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Build Order Tester - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 11 Next All
SupremeMe
Profile Joined May 2010
Sweden227 Posts
May 26 2010 17:55 GMT
#121
Thanks for this qxc <3
I wonder though.. will I be able to play this map when the beta is closed?
Distributor of pain - Your loss becomes my gain
Azerbaijan
Profile Blog Joined January 2010
United States660 Posts
May 27 2010 02:47 GMT
#122
This is an amazingly useful map, huge thanks to qxc. Is there a map like this available for broodwar somewhere? I'm planning on trying to make it past D rank on iccup before Sc2 is released, and would love to be able to practice build orders and timings just like this. I could just fail at searching but so far i've only been able to find Micro practice UMS stuff.
Bob300
Profile Joined April 2010
United States505 Posts
May 27 2010 02:51 GMT
#123
Amazing! thank you so much.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
Last Edited: 2010-05-27 05:18:18
May 27 2010 05:17 GMT
#124
You should be able to play these maps when beta is closed since they don't (I'm pretty sure at least) rely on connecting to Battle.Net to use them.

edit: I also get the Param/Value timer "bug". Looking forward to the new version!
Undefeated TL Tecmo Super Bowl League Champion
bigjmachine
Profile Blog Joined May 2009
United States314 Posts
May 27 2010 06:34 GMT
#125
This is just awesome! Helped me so much
ㅈㅈ
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
Last Edited: 2010-05-27 21:33:21
May 27 2010 21:31 GMT
#126
Awesome map m8, saves so much time trying to refine early play.

Any chance you can have it send in some AI units for a few typical rushes i.e.

6lings with 6 pool timing
2gate lots
2gate -> 4gate lots&stalkers
reapers
fast v-ray
bunker rush marine
bunker rush reaper

I think it would become the most important UMS training map ever if you can do that. It'll help a lot of ppl being able to try to defend simple ai controlled rushes coming in time and again rather then trying to find a practice partner to 2gate you 10-20times in row.

Maybe have a list of rushes show up in text and typing 1,2,3,4,.... for which rush you want to come in and have those units just spawn in and attack.
isbunk
Profile Blog Joined July 2007
Sweden1017 Posts
Last Edited: 2010-05-27 22:20:33
May 27 2010 22:18 GMT
#127
On May 28 2010 06:31 Adeeler wrote:
Awesome map m8, saves so much time trying to refine early play.

Any chance you can have it send in some AI units for a few typical rushes i.e.

6lings with 6 pool timing
2gate lots
2gate -> 4gate lots&stalkers
reapers
fast v-ray
bunker rush marine
bunker rush reaper

I think it would become the most important UMS training map ever if you can do that. It'll help a lot of ppl being able to try to defend simple ai controlled rushes coming in time and again rather then trying to find a practice partner to 2gate you 10-20times in row.

Maybe have a list of rushes show up in text and typing 1,2,3,4,.... for which rush you want to come in and have those units just spawn in and attack.

I think that might be possible to do, i made a new thread so that it's easier to update and post updates - http://www.teamliquid.net/forum/viewmessage.php?topic_id=127833
KIM TAEK YONG HWAITING!
Ointment500
Profile Joined February 2010
United States15 Posts
May 28 2010 02:44 GMT
#128
Does this work on a Mac?
mTwRINE
Profile Joined February 2006
Germany318 Posts
May 28 2010 02:48 GMT
#129
What about adding a "Minerals/Gas overall earned Counter" to adjust ecobased builds?
So I can see the difference between Chronoboosts, far away buildings, different Nexustimings, different scoutingtimings etc.
danbel1005
Profile Joined February 2008
United States1319 Posts
May 28 2010 02:52 GMT
#130
Thx a lot this is an amazing useful tool, no doubt about it. Thx QXC
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
apm66
Profile Blog Joined April 2010
Canada943 Posts
May 28 2010 02:55 GMT
#131
Amazing! Love this map QXC!

Howerever, what's weird is that, when I go SHIFT+3, for Z, i get the loading screen. But never on SHIFT+1 and SHIFT+2. I could also swap quickly between T&P and never get loading screen, but not for Z.
(╯°□°)╯︵ ┻━┻
earky
Profile Joined March 2010
United States87 Posts
May 28 2010 03:03 GMT
#132
Is there a way to work this on a Mac?
I'm a graphic designer, PM me and I'll gladly help you out!
Tristan
Profile Blog Joined December 2009
Canada566 Posts
May 28 2010 03:10 GMT
#133
your version without hotkeys totally has hotkeys =\
http://Zangano431.tumblr.com/
Sc2Films
Profile Joined January 2010
United States2 Posts
May 28 2010 03:23 GMT
#134
This is perfect, Thanks! Well almost perfect. It would be cool as mentioned before if there was a status box (counting station) so we can monitor different things like income and how bad our cheese is destroying our economy. Would be nice to refine my defensive builds also knowing how bad its setting me back and narrow it down with the least sacrifice.

Thanks again!
Sc2Films is a Starcraft 2 video community, view discuss and upload Starcraft 2 videos!
Jaal
Profile Joined May 2010
United States61 Posts
May 28 2010 04:01 GMT
#135
On May 28 2010 12:10 TheElitists wrote:
your version without hotkeys totally has hotkeys =\


Fix:

a) Open up the file with the editor.
b) Click Modules/Triggers
c) Find the hotkey entries on left pane/right click/uncheck enable


Kostamojen
Profile Joined May 2010
United States2 Posts
May 28 2010 04:15 GMT
#136
This is an awesome tool. Thanks QXC for developing it. I kinda wish the in-game clock ran at the same speed as the replay clock, however. All my previous build order testing has been based on the replay clock, which seems to run 30-40% faster than the in-game clock.

Think there is a way to have them run at the same speed?
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 28 2010 04:18 GMT
#137
On May 28 2010 13:15 Kostamojen wrote:
This is an awesome tool. Thanks QXC for developing it. I kinda wish the in-game clock ran at the same speed as the replay clock, however. All my previous build order testing has been based on the replay clock, which seems to run 30-40% faster than the in-game clock.

Think there is a way to have them run at the same speed?


Changing the timer type from "Real Time" to "Game Time" would do the trick.
maganez
Profile Joined May 2010
United States23 Posts
May 28 2010 04:25 GMT
#138
Any of you guys know how to add an APM counter to the maps?
Neosta2
Profile Joined March 2010
China117 Posts
May 28 2010 04:25 GMT
#139
Can you update the first post with what to do after you download the file for noobs like myself. Thanks.
My country is the world and my religion is to do good. - Thomas Paine
wonksaggin
Profile Joined March 2010
United States73 Posts
May 28 2010 04:53 GMT
#140
@qxc:

if you mine out a mineral patch and reset the map the mineral patches that use to be there, doesn't show up anymore.
Prev 1 5 6 7 8 9 11 Next All
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