at normal. Yes, you have to adjust the speed in the game menu, all maps start at normal speed when you load them...
Do you know what folder I need to put the map into to be able to make a custom game with it?
Suggestion: Option in start to put the speed at faster. There's a macro map I'm playing right now with different modes that sets the speed at fast or faster, so being able to set the speed in this map even when it's only been dragged into SC2.exe would be good.
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This is wonderful,
I love you.
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On May 13 2010 07:03 Lobo2me wrote:Show nested quote +On May 12 2010 02:15 Tiburon wrote:Thanks for this great map! I don't know if this is something that I did wrong, but whenever I launch it when dragging it onto the SC2.exe it seems the game speed is at normal. Yes, you have to adjust the speed in the game menu, all maps start at normal speed when you load them... Do you know what folder I need to put the map into to be able to make a custom game with it? Suggestion: Option in start to put the speed at faster. There's a macro map I'm playing right now with different modes that sets the speed at fast or faster, so being able to set the speed in this map even when it's only been dragged into SC2.exe would be good.
Game now is set to default at Fastest.
To play the map:
Go to your Starcraft 2 Beta folder (C:/Program Files/Starcraft II Beta) Open "Starcraft 2 II Editor.exe" File -> Open -> Click Browse -> Select your Downloads Folder -> TheUnitTester5.SC2map -> OK File -> Test Document or CTRL+F9
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This map is amazing! I could spend hours messing around with it (already have, oops~) I'm having trouble getting the upgrades to reset, though...
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you are my hero, now I don't have to bug my friends when I want to test something
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thx man this is amazing :D the first ums i have downloaded and already played an hour with it
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Is the broodling bug fixed? When you cancel broodlords there are still broodlings hanging around, last time I downloaded the map. Also, can you add something to remove tech and weapon/armor upgrade once you researched them? Great map so far.
Edit: nvm about the reset upgrade I see you already added it in recent versions. Great map, all it needs now is more terrain :D
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Awesome tool man, just got done fiddling with it for like an hour. Good Job
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Thanks I love this!
Bug: Spore and Spine Crawlers should be 150 cost to include the drone.
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You should add a creep-toggle that covers the battle areas like ORLY's unit tester
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awesome map. first the multitask map and now this.. sweet!
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How can i siege the tanks or upgrade the hellion?
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On May 13 2010 11:20 metaldragon wrote: How can i siege the tanks or upgrade the hellion? You upgrade those on the right side buildings, there's one of each building for each colour.
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Okay I spent a few hours with it, this is the overall best UMS map I have ever played. Congratulations.
One issue I found is respawning the units when there are still units on the field, they will not start exactly where they would normally. I think you need about a quarter second delay between removing the current units on the field and spawning the new ones.
Also I would just move the whole thing to a much larger map so you can have multiple battlefields to choose from. This would also make it easier if you left some blank space for people to create their own terrain. As for suggestions for battlefields, just copy important areas from the current maps. Have all the chokepoints from all the maps, the middle area of LT, etc. Maybe you can just write a quick guide on how to port these triggers on to different maps so I could run these tests on ladder maps and create any combination of units and have them fight in different areas.
If you can implement intentional lag that would be nice, it feels weird microing with zero latency.
Tip if you want to test certain micro scenarios, turn the game speed down to slowest and you can micro both armies well.
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Bug: Medivacs can heal units in the start area after they die. (As if invisible medivacs are healing your units).
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This is great!! Awesome tool man. Thanks so much. BTW, how do you remove the upgrades researched from the buildings?
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Hey guys, I'll be updating this with in an hour for the current bugs before I continue creating more terrain and swapping all those buildings for just a couple.
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Updated! New terrain: Small Choke
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nice, but I guess it's not only important to see how the Units work against each other, but also the way you get to the Unit-composition. But just for trying out the one aspect of that it's a nice Idea.
Question: Are the SC1-Units in there as well? i've seen them in the campaign-trailers n' stuff and I'd really like to see them in action in a competetive game, cuz we'll surely see some nice custom-maps with all the Units I guess.
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I haven't actually had a chance to play it, but judging from the comments it sounds sick. I'll be trying this out when I get home.
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really nice, appreciate it man
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really awesome and helpful tool, good job
I hope that you keep it up-to-date with future patches.
edit: i played around with it some and heres a few fun facts i learned: Neural parasite can take control over point defense drones, but not auto-turrets. You can also mc raven and use his abilities, but i guess its not something that you haven't known, still it would be awesome to see such thing happen in real game
Ghosts sniper round says that it can target only bio units, but you cant use it on zerg structures, even though they are classified as biological.
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How do I use the terrain features?
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Terrain Features? Only the Small Choke is available at this moment.
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Hmmm, I feel like this creates and unrealistic setting to test in. Because often you are never going to get a certain combination of units and against another combination in an actual game as compared to the tester, and thus your time would be spent more valuably playing them game...
Though I think it is a great tool to use if you wanted to know very small amounts of units against each other. Like vikings versus mutas? I have no real idea on the practicality of that either.
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Already found something interesting: Vikings vs equal amount of Mutas pretty much ends in a draw, while the Vikings cost more minerals and the Mutas more gas.
BUT as soon as upgrades for both sides kick in Vikings start to dominate Mutas.
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Ok so how do I fight on the small choke? All I could get running was a fight on a small open area.
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On May 14 2010 15:56 Traveler wrote: Hmmm, I feel like this creates and unrealistic setting to test in. Because often you are never going to get a certain combination of units and against another combination in an actual game as compared to the tester, and thus your time would be spent more valuably playing them game...
Though I think it is a great tool to use if you wanted to know very small amounts of units against each other. Like vikings versus mutas? I have no real idea on the practicality of that either.
I understand your sentiment on the unrealistic settings, but it's still helpful in answering musings such as how many Mutalisks it takes to take out how many Marines without losing too much. Just an example of something I've been wondering (when I harass with Mutalisks, I'm never sure if I should engage his Marine army.)
funcraft: On the left of the unit creation panel is a small panel with 6 buttons. This is where you can pick terrains. Only the Small Choke is available, but I'm designing the Double Choke as we speak!
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I love it, great job.
Bugs: Marines 150 vs 150. team 1(red) will always win due to either a bigger choke or closer starting position. Maps need to be perfectly symmetrical to properly test large groups of ground units.
Unit cost are doubled for marauder, reaper, ghost. Archon cost (already mentioned above) Feature Request: Include total build time.
Fun Discovery: It takes a critical mass of 38+ Marines to win a fight against an equal amount (cost) of zergling in open area.
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Thanks for this. Will give it a download and a look
Will give feedback if I can see anything.
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pretty cool gonna try this one out later
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Will update once more around Wednesday. Fixing bugs and adding two terrains (Double Choke and Ramp). Taking a short break from the 24/7 mapping I've been doing!
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So yeah. This is basically the greatest thing ever, in history.
Couple of things:
Cost on the Ghost is wrong--it's 250/350. Should be 150/150.
Marauder is 100/50, should be 100/25.
Awesome, awesome. AWESOME map. I loves it. <3
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On May 16 2010 09:20 Felicitous wrote: So yeah. This is basically the greatest thing ever, in history.
Couple of things:
Cost on the Ghost is wrong--it's 250/350. Should be 150/150.
Marauder is 100/50, should be 100/25.
Awesome, awesome. AWESOME map. I loves it. <3
125/25
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On May 16 2010 09:22 Wr3k wrote:Show nested quote +On May 16 2010 09:20 Felicitous wrote: So yeah. This is basically the greatest thing ever, in history.
Couple of things:
Cost on the Ghost is wrong--it's 250/350. Should be 150/150.
Marauder is 100/50, should be 100/25.
Awesome, awesome. AWESOME map. I loves it. <3 125/25
Wr3k's Tagline:
"The power of accurate observation is frequently called cynicism by those who don't have it."
Is making me giggle. I wonder if this means he'd call me a cynic.
Also, the Void Ray is currently showing 200/150. Should be 250/150. And the Viking is showing 125/100. Should be 125/75.
God, I love this map.
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Awesome UMS map!!
I created an account 2 days ago so I could share this unit damage chart with Team Liquid, but apparently I can't create a new thread for 3 days so I guess I'll share it here!
I found an awesome excel file created by Shurafa, fixed some mistakes, TOTALLY re-worked most parts of it, and updated it to patch 11!
Please let me know if you like it or it is helpful to you at all! (original file by Shurafa @ starcraft.shurafa.com and http://bit.ly/cehKXA)
UNIT DAMAGE CHART!! http://mikedawson.us/sc2/sc2.html
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On May 16 2010 10:17 Felicitous wrote:Show nested quote +On May 16 2010 09:22 Wr3k wrote:On May 16 2010 09:20 Felicitous wrote: So yeah. This is basically the greatest thing ever, in history.
Couple of things:
Cost on the Ghost is wrong--it's 250/350. Should be 150/150.
Marauder is 100/50, should be 100/25.
Awesome, awesome. AWESOME map. I loves it. <3 125/25 Wr3k's Tagline: Show nested quote + "The power of accurate observation is frequently called cynicism by those who don't have it." Is making me giggle. I wonder if this means he'd call me a cynic. Also, the Void Ray is currently showing 200/150. Should be 250/150. And the Viking is showing 125/100. Should be 125/75. God, I love this map.
Fair enough, could have sworn they were 125. You definitely are twisting the meaning of the quote though
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On May 16 2010 14:20 Wr3k wrote:Show nested quote +On May 16 2010 10:17 Felicitous wrote:On May 16 2010 09:22 Wr3k wrote:On May 16 2010 09:20 Felicitous wrote: So yeah. This is basically the greatest thing ever, in history.
Couple of things:
Cost on the Ghost is wrong--it's 250/350. Should be 150/150.
Marauder is 100/50, should be 100/25.
Awesome, awesome. AWESOME map. I loves it. <3 125/25 Wr3k's Tagline: "The power of accurate observation is frequently called cynicism by those who don't have it." Is making me giggle. I wonder if this means he'd call me a cynic. Also, the Void Ray is currently showing 200/150. Should be 250/150. And the Viking is showing 125/100. Should be 125/75. God, I love this map. Fair enough, could have sworn they were 125. You definitely are twisting the meaning of the quote though
Haha! Only playing, sir. I do like the quote. There was a guy who posted a thread on QualiaSoup's stuff, open mindedness, and the like, that your quote reminded me of.
I've been playing the map for like the last 4 hours. I could just keep doing this.
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Updated; 17 may.
Many minor bug fixes (such as upgrades not working correctly and some resources counts being displayed incorrectly)
Added a pause button, will pause units but you may still issue orders.
Added a new terrain, 'Ramp', in addition to the standard and the small choke.
Added a visibility button, where you can switch between only seeing what Red can see, Blue can see or both can see.
Made some modifications to the base code so creating large numbers of units will not cause error reports anymore.
Hotdamn. Totally forgot about the broodling bug. I'll fix that next update.
+ Show Spoiler +Psst, what do you think of the new terrain in terms of quality?
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Nice map will help me greatly in testing some things
Anyways if someone is willing, he can test this map out :
Demented Fantasy
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i cant control the mothership for any side, is it a bug or intended?
Anyway, you are a lifesaver!
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Suggestion: A choice of arena which is a large open area.
Maybe something with a LOS blocker in the middle.
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Hahah, interesting to note, 10 Queens with no upgrades, max energy kill any equivalent 20 supply army with good transfusion micro.
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On May 18 2010 10:44 ryanAnger wrote: Hahah, interesting to note, 10 Queens with no upgrades, max energy kill any equivalent 20 supply army with good transfusion micro. And you continue making drones
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Haha, seriously, I'm going to try this in a custom game. Build only drones from Larva, FE, make 10 Queens and put down a bunch of Spines at my choke.
The Queens can keep the Spines alive long enough to kill any opposing force (8 queens w/ full energy = 32 transfusions = 3200 hp) and not only that, if he tries to come at you with Air... Well. You've got that covered.
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3 Ultralisks beat 9 Marauders without stim. Stim is the deciding factor in that fight.
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Let me guess, you can't play custom maps on the mac version?
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This is a very nice UMS thanks a lot. The interface is awesome and very clear. Everything I needed :p
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I love you for this, so awesome! Great work man
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Using this as a micro map works wonders. I just did 8 immortals vs 60 roaches and with attack move there were 20-24 roaches left. Added a warp prism with speed upgrade and managed to win with the immortals since I got the ones without shield in the back and after that the ones in the red.
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awesome idea, thanks. could you add a way to see how much each army is worth? kind of like the army feature in replays
also it would be nice to see how much each unit costs individual as well a a reminder
edit: okay so apparently u already have that in there hehe
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On May 22 2010 04:44 Daimon wrote: awesome idea, thanks. could you add a way to see how much each army is worth? kind of like the army feature in replays Pretty sure this is already in there...
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amazing!
been wanting to test my units!
going to have alot of work tonight
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On May 19 2010 18:38 Holder wrote: Let me guess, you can't play custom maps on the mac version?
That's what I'm thinking. But since map publishing has been enabled for patch 13 we should be able to mess around with it now.
Didn't blizz say mac version would get their galaxy editor during beta?
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Patch is live, publishing is enabled. What should I look for to find this on bnet?
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wow this is such an amazing tool.
the design is very simple and you still have lots of possibilities. the only problem is: the place to fight is a bit narrow. as soon as you test things out with critical masses, then your units become stuck. but hey its still very good.
thx for sharing.
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Great map, I have a few suggestions:
I think when switching sides, it should show the race menu instead of the last side's race's units.
My upgrades wont work they always get to like 99% and get stuck.
Also, the battlefields need to be a tad bigger =\.
Great work!
On May 18 2010 23:02 ryanAnger wrote: 3 Ultralisks beat 9 Marauders without stim. Stim is the deciding factor in that fight. Too bad 9 marauders are much cheaper than 3 ultralisks. The gas difference dwarfs the 100 mineral difference.
Not to mention usually there's medivacs......
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On May 22 2010 10:07 zomgzergrush wrote: Too bad 9 marauders are much cheaper than 3 ultralisks. The gas difference dwarfs the 100 mineral difference.
Not to mention usually there's medivacs...... Bad on multiple levels. First, you're comparing apples to oranges in a few ways. Second, you can't mention medivacs if you don't include their cost.
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On May 22 2010 10:34 wrgrbl wrote:Show nested quote +On May 22 2010 10:07 zomgzergrush wrote: Too bad 9 marauders are much cheaper than 3 ultralisks. The gas difference dwarfs the 100 mineral difference.
Not to mention usually there's medivacs...... Bad on multiple levels. First, you're comparing apples to oranges in a few ways. Second, you can't mention medivacs if you don't include their cost. Apples to oranges in a few ways as in....you never said any ways? Do you not have medivacs in your late game TvZ? Do you only have 9 un-upgraded marauders with no stim and no medivacs? Do you not kite your marauders utilizing their range?
I did factor in two medivacs, and the ultralisk side is still heavier on the gas. I didn't even mention stim. Pretty much just one marauder dies with stim usage. Hell, we don't even need medivacs in the picture with stim; stim alone makes it one sided already.
This is not counting running away either, just flat out shitty micro with only focus fire.
With 12+ marauders ultras die to 2 volleys each and it's just depressing to watch. By late game, i dunno what games Blizz is playing but my games tend to have more than enough marauders to insta-kill ultras before that stage of the game to begin with.
How bout first play the beta? Perhaps also this UMS as well? Which is what this thread is about in the first place.
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Hey guys,
I can't publish the map, B.net is giving me errors. But I'll publish an updated version when the big beta pause is over!
EDIT: Published a crappy version. Next update is when SC2 gets released.
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Reworking the whole interface, update will take much longer.
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ty this is great! I messed around with this for about an hour last night and was surprised with what I found for certain matchups. I was doing it wrong before but this opened my eyes and saved me a lot time suiciding my army on ladder because I think I can win but I'm not totally sure exactly how many units to make. I have a much better feel for it now.
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i found out that roaches can actually be good!
too bad i'm major suck at zerg because i don't know when to make drones and when to make units.
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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?
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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.
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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
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Very very very awsome that you made this for everyone to learn from and enjoy, thanks XG Dragon!!!
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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).
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Russian Federation125 Posts
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]
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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.
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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??
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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.
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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).
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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).
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Fantastic map! Great work XGDragon!
I created a hotfix for the May 17th build for anyone thats interested:
Links: + Show Spoiler + Fixes / Notes: + Show Spoiler +Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement
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thanks a lot EyeSeeEm, really usefull
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Be nice if someone picked this project back up. Lots of potential here.
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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
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Add big open area would be very useful.
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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
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thx, i was lookin foward for a update of this ums for a long time.
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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.
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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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Can this be put on sc2mapster instead of a generic filesharing site?
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this is really good but buggy. the "give all abilities" button doesn't work neither does the "give all upgrades". I believe its "shift click" and "control click" but neither works.
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On August 12 2010 16:45 NATO wrote: Can this be put on sc2mapster instead of a generic filesharing site? I don't have access to XGDragon's account on sc2mapster and I wouldn't want to put it up under my own name.
On August 13 2010 03:00 papaz wrote: this is really good but buggy. the "give all abilities" button doesn't work neither does the "give all upgrades". I believe its "shift click" and "control click" but neither works. Are you referring to the May 17th build or the hotfix build? Everything is working for me in the hotfix build (except for StimPack, that will be fixed in the next one).
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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. : /
Yea i figured it was probably pretty complicated. No big deal, it's a minor inconvenience, and if it requires tons of work, it's understandable that it probably wouldn't be worth it to wreck a brain over.
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.
Oh dang, im sorry. I didn't realize you already released a hotfix. I just downloaded it and all these problems are gone. awesome!
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.
I can't seems to replicate it, i had it happen to me several times to me with a specific unit composition but i forgot what it was and now i can't seem to get it to do it. I remember it was on the "open field" map though. It hasn't happened in awhile though, i moved away from using "open field" because it used to do it so much to me, but oddly, it isn't doing it anymore. cool!
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.[/QUOTE] again, hard to replicate, lol, i swear it was happening tho :p. Can't get it to do it again.
Massive thanks for updating this map!!!! i loved it but those minor quirks had me a bit reluctant to use it as often as i'd like. I've been using the hell out of it since your fixes though and happily becoming a better player!
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some way to delete some of the units or kill them instantly would be nice, e.g. selecting a unit then pressing delete removes it.
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On August 08 2010 07:45 EyeSeeEm wrote:Fantastic map! Great work XGDragon! I created a hotfix for the May 17th build for anyone thats interested: Links: + Show Spoiler +Fixes / Notes: + Show Spoiler +Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement
bumping for map amazingness
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Russian Federation4295 Posts
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Awesome I gotta check this out!
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Greetings,
First of all i would like to thank you with all my heart for such a great map.
I have been using it to understand unit counters and combinations etc and it has been very useful so far. but I found a couple of problem with it:
there are many upgrades and things like that that have not been updated to the game release, including: - roach has 3 upgrades in Unit tester (UT) , in game it only has 2. - Ultralisks have 2 upgrades in UT. only one upgrade is available in the game. - infestor still has 3 upgrades, ingame only 2.
in addition, the following issues: - (edit) cannot find the overlord speed upgrade, must build the hatchery to get it. - cannot find the hydra range upgrade (i believe its something like grooved spines) - the interface of units covers a part that shows the panel with resources on the right (edit: this is at 1024x768 resoltion), this is annoying because i have to build the units, the start then memorize the resource cost and then build the opponent units of similar cost. - some bug occurs if you press escape multiple times fast, you get more and more resource panels on the right side. the more you press the more panels appear.
I have not tested other races extensively yet, but i'm guessing there are more stuff that are not as the current game is.
anyways thanks again and i hope you find my feedback useful.
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It could definitely use an update. My favorite map. Please someone with the knowledge update this :D
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Yeah, it would be very nice if someone picked this project up. One of the coolest maps.
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Hey, I'm DLing this right now. I want to test early lings against different match ups!
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Neato. This is an incredibly useful tool. Theorycrafters can actually cite some of their ideas using this which will help us skeptics out.
Also, I find it very fascinating how the upgrades for carapace help Zerglings substantially more than the melee attack upgrade. Knowing this kind of information is so insightful and helpful.
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Would be nice if i could restart the map in an instant to ,for example, remove upgrades.
thx for the map =)
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I've been trying to add some of the requested features, but it turns out there are some unavoidable bugs related to beta/retail maps that rear their ugly heads as soon as you change too much (for example when I tried to add the large, open battlefield). I haven't been able to find a solution to this yet and won't be able to make any major changes to the map untill I do.
@ZulFury Thanks for making that TODO list, I wasn't sure about some upgrades and haven't had time to double-check. I will make a final "hotfix" version of XGDragon's original map with all upgrades working and upload it (hopefully) by tomorrow.
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Thx for the map but are u sure thors make splash dammages on mutas?
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Hey guys,
I just uploaded the latest (and hopefully last) hotfix version of The Unit Tester. I think I got all the upgrades and tech working and updated to the state of the latest release version.
You can get it over at sc2mapster, as XGDragon was nice enough to add me to the project there.
Fixes / Notes: + Show Spoiler +08/08/10 Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement
08/23/10 Fixed: - Removed all tech left over from beta - All upgrades and research are now updated to work with the release version - Menu placement improved for lower resolutions
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On August 24 2010 07:21 EyeSeeEm wrote:Hey guys, I just uploaded the latest (and hopefully last) hotfix version of The Unit Tester. I think I got all the upgrades and tech working and updated to the state of the latest release version. You can get it over at sc2mapster, as XGDragon was nice enough to add me to the project there. Fixes / Notes: + Show Spoiler +08/08/10 Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement
08/23/10 Fixed: - Removed all tech left over from beta - All upgrades and research are now updated to work with the release version - Menu placement improved for lower resolutions
That is great... Thanks a bunch.
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On August 24 2010 06:27 sage_francis wrote: Thx for the map but are u sure thors make splash dammages on mutas? I just tried it, they do normal splash damage. As in normal multiplayer, the mutas have to be at least a little stacked.
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There are some issues with unit costs in the latest version of the map.
ghost - 200/100, should be 150/150 observer - 75/125, should be 50/100 void ray - 300/150, should be 250/150 baneling - 25/25, should be 50/25 infestor - 100/100, should be 100/150 spore crawler - 100/0, should be 125/0
If I am not mistaken costs are pulled directly from the game files and then adjustments are made to those created from other units by adding a constant. Wouldn't it be a cleaner long term solution to do something like say: if unit type of created unit == spore crawler then modify mineral costs accumulated, and instead of doing +50 read the cost of the unit consumed and add that? Regarding the other unit types mentioned I assume those have something to do with the beta? Or I am totally overlooking something.
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There is a new version of the map available. I fixed the trigger error messages and the costs that were being displayed incorrectly. There are a few other small fixes, check the notes for more.
You can download it over at it's sc2mapster.com development site, or the file page here.
The editor bug that keeps me from adding more areas seems to extend to everything that involves any sort of text changes, which stopped me from changing the back hotkey from Esc to F5 (as the text ingame would have still read "Hotkey: Escape". I think that means this is going to be the last update for the map, as I won't be able to make any more significant changes to the map.
Fixes / Notes: + Show Spoiler +v0.8 Fixed: - Corrected cost for various units, also including cost of morphing unit (thanks nailertn) - Trigger error messages removed - No longer possible to create more than one Leaderboard by pressing "back" key multiple times - High Templars are now able to warp to Archons - Pause before returning to menu reduced
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I'm sorry, I don't have access to SC2 right now, otherwise I'd check myself, but can you control the units, or at the very least one side? It'd be a nice way to simultaneously include a unit tester and a unit micro map all in one nice little package.
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On September 16 2010 06:52 muggleclutch wrote: I'm sorry, I don't have access to SC2 right now, otherwise I'd check myself, but can you control the units, or at the very least one side? It'd be a nice way to simultaneously include a unit tester and a unit micro map all in one nice little package. Yes you can. You can control both sides- tell the sentry on one side to cast Guardian Shield, and the Marines on the other side to stim up, for instance.
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Burrow would be nice to have as a research thing (I made a hatch etc, but you know).
Very nice work, and yes, a big large open expanse would be very nice as well (there's a button for it, but doesnt seem to do anything.)
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There is also a good map called Unit_Test_Map by Superferret. You can do a lot more with it but Unit Tester is good if you want to run a lot of tests quickly.
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One of my suggestions would be for a way to unupgrade stuff like weapons and armor. This way I can go back to testing basic stuff again without reloading the game.
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On September 27 2010 15:15 Zefa wrote:+ Show Spoiler +One of my suggestions would be for a way to unupgrade stuff like weapons and armor. This way I can go back to testing basic stuff again without reloading the game.
It's actually implemented and quite easy to use. Just click on the upgrade button on the left side of the screen (it's the top one during battles).
You can also mouse over the button to see the alternative uses, such as upgrading all weapons and armor +1/+2/+3 (ctrl+click) or activating all abilities with one click (shift+click).
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On September 12 2010 06:46 EyeSeeEm wrote:There is a new version of the map available. I fixed the trigger error messages and the costs that were being displayed incorrectly. There are a few other small fixes, check the notes for more. You can download it over at it's sc2mapster.com development site, or the file page here. The editor bug that keeps me from adding more areas seems to extend to everything that involves any sort of text changes, which stopped me from changing the back hotkey from Esc to F5 (as the text ingame would have still read "Hotkey: Escape". I think that means this is going to be the last update for the map, as I won't be able to make any more significant changes to the map. Fixes / Notes: + Show Spoiler +v0.8 Fixed: - Corrected cost for various units, also including cost of morphing unit (thanks nailertn) - Trigger error messages removed - No longer possible to create more than one Leaderboard by pressing "back" key multiple times - High Templars are now able to warp to Archons - Pause before returning to menu reduced Thank you for the new version! I'd like to report that something is wrong with changing the terrain, it's been the same in the old version too iirc. I can't use all of the different terrains - Standard, Small Choke and Ramp work but all of the other don't, I can't switch to them :/
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@beetlelisk The other terrain options were never implemented.
I have tried to add them, but because the map was originally created in beta it breaks as soon as I change anything.
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I only now noticed that burrow research for Zerg was actually broken.
Thanks thegoodparts and Tom for pointing this out!
The new version can be downloaded here as always.
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On October 05 2010 18:48 EyeSeeEm wrote:I only now noticed that burrow research for Zerg was actually broken. Thanks thegoodparts and Tom for pointing this out! The new version can be downloaded here as always.
Thanks again for keeping this alive! most useful map ever!
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Could you make a way to place a planetary fortress? Every time I have to test one, I place the command center, but then I have to wait the full 50 seconds for it to build. Maybe just change the pf build time to like 5?
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Are there plans to publish the map on Battle.Net? It would really be convenient to conduct some tests while being able to be logged on at the same time.
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Lets post fun/interesting findings here (don't think it deserves a thread):
20 stimmed marines beat 10 chargelots without micro (3-4 stay alive).
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Map has been updated again! Many improvements over the original and probably the cleanest, most feature complete unit tester out there. Much thanks to XGDragon, the original author, and EyeSeeEm, who fixed many bugs. I will continue to take requests for new features.
To use offline: Open file in Map Editor and press Ctrl+F9. TheUnitTester_v0.92.SC2Map
To use online: Search "UnitTesterOnline" on NA server. Works with one or two players.
Changelog:
+ Show Spoiler +0.92 (online 1.12) -added "attack" button functions: shift+click orders only red, ctrl+click orders only blue -added game timer: uses real time, resets upon start and respawn -added option: enable or disable instant build and research -reworked "back to unit creator" button: no longer destroys units and picks last player/race for you -reworked "control of unit creator" option: players without control can no longer use hotkeys to control unit creator -fixed: Xel'Naga tower now works properly under "no shared vision" -fixed: pausing game will now always have "pause" message Comments: The change to attack should allow you to position your units and defend against a wave of AI-controlled units. By disabling instant build, you can now also test timing and reinforcement. 0.91 (online 1.11) http://rapidshare.com/files/444206047/TheUnitTester_v0.91.SC2Map-added ready buttons to make multiplayer easier -added text confirmation for controller change -fixed zerg losing buildings during extended games Comments: When both players have control of the UI, things may get disorganized. Communicate, allow one person at a time to build units, and use the new "ready" buttons to switch players. You could also use the option to disable control. 0.90 (online 1.10) http://rapidshare.com/files/442664231/TheUnitTester_v0.90.SC2Map-critical fix: some abilities were always researched during start -critical fix: some abilities wouldn't research for blue player in single player mode -critical fix: delete button wouldn't work for blue player in single player mode -Protoss Builder can now build xel'naga tower -Terran Builder can now instantly build orbital command and planetary fortress -Zerg Builder can now instantly build lair, hive, greater spire, and nydus worm -normally built nydus worm has normal speed -upgrades rearranged for more intuitive feel -removed flux vanes from all abilities Comments: You now have access to instant buildings through the builder, which allows me to remove custom stats from most units. This should make the map resilient to patch changes. 0.89 (online 1.7) http://rapidshare.com/files/442260183/TheUnitTester_v0.89.SC2Map-fixed patch bug with SCV repair -fixed menu bug Comments: Damnit patch 1.2 0.88 (online 1.6) http://rapidshare.com/files/442084424/TheUnitTester_v0.88.SC2Map-creating units is faster -removing units is faster -energy button now also refreshes cooldown for corruptor, thor, and stalker -respawn button now keeps created buildings -respawn button + shift destroys created buildings -new UI messages for most actions -removed unnecessary actors and abilities -removed unnecessary buildings -removed many runtime threads -fixed bug with mirror button destroying builders -fixed bug with not enough supply -fixed bug with hotkeys not responding -fixed bug with nydus canal -fixed bug with sentry creation Comments: I have removed and optimized a good deal of triggers and data in the game. The general effect is that most actions are noticeably faster, but this may be at the cost of some stability. We'll wait and see. 0.87 (online 1.5) http://rapidshare.com/files/440532134/TheUnitTester_v0.87.SC2Map-replays are now disabled -new options menu -new option to choose only one player to control UI -new option to set upgrades before start -new option to set energy before start -new button to switch places -new button to mirror forces -upgrades button no longer destroys remaining units -attack button now works even if you own buildings -zerg builders are easier to find after morphing -removed some icons and replaced with text -fix shift and ctrl keys messing up during lag -fix spectator mode for players 3-8 Comment: These new features are probably the last ones that will be added, as I don't think the map needs anything else. The options menu is simply a more intuitive version of the attack panel. 0.86 (online 1.4) http://rapidshare.com/files/439738619/TheUnitTester_v0.86.SC2Map-new terrain "expansion" with mineral line on high ground -new terrain "arena" has smaller area for quicker fights -hotkeys for unit creation now use more SCII defaults -added delete button, same function as backspace -Unit Creator can now create motherships. I decided against using the one per player limit, since this is a unit tester after all. -loading screen now includes some instructions -camera actions added for second player -cameras now pan to current spawn location -terrain, points, and regions optimized -add hotkey "+" for respawn -add help button to attack options 0.85 (online 1.3) http://rapidshare.com/files/439421219/TheUnitTester_v0.85.SC2Map-various bug fixes -code optimization 0.84 (online 1.1) -UI is faster -support for additional players -redo button completely works -escape is no longer a hotkey -added clear button to unit creator -added race logos -added persistent race buttons -added leaderboard icons -cameras follow creator -vastly reduced number of trigger calls -larger fonts used -sentry image fixed -back button fixed -help is more detailed 0.83 (online 1.0) -Terrain is now perfectly sized and level -Fixed builder rally points -Builders will now return home only when unselected -Fixed zerg builder to work consistently -Changed planetary fortress morphing time to 10X speed. -Carrier interceptors are maxed by "energy" button (implemented by original author) -Fixed brood lord bugs -Fixed interceptor bugs -Fixed energy button to work much more rapidly. -If using single player or Map Editor, you will always control both left and right -If using two players on Battle.net, player 1 controls left and player 2 controls right -Battle.net now properly sets up game for one player or two players -Player on left now receives vision of entire field as well. 0.82 -Updated all descriptions -Fixed unit labels that didn't fit -Changed starting environment to large open field -Changed terrain to something cleaner -Removed terrain buttons that did nothing -Removed all excess doodads -Removed all excess terrain -Removed pathing boundaries -Resized map appropriately known bugs (no plans to fix) -resetting weapons/armor upgrades to zero won't reset their art -you cannot join game with a party greater than 2; instead you must invite spectators
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Map has been published under name Unit Tester Online. Search for "UnitTesterOnline" on North American servers. You can contribute by uploading on to other servers.
-For one player, map should work exactly like it does offline. Player can control either left or right armies and all functions work.
-For two players, first player can control only left and second player can control only right. Either player can use unit creator or battle options.
-Additional players are spectators.
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Nice map. My SCVs cannot repair, because there are no minerals. I think before the new SC2 patch this worked.
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I put max immortals vs max everything else, and immortals always came out on top.
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On January 13 2011 03:18 impi07 wrote: Nice map. My SCVs cannot repair, because there are no minerals. I think before the new SC2 patch this worked.
Thanks. Map has been fixed.
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UnitTester is great, thx for your work. You really should keep http://www.sc2mapster.com/maps/unit-tester/ up to date. I was thinking that the version on that site is the current version. Lucky me stumbling upon this thread :-).
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I tried uploading this to the EU server to play with my friend but it seems to screw up all the writing.
all text is replaced with PARAM/VALUE/xxxxxxxxx where x stand for different letters and numbers
oddly enough I dont get this when playing offline by myself.
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I'm not entirely sure how to get locales to work properly. I'll look into it.
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To use offline: Open file in Map Editor and press Ctrl+F9. TheUnitTester_v0.93.SC2Map
To use online: Search "UnitTesterOnline" on NA server. Works with one or two players. 8 players are supported.
Changes + Show Spoiler +New features: -Added Alliance Menu (under Options). Any of 8 players can enable/disable control of Red units, Blue units, and Unit Creator. -Better multiplayer support. Player slots 1-8 are now human only and computers were moved to 9-12. Many triggers were reworked. -Lobby options locked. Parties now properly work. Impossible to screw up now. -Reworked Vision button and option. You can now turn on or off vision of the entire map. When off, the alliance menu will determine who has vision of what units. -Renamed computer players. Left and Right are now Red and Blue. Ability to change color has been removed.
Bug fixes: -Player names no longer override Red and Blue -Xel'Naga towers no longer become vulnerable -Zerg builders move during terrain changes -Zerg builders properly select for players 3-8 -Leaderboard properly updates after excessive usage of mirror
Known issues. -Vision of entire map only works for two players -Camera changes only work for two players -Players without control can still use the attack panel -Unit Creator cannot select and delete multiple enemy units -Buildings created with builders will not respawn if already destroyed -EU server version is buggy. Need an uploader.
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To use offline: Open file in Map Editor and press Ctrl+F9. TheUnitTester_v0.94 (North America).SC2Map TheUnitTester_v0.94 (International).SC2Map
To use online: Search "UnitTesterOnline" on NA server. Works with one or two players. 8 players are supported.
Changes + Show Spoiler + features -Unit creator has been completely redesigned -Dual creator windows can be used independently by two players -Upgrades are now found in unit creator instead of buildings -Unit tooltips show unit cost and description -Upgrade tooltips show description -Text confirmation when creating units or researching upgrades -Race builders are now accessible during unit creator -Leaderboard now tracks buildings created during unit creator
-Save / load feature added -Nine available save slots -Save states do not persist from game to game -Use F10 menu to save states permanently -Units and buildings, including position, can be saved -Upgrades are automatically saved, manually loaded with shift key -Respawn and redo buttons now use save/load triggers
-Attack panel icons replaced by text -Terrain "Natural" redesigned to allow attack by ground -Terrain icons replaced by text -Upgrade button compatible with new unit creator -Upgrade button redesigned to be on/off -Revealers now enabled for players 3-8 -Cameras now enabled for players 3-8
bug fixes -Triggers no longer destroy ladder map resources -Upgrade button no longer researches derelict upgrades -International (localized) version added; for non-English clients, this means English text will display instead of gibberish
caveats (let me know if anyone needs these changed) -Attack dialog icons have been removed -Siege tanks now always have siege mode -Carriers now always start with 8 interceptors -Unit creator hotkeys removed -Xel'Naga Tower ability removed until fixed
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Russian Federation4295 Posts
Bring back icons for terrain types. And add some info, that second click on the race will display upgrades of this race.
And can you add option for turn ON/OFF fast creep spread? Because sometimes need slow creep spread for some tests
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Icons for terrain type will not be brought back. They were poor representatives of the terrain and conveyed almost no information. This also makes it easier to add new terrain.
The upgrade information was on the button's tooltip. I'll re-add the help screen in the next version.
Creep spread option is an excellent idea, I never really thought about it. It will be implemented in the next version.
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On May 07 2011 13:37 hunter3 wrote:To use offline: Open file in Map Editor and press Ctrl+F9. TheUnitTester_v0.94 (English).SC2MapTheUnitTester_v0.94 (International).SC2MapTo use online: Search "UnitTesterOnline" on NA server. Works with one or two players. 8 players are supported. Changes+ Show Spoiler + features -Unit creator has been completely redesigned -Dual creator windows can be used independently by two players -Upgrades are now found in unit creator instead of buildings -Unit tooltips show unit cost and description -Upgrade tooltips show description -Text confirmation when creating units or researching upgrades -Race builders are now accessible during unit creator -Leaderboard now tracks buildings created during unit creator
-Save / load feature added -Nine available save slots -Save states do not persist from game to game -Use F10 menu to save states permanently -Units and buildings, including position, can be saved -Upgrades are automatically saved, manually loaded with shift key -Respawn and redo buttons now use save/load triggers
-Attack panel icons replaced by text -Terrain "Natural" redesigned to allow attack by ground -Terrain icons replaced by text -Upgrade button compatible with new unit creator -Upgrade button redesigned to be on/off -Revealers now enabled for players 3-8 -Cameras now enabled for players 3-8
bug fixes -Triggers no longer destroy ladder map resources -Upgrade button no longer researches derelict upgrades -International (localized) version added; for non-English clients, this means English text will display instead of gibberish
caveats (let me know if anyone needs these changed) -Attack dialog icons have been removed -Siege tanks now always have siege mode -Carriers now always start with 8 interceptors -Unit creator hotkeys removed -Xel'Naga Tower ability removed until fixed
Or even easier just drag the map above your Sc2 Icon = profit!!!
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http://www.sc2mapster.com/maps/unit-tester/
"hunterx3 Thu, 21 Apr 2011 00:43:17: -Many different terrains, wide chokes, wide ramps etc. Preferably, every map in the ladder pool could be practiced in the unit tester. I can see if that isn't possible though. Done. Not implemented in official version. PM me to get a version that includes your choice of ladder map."
I'd like to know how do we add our own map for this unit tester. Thanks a lot, this is surely a helper map.
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The shift click to learn all abilities button does not seem to work.
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On May 10 2011 15:00 zeshan_ae wrote:http://www.sc2mapster.com/maps/unit-tester/"hunterx3 Thu, 21 Apr 2011 00:43:17: -Many different terrains, wide chokes, wide ramps etc. Preferably, every map in the ladder pool could be practiced in the unit tester. I can see if that isn't possible though. Done. Not implemented in official version. PM me to get a version that includes your choice of ladder map." I'd like to know how do we add our own map for this unit tester. Thanks a lot, this is surely a helper map.
Currently I match tilesets, then copy and paste over terrain, doodads, and units. You also have to move the points marked "ladder" to the appropriate location. If there's interest I could add some triggers to make the process easier.
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hmm, ist it because I use Mac or does the actual version have some problems with the recent patch?
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On May 10 2011 15:03 AzureD wrote: The shift click to learn all abilities button does not seem to work.
The button's functionality has changed. You do a normal click on it to learn all abilities. Shift clicking will upgrade weapons and armor to level 3 or reset it to level 0. If you're having problems, try using the options, it has a more visual confirmation.
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On May 12 2011 05:26 polarop wrote:hmm, ist it because I use Mac or does the actual version have some problems with the recent patch? + Show Spoiler +
Try using the "International" version and let me know if it gives you the same problems.
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ahh, didn't see that one.... works just fine, thanks!
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Unit Tester Online v0.95 Unit tester for one or two players. Easy to use unit creator, resource spending tracker, different arenas, and many options. Compare unit compositions and costs, or practice your micro with friends.
To use online: Search for keyword "online" NA server: "Unit Tester Online" EU server: "Unit Tester Online v0.95f" other server: We need help publishing! Contact me for latest versions!
To use offline: Drag the file over Starcraft II to open with the Blizzard Launcher TheUnitTester_v0.95 (North America).SC2Map TheUnitTester_v0.95 (International).SC2Map
Changes + Show Spoiler + -help screen available (F12 menu) -option to disable fast creep (options submenu) -five new terrains added (terrain submenu) -tooltips for research include costs (minerals, vespene, time) -bugfix: units attacking high ground without vision -bugfix: energy button stack overflow error -bugfix: switch causing some buildings to become invisible -bugfix: respawn not updating terrain changes in attack mode -bugfix: creep tumor incorrect footprint -bugfix: using structure's attack corrupted leaderboard -hotfix: computer automatically used some abilities
caveats (I'll add an option if anyone wants these reverted) -Attack dialog icons have been removed -Siege tanks now always have siege mode -Carriers now always start with 8 interceptors -Unit creator hotkeys removed -Xel'Naga Tower ability removed until fixed
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Unit Tester Online v0.96 Unit tester for one or two players. Easy to use unit creator, resource spending tracker, different arenas, and many options. Compare unit compositions and costs, or practice your micro with friends.
To use online: Search for keyword "online" NA server: "Unit Tester Online" EU server: "[Official] Unit Tester Online" other server: We need help publishing! Contact me for latest versions!
To use offline: Drag the file over Starcraft II to open with the Blizzard Launcher UnitTesterOnline v0.96 (North America).SC2Map UnitTesterOnline v0.96 (International).SC2Map
Changes + Show Spoiler + -save/load: now stored in player 1 bank -save/load: save files include description field -attack dialog now includes icons and text -battle report added with statistics for winning player -optimization: leaderboard rewritten for efficiency -optimization: removed waits for faster execution -optimization: zerg builder works better during lag -bugfix: "mirror" current player is now player who created or removed last unit -bugfix: "Xel'Naga tower" is back and working
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Unit Tester Online v0.97 Unit tester for one or two players. Easy to use unit creator, resource spending tracker, different arenas, and many options. Compare unit compositions and costs, or practice your micro with friends.
To use online: Search for keyword "online" NA server: "Unit Tester Online" EU server: "[Official] Unit Tester Online" published by Westberg SEA server: "[Official] Unit Tester" published by EpicZergling We need help publishing! Contact me for the latest versions!
To use offline: Drag the file over Starcraft II to open with the Blizzard Launcher UnitTesterOnline v0.97 (North America).SCMap UnitTesterOnline v0.97 (International).SC2Map
Changes Minor update following patch
v0.97 + Show Spoiler +-save/load: can now save positions before attack -save/load: new buttons for attack and autosave -save/load: buttons highlight when in use -options: observer panel for showing APM -neutral structures: can be built be Protoss Builder -bugfix: patch changed some editor values for Zerg
-caveat: save/load does not work for units inside transports
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