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As most of you know qxc made a basic build order tester and if any of you have been following the development of the thread, then you probably know that I continued his work and fixed bugs along with adding standard maps, functionality and perfect spawn and time accuracy. Now I think I've solved most of the bugs and I thought I'd make a new thread to make bug reporting, updating and adding more functionality to it, since it's freaking awesome!
------------------------------------------------------------ Current Version ------------------------------------------------------------ Desert Oasis: v1.0 - Localized - Current version - Download link: With hotkeys: + Show Spoiler +New features: - Fixed localization bug where you would get weird param values (By: Zeke50100) + Show Spoiler +
What is the build tester? It lets you start off at a starting point on the map and it gives you 6 scvs/probes/drones and you can test your build order. If you want to try again, you just use the hotkeys to restart and try again. With the new features you have the possibility to see how long your last build took, how much minerals/gas you extracted in that time and what your supply was. + Show Spoiler + Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint
What's next in development? The next objective is to add the possibility to have units attack you at a certain time. This is to test your builds versus timing attacks. So if you have a or several timing attacks that you want included, just write them in this thread with the following info: - Name of the timing attack - What time it should occur - What and how many units should be in it
Other: If you are experiencing any problems/bugs or have any suggestions for what you would like to see in the next version, just write a comment in the thread and I'll see what I can do asap. Also, I'll be adding all standard maps if there are no bugs with the current version.
(When opening the files start the SC2 Editor and use the "open file"-command instead of double clicking the map)
------------------------------------------------------------ Previous Updates ------------------------------------------------------------ Desert Oasis: v1.0: With hotkeys: + Show Spoiler +With hotkeys: new version available No hotkeys: + Show Spoiler +With hotkeys: new version available New features: - Added possibility to see what your supply, total mined gas and minerals were on your last try - Fixed gas disappearing problem - Fixed mined minerals not returning upon reset + Show Spoiler +
Version 0.13 - Added Lost Temple - Added Steppes of war
Download links: Desert Oasis: v0.13: + Show Spoiler + Lost Temple: v0.13: + Show Spoiler + Steppes of war: v0.13: + Show Spoiler + Changes: - Added "previous supply" (The supply limit you reached on your previous run) + Show Spoiler +
Desert Oasis: v0.12 - Fixed and locked speed as "faster"
Desert Oasis: v0.11 Added: -Original maps with multiple spawnpoints: * Desert oasis - Spawns are now map-originals and not modified (faster and 100% accurate to the maps) - Support for zerg (no need to restart map) - Timer along with timer for the previous run (so that u can see how much u improved): + Show Spoiler +
Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint
Or no hotkeys: Type z and press enter = Restart as zerg (on current spawnpoint) Type p and press enter = Restart as protoss (on current spawnpoint) Type t and press enter = Restart as terran (on current spawnpoint) Type re and press enter = Restart map for new random spawnpoint
If there is a need and there are no bugs, ill add even more maps!
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Cool I dabbled tweaking the original map only got so far as to get 2 zealots to spawn for an enemy but couldn't get them to come attack me. I'd have to go get them or just spawn them much closer to my expansion.
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United Arab Emirates492 Posts
Thank you, will try them out
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might just be my rig, but the first link worked. However, when I was in game I got this very weird param error. SS below
+ Show Spoiler +
Also the second link downloaded a map that when opened, turns out to be blank. Dunno if this is just a bug on my end or not. Thought I'd mention it.
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Thank you guys for putting the time to make this and share it
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On May 28 2010 10:43 AmbitiousNub wrote:might just be my rig, but the first link worked. However, when I was in game I got this very weird param error. SS below + Show Spoiler +Also the second link downloaded a map that when opened, turns out to be blank. Dunno if this is just a bug on my end or not. Thought I'd mention it. seconding this.
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On May 28 2010 10:43 AmbitiousNub wrote:might just be my rig, but the first link worked. However, when I was in game I got this very weird param error. SS below + Show Spoiler +Also the second link downloaded a map that when opened, turns out to be blank. Dunno if this is just a bug on my end or not. Thought I'd mention it.
i think not 100% sure this has something to do with different regions
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On May 28 2010 10:59 vicpro wrote:Show nested quote +On May 28 2010 10:43 AmbitiousNub wrote:might just be my rig, but the first link worked. However, when I was in game I got this very weird param error. SS below + Show Spoiler +Also the second link downloaded a map that when opened, turns out to be blank. Dunno if this is just a bug on my end or not. Thought I'd mention it. seconding this.
The param-values have to do with localization. Where are you from? I read this on a forum regarding an application that fixes the localization (wierd param-values) automatically. Maybe you could try that and see if it works? Link to thread: http://sc2.nibbits.com/forums/16/view/708/next-allin1-launcher-will-auto-fix-your-map-localization-issues-for-you Link to application: http://sc2.nibbits.com/assets/starcrack-allin1/
When you open the second map, do you double click it or do you use "open file" in the SCII editor? If you havent tried the second option, please do and tell me if it still turns out blank or if it works
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I've gotten ghost builds/units coming in when you type certain commands. Just need a proper list of the times that things come in at to make them come in on timers rather then right after typing in the command as thats not intuitive.
So if ppl can play with the map and tell me the good times for the following rushs i'll also work on these for the next update of this version of the map rather then qxc's as this one zerg resets without reloading it says.
6lings with 6/8 pool timings 2gate lots 2gate -> 4gate lots&stalkers reapers fast v-ray bunker rush marine bunker rush reaper
Maybe i'll finally be able to handle 2-4 gate lots for once with some training
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I'm also getting the param/value/hex error using Desert Oasis: v1.0. I tried opening it via dragging the file onto the SC2 beta shortcut, and also through the map editor, both of which produce the same error. I have the North America client.
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I'm getting the param error too. I'm using the US version.
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On May 28 2010 12:17 Generico wrote: I'm also getting the param/value/hex error using Desert Oasis: v1.0. I tried opening it via dragging the file onto the SC2 beta shortcut, and also through the map editor, both of which produce the same error. I have the North America client. Great, or it's not great that you have the error, but maybe then u could try the application that I wrote about in my previous comment and see if it works for you?
On May 28 2010 12:19 Chaoz wrote: I'm getting the param error too. I'm using the US version. Same goes for you sir, if you don't mind testing that is?
On May 28 2010 12:20 AmbitiousNub wrote: USA
and I tried the open file method in the editor, worked just fine then.
Still getting the Param error. How should I fix these locaization issues? Same tip here. If that works then there won't be any more problems with localization for anyone.
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USA
and I tried the open file method in the editor, worked just fine then.
Still getting the Param error. How should I fix these locaization issues?
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It's developed with the EU client, so you guys will have to manually localize the file yourself.
If you guys want, I can take the map and upload a Localized version for US and EU.
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On May 28 2010 12:21 Zeke50100 wrote: It's developed with the EU client, so you guys will have to manually localize the file yourself.
If you guys want, I can take the map and upload a Localized version for US and EU. Yeah, that'd be great. You can mail me the link and ill upload it to my ftp-server and make it available in the topic.
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On May 28 2010 12:16 Adeeler wrote:I've gotten ghost builds/units coming in when you type certain commands. Just need a proper list of the times that things come in at to make them come in on timers rather then right after typing in the command as thats not intuitive. So if ppl can play with the map and tell me the good times for the following rushs i'll also work on these for the next update of this version of the map rather then qxc's as this one zerg resets without reloading it says. 6lings with 6/8 pool timings 2gate lots 2gate -> 4gate lots&stalkers reapers fast v-ray bunker rush marine bunker rush reaper Maybe i'll finally be able to handle 2-4 gate lots for once with some training I'll look into this tomorrow after work and see if I can make an easy way to do this, but just like you I'll still be needing the times of the attacks (and the number/types of units) for those timing attacks. I'll update the thread.
Or maybe I could just do a setting where you get to pick the units you want along with the time when you want to be attacked?
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I'm getting the param error too. I'm using the US version.
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On May 28 2010 12:38 Chaoz wrote: I'm getting the param error too. I'm using the US version. Did you try the allin1-application that I wrote about in the previous comment? 6 am here, time for bed. Will check the thread tomorrow!
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I have re-updated all of the Localization files and (hopefully) fixed the Parameter problems. Here's a link to the Mediafire version, which you can use until he adds it to his FPS server for a direct download:
Download!
I've tested the US client, and it works. It should also work with all other localizations. Let me know if it doesn't work, since isbunk is sleeping ^_^
Note: For some reason, Mediafire seems to be unable to load for me, so you might end up having to wait anyways D: Also, this is the hotkey version. I'll localize the non-hotkeys if people want it.
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I've also just spent the last hour figuring out how to localize this, and got it to work
Not sure where to upload it to to share it, but if anyone else wants to do it here's the guide
http://forums.battle.net/thread.html?topicId=24401905497&sid=5010
looks really long, but to sum it up.. 1. download the MPQ Editor 2. Open the Map 3. Extract 4. Go to folder, open the enGB.SC2Data folder copy both text files 5. Go to the enUS.SC2Data folder paste and replace the existing ones 6. Go back to the MPQ editor and create new MPQ file, name it, make it from the folder you were just playing around in. next next etc 7. Go to the folder (it saves it in the same folder as the mpq editor) and rename it from *.mpq to *.sc2map
8. Ding Dang Do... play on!
(sounds more complicated then it is)
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great great job!!!
anti-rush training expected :
timing example: 6,7,8,9,10pool lingrush / 1 base roach/ 1 base banneling / 1 base super faster tech muta 3rax MM push/fast banshee rush 4 wrap gate rush(8stalkers or 6 but with 3 more zeallots)/3 wrapgate 1 robo, (add immortal) rush.
Thanks a lot for what you 've done for us.
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On May 28 2010 13:33 Zeke50100 wrote:I have re-updated all of the Localization files and (hopefully) fixed the Parameter problems. Here's a link to the Mediafire version, which you can use until he adds it to his FPS server for a direct download: Download!I've tested the US client, and it works. It should also work with all other localizations. Let me know if it doesn't work, since isbunk is sleeping ^_^ Note: For some reason, Mediafire seems to be unable to load for me, so you might end up having to wait anyways D: Also, this is the hotkey version. I'll localize the non-hotkeys if people want it. Added to topic! Thanks again!
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On May 28 2010 16:45 PeterDoe wrote: great great job!!!
anti-rush training expected :
timing example: 6,7,8,9,10pool lingrush / 1 base roach/ 1 base banneling / 1 base super faster tech muta 3rax MM push/fast banshee rush 4 wrap gate rush(8stalkers or 6 but with 3 more zeallots)/3 wrapgate 1 robo, (add immortal) rush.
Thanks a lot for what you 've done for us. Need times & units for those if you could sir!
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Is there a way to play the newest version without the hotkeys but with chat commands to restart? Because i use ctrl + v to group my hatcheries. (Alias for ctrl + 5).
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[B] Need times & units for those if you could sir!
I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though
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Suggestion :
The ability to SAVE at some point, so we can restart from that point. For example as protoss, I might do the standard 1 gate cybernetics build which I save, then i restart from that point multiple times to test different mid game builds and tech paths.
Right now testing midgame is not possible as you have to restart from scratch for every single little tweak, meaning you have to do 5 minutes or more each time. A save feature to restart from a chosen point would be awesome... And I think it would be even better to have this than the timing attacks feature.
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I find it quite useful since I watched the #126 Day[9] video. Thx for keeping it upgraded! :-)
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So... are you just bragging that you have these maps? No download links anywhere.
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On May 28 2010 20:24 Newti wrote: Is there a way to play the newest version without the hotkeys but with chat commands to restart? Because i use ctrl + v to group my hatcheries. (Alias for ctrl + 5).
Ah, you need the no-hotkey version?
Alright, then! I'll get to work on it as soon as someone gives me the link to the v1.0 without-hotkeys file.
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On May 29 2010 00:08 s031720 wrote:I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though
Excuse my bluntness, but 6 pool timing should be the easiest to test, and yet instead of actually doing it to help out, you just guess 2 minutes and leave it up for someone else to test it precisely. Laziness
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cant download it .... what does the 'with hotkeys' mean
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Timing for Zergling 6 Pool ~3:20 is when the 6 lings arrive at your base.
--------------------------------------------------------- Map dependent of course, but with relatively short distance and knowing the enemy location when sending out lings, (tested on Desert Oasis) the 6 lings arrive up the ramp around 3:20
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I got spawns working but after reading 'that' interview today i'm completely sick of blizzards mentality and can't bring myself to finish it up. They betrayed us time and again in every game and they are still doing it to this day using up all the good faith we give them.
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Great work!
i agree with Draken Savepoints would be great. So you can see stats and names for your savepoints and load them of course. I know this is much much more work than timingattacks.
We should open a post where everybody write with what unit in what time he could atack. so that we can test our bo against eachother easy without playing against eachother.
And perhaps in far far future we could load bo of other guys AS enemy! This would be awesome!!!
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I've barely played Toss or Terran, so if someone else can help out with providing the timings (test it, don't just guess) for those races, I'll do what I know with Zerg.
Honestly though, I generally play a macro-heavy Zerg with a little harass and eventually overrun them. I don't use, or know of, many "timing attacks" with Zerg other than ZvT baneling bust. When I get back tonight, I'll test out the timing of that.
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Timing for ZvT Baneling Bust 6 banelings and ~12 speedlings arrive around 5:30 (Tested on Desert Oasis).
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Anyone else having a problem with the hotkeys? Ctrl+z works, but nothing else does.
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@escplan9 bedder say the timing when the units leave your base and + travling on desert oasis so he can use the timing for other maps too and say how much you cut and if its really the fastest time
THORDROP out at 6:33 ( normal build rax-OC-gas - but total focus on get it fast ) (best of 5 dont blame me if you get it faster oo) lands to shoot on gas at oasis at 6:55 ( really not best map for it )
btw: cant you put a interface in it where you can say when what units should come and make some button for suggestions. for the code you can steal it from: http://www.sc2mapster.com/maps/unit-tester/
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The builds I did were fairly simple. 6 pool is obvious. With the baneling bust, I did the 14 pool 13 gas version. An earlier pool and gas would get them out sooner, I assume. I'm just used to playing it 14 pool 13 gas anyways.
I put in the time they arrive at base because that's when you would need to be able to defend against it. Also, it's not like anyone makes their 6 banelings in base, then tries to go for baneling bust - they obviously want to rally their initial lings near enemy base so when they morph the banelings they can bust the wall faster.
I agree it also will be helpful to know how long a distance it is from one base to another on different maps, so that's part of the calculation. And there are many timing attacks such as the PvZ immortal timing attack that really don't push out until that Immortal is made - in which case the distance to travel is very important (though you can argue Warp Prisms also complicate this).
I'll add in time to travel from Base A to B for Desert Oasis, as well as when the 6 lings actually pop. I will also try for a faster Baneling Bust timing as well, this time trying something like 10 pool 9 gas (as opposed to 14 pool 13 gas that I'm used to, and that DiMaga popularized).
Finally, with the timings I mentioned, I say "about" because I may not be doing it fastest, but I know there's little room within that build up to that point to shave more than a few seconds off. Like with a 6 pool, you can have a better split and perfect timing on getting down the spawning pool, but you still will not have saved more than a few seconds than with my test run.
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UPDATED timings
6 pool Lings pop ~2:09, and on Desert Oasis, with travel time of 1 minute 9 seconds, they arrive at ~3:18.
7 pool Lings pop ~2:18, same map, arrive ~3:27
8 pool Lings pop ~2:28, same map, arrive ~3:37
Faster Baneling Rush 6 Banelings morphed outside opponent base ~4:58 , 6-8 speedlings also should get there around that time (same map again).
edit: included Faster Baneling Bust timing. I first tried 10 pool 9 gas, but found I was too lacking in minerals. Then I found a good medium with doing 10 ovie, 10 pool (overpool), 9 gas. I still had to cut a ling to get the Baneling Nest down @50 gas, and I also cut out the queen entirely from the build due to lack of minerals.
edit2: added in 7/8 pool timings
final edit: I am by no means the fastest player out there. I also only timed the builds twice. Try the builds yourself, I'm just trying to give OP something to start with for implementing the timing of attacks.
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3:25 3 zealots will reach the top of your ramp on incineration zone when the enemy went for 2 gate rush followed by one more and another one the next 20 seconds.
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On May 29 2010 06:15 EscPlan9 wrote:Show nested quote +On May 29 2010 00:08 s031720 wrote:[B] Need times & units for those if you could sir! I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though Excuse my bluntness, but 6 pool timing should be the easiest to test, and yet instead of actually doing it to help out, you just guess 2 minutes and leave it up for someone else to test it precisely. Laziness
Thank you for clearing that out and for showing how to contribute with useful content, as in your post. Shame on me.
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Fixed in topic! (missed a bracket )
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The map gets increasingly laggy after a few resets, it's somewhat annoying.
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When I try to open the maps in the editor the program starts, but I get the blank basic map. So how do I have to make them work? I cant even load them into the editor ...
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On May 29 2010 20:24 Rabiator wrote: When I try to open the maps in the editor the program starts, but I get the blank basic map. So how do I have to make them work? I cant even load them into the editor ...
first site last post....
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On May 29 2010 18:12 s031720 wrote:Show nested quote +On May 29 2010 06:15 EscPlan9 wrote:On May 29 2010 00:08 s031720 wrote:[B] Need times & units for those if you could sir! I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though Excuse my bluntness, but 6 pool timing should be the easiest to test, and yet instead of actually doing it to help out, you just guess 2 minutes and leave it up for someone else to test it precisely. Laziness Thank you for clearing that out and for showing how to contribute with useful content, as in your post. Shame on me.
Hey, check out the other posts on this page. Who posted some Zerg timings? Oh yea. Me.
I emplore others to help out the creator of this really useful map with more timings.
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Thank you both qxc & isbunk for that map, i just know about and it's very very helpful.
It'll be perfect to be able to have that test on all official map so we can try out some building placement as wall off, i find it very useful on desert oasis since i have a lot of difficulties to wall off correctly on that map.
Anyway thanks again, it's a very useful tool.
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@super_bricklayer same problem trying to get my fac in walloff against the 5 min bannling bust but cant place it good the ling rushes arnt a problem you have a wall unit 3 but no bannling secure until 5
@rane & EscPlan9 I have the same lag problem after 7-8 tryes, have to restart
@ EscPlan9 just ignore it... and if you have time can you give me/us a muta timing?
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I often go lings -> banelings/hydras -> mutas in ZvT and ZvP, but I don't rush to mutas. I typically 15 pool 16 hatch and eventually transition into mutas after some powering, scouting, defending, etc.
I know Sen has a 1 base Muta play. I'll look at his build order in the 2 replays I have since I imagine he has the earliest practical time down for it. (I say practical since you could immediately rush to Lair and Spire, but it's way too risky early game and then you wouldn't have the economy to pump out many Mutas anyway). I'll also time the distance for Mutas to travel from Base A -> Base B on Desert Oasis.
Also, I thought it was just me, but after many resets the map started to really slow down my computer as well. Not sure if there's some "garbage collection" that needs to be done on reset or if it's even possible.
Finally, isbunk (OP), can you get the localization bug fixed for other maps? I'll continue to help with providing some timings and distances for other maps incase you decide to incorporate some of this data.
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Muta travel time on Desert Oasis is ~20 seconds from base to base
Sen's 1 Base Muta 3 mutas pop ~7:45
See the thread in SC2 Strategy, SC2 Liquipedia article, and Day9's cast of it for more information. I'll edit with links later.
FAST 6 Muta build 6 mutas pop ~ 8:20
This build is extremely unlikely to ever be used since the only "defense" made is 2 queens after Lair - no lings, no spinecrawlers or anything. It is a fast expanding, 4 gassing, immediate teching to Lair, Spire, and then Mutas build. There probably is an even quicker way, but any build with mutas this quick is too impractical to use in most games.
Speedling/Baneling or Speedling/Hydra to 6 Muta harass 6 mutas pop ~9:00
I do not know if this is the quickest way. I made 6 speedlings, 4 banelings, 2 queens, and 6 mutas to try to make it resemble normal play. I still don't have this build entirely worked out.
I have the start of 15 pool 16 hatch 15 ovie 15 queen 16-18 lings, then depending on my scouting information it changes up. If I don't see an early rush threat, I'll power up, get 2 gas, speedlings @ 100g, baneling nest @ 50g, Lair @ 100g, then either getting a few banelings (usually vs bio T) or getting a few hydra (usually vs P), throwing down a Spire, getting 3rd and 4th gas, and powering drones until Spire is nearly complete. Then I usually have enough for 6 mutas. Sometimes I'll need more banelings, speedlings, hydras, spinecrawlers, overseers, etc, so this varies greatly when they actually pop.
edit: Added in a more reasonable 6 muta harass timing.
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Build timings and compositions I would find really useful to know:
Protoss * Immortal rush, with Zeal/Sent/Stalk * Colossus rush, with Zeal/Sent/Stalk * 2 Gate Zeal rush * 2 Gate Zeal/Stalk rush * 4 Gate Whatever rush
Terran * Rine/Rauder rush * Tank + bio rush * Mech variations (so many to list)
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Erm, why are there no links for Steppes of war or Lost Temple anymore?!
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On May 29 2010 19:50 rane wrote: The map gets increasingly laggy after a few resets, it's somewhat annoying.
It also drags the FPS badly when you spam keys so there seems to be some kind of active key-checking mechanism (I would guess for the hotkeys?).
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@defmatrixultra i checked the code there is a delay build in after each of the keytriggercheck dont know why perhpas to fix a issue
@ AL_2208 i think he want to make it work on 1 map well befor he copy all the code to other maps
@ EscPlan9 i mean isbunk at 2. last post i saw the 1 base muta on day9 too. 7:45, 8:20 thats nice. i train a sort of tlo build (with more rines because i have so much mins and less gas) and atack with the 4rines1hellion early so i have thor and lots of rines until than. i think its good for a z vs t not to rush for mutas. The 2. one is much bedder and harder to deal with.
@all we need a toss and much more player to posts timings. why are so few people post here? the map is awesome.
CODING i am working on an addon where you can see the data of all previews runs not only the last one Found the lagbug problem and writing an fix.
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Just an idea/suggestion I'm throwing out there.
I think instead of adding an option to spawn units you should add a way to select from a variety of build orders(or maybe even create custom build orders) which are spawned for a computer player at a separate spawn point and sent to your base. This would allow you to test your defense against many different builds and their exact timings.
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i can get a few zealots 2 stalker + 2 dts at 5 30 or a stalker few zealots and a carrier @ same time.
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@cisus yeah said something too but the codework will take month or years....
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i really like this idea for training, here are a couple possible bugs:
there seems to be a problem with the clock. when you restart the level it adds about 5 seconds to the time when it displays it in previous build display.
also how do you handle 'total resources' if you do something like cancel a building? so if i wanted to test total resources on non extractor vs extractor trick builds as zerg, there should be some thing to show minerals lost from cancelling something.
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im coding at moment unauthorized on the map because i cant reach the OP
Total ressources is a mapeditor funktion it gives all ressources you min in the run I cant understand 5 sek but i put the stoptimer on front. So the scriptworkingtime will not add to the playtime.
added some more stats and the ability to see stats from all runs you did also fixed the lag bug. i discuss it with OP when i can reach him.
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Skel: although I haven't seen your work yet, great work taking initiative and figuring out how to improve this already awesome map.
Also, completely agree we need some more Toss/Terran/Zerg players to post their timing attacks. Even if it isn't included in the map for a while, we can at least fine-tune our builds knowing the timings.
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thx for motivaton escplan9 @defmatrixultra i was wrong no delay in keytrigger . only ask if the key combo is pressed so when it makes bad fps its because blizzard sucks on mapeditor ( and that is not the only think they suck on ^^) btw its easy to understand but for coding work it takes long . i never coded with mouseclicks before oo
CODE Update: ATACKFUNKTION added unit atack with an test bannlingbust at 10 sek Ctr+A brings up atack window where you can activate diffrent atacks No ai in the mapeditor the bannlings dont atack buildings... But on atack we can never make them micro correct , e.g. thordrops So the player must know when units come if he can hold it, the units only helps remember ^^
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is it me or the time is running too fast. not exactly secconds
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I didn't notice until you mentioned, but it does SEEM to be running too fast. However, when I ran a replay of my build played on the Build Order Tester map, the seconds in the SC2 Replay match up with the game timer in Build Order Tester.
So.. although the time seems to be running faster in the Game Timer, it actually is not. It is running at the correct speed.
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Fast banshee with cloak research started Banshee pops @ ~5:50 with 4 marines for support and 60 min/83 gas left over
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It would be great with a "stop time" function. Everytime you hit a certain key (space for instance) you get a stoptime that will be saved. When you reset, these times will be saved and can be compared with the new stop times. That would be great for refining your BOs.
For instance, I might want to know at what time my pool finishes, and my lair finishes and how those times are affected if I change small stuff. So when the pool finishes I hit space and save that time, and when the hatch finishes, I also hit space to save that time. After reset, I fine tune a few things, hit space when hatch and pool finishes; and now I can compare the new and old times and see if it has had any effect.
That would be great.
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Could the map possibly be made to save build start/finish-times in a txt? That would be sweet! Also neat stuff like chrono boost might also be of help.
Can't wait to try this out!
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@edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
@s031720 i think its possible but it will fill so much place on monitor..
so that on each run there are own steps as a timearray like: Lastrun 5 of 5 time: 00;22:00 end: 50 mins 30 gas 40/50 depos total: 3000mins 1000 gas Steps: 00:01:20 00.03:22 00:08:33
you mean this? we only can use strange keys because everyone use the keys diffrent....
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On May 31 2010 18:59 skeldark wrote: @edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
Yeah, chrono boost, spawn larvae, mule and supply is an important part of any build, so I just mean to throw its timings in there along with everything else. I have no idea about the capabilities of the editor, but it would be sweet. Perhaps there exists some slick work-around.
EDIT: Another important point is that in a real game you lose units. Having a 'unit dump' would be helpful, such that for instance around the time your scouting probe dies, you just send it in the dump.
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Small bug....
When, as Zerg, I need try to make a unit over the unit cap(I.E. I need to make an overlord first), it says, "Need More Psi Build a Pylon" and "Not Enough Supplies Build More Supply Depots". Doesn't mention Overlords at all. FYI not a big deal but something I noticed.
I scanned the posts and didn't see anyone else mention this.
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+ Show Spoiler +On May 31 2010 18:59 skeldark wrote: @edahl what do you mean with chrono boost`? the timing of each chrono boost? i think its possible to write the array files to a xml doc but the editor is not a real programm lang. so you dont have a easy Input/output.
@s031720 i think its possible but it will fill so much place on monitor..
so that on each run there are own steps as a timearray like: Lastrun 5 of 5 time: 00;22:00 end: 50 mins 30 gas 40/50 depos total: 3000mins 1000 gas Steps: 00:01:20 00.03:22 00:08:33
you mean this? we only can use strange keys because everyone use the keys diffrent....
Yes, exactly like that. Maybe it could be limited to a certain maximum of stop-times, like 3 or so, so not to fill the screen. Im not sure how to best solve it GUI-wise, mayby in this syntax;
Last game:00:01:20/00.03:22/00:08:33 Current game:00:01:20/00.03.35/00:07:50
I think space is a good key since its generally used to jump to the action, and there is no action in the Buildorder-map. But anykey would work.
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@s03 you can see when hatch starts ect now in the buildorder list
@BarneyIX its because you spawn as random in a normal singleplayer map you noticed the layout is diffrent each gamestart ... So the map says what startunits to spawn but sc thinks your toss if the map is loaded randomly by toss. dont know how to change that perhaps only possible in release mapeditor even it dont have ki in beta so you must atack move all enemys.
@edahal must write extra trigger for cronoboost and larvproduktion and tech start in later ver i was thinking over a "deathzone" too. the problem is where to put it on the map perhaps next version
UPDATE i can now show details of the buildorder of the run contructed units and buildings with time But there is now way to export it into a file on sc2 mapeditor
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HERE IT IS: -more stats -see stats of all runs not only last -hope no more lagbug -start of atack funktion -menu -total bo details for all runs
http://www.file-upload.net/download-2563710/BOT1.SC2Map.html the upload site is shit if someone knows a bedder one pm me
press alt+ctl+del in game for facebook integration
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hey guys, great work so far. got a couple of ideas.
http://www.sc2mapster.com/maps/multitasking-trainer/ has some really nice attack functions that you could use, or get inspiration from. i haven't seen it in action (because i'm too bad to reach those stages), but i've seen the interface for it, and it's really impressive. it's only terran though.
mediafire is great for uploading. www.mediafire.com
that's about it. thanks a lot for the work so far!
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lurker here. I've been working on a Kulas Ravine version of this. I branched pretty early on before isbunk added any changes. I'm curious about features that people really want.
I've got hotkeys for resetting. I've got hotkeys for resetting and not switching spots. I've even got hotkeys for resetting and not losing your last run's statistics. Which brings me to the reason for my post. Is it really useful to have a whole complete history of all the runs made? Does anyone use this feature on the current map?
It's really just that I'm lazy and I don't want to add it. I already give players the ability to save one run's stats when resetting. It doesn't seem useful to me to have more than that.
Thanks again to qxc, isbunk, and skeldark for working on this! It's a fantastic idea and surely will keep me sane while the beta is down.
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Also, what statistics are people wanting to see live? Obviously it would be awesome if you could enable the spectator stats for yourself while testing the build, but I've been unable to find any way to do that. I figure that people want to know how many workers they have, how many minerals and gas they've mined in total for the current run, and the current game time. Are there any other "live" statistics that people want?
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Anyone who managed to get this running on the Mac client?
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@jeeks i added it because sometimes something went wrong and than you loose your data and because in future i want to save it to text files. you notice the detail button on my version? i try the replay stats too. and agree there is no way to add it. you wrote the stats part? if so we should sit together with isbunk and discuss who makes what so we can bring out many many features... the atack function needs a lot work. i totaly changed the part where stats were collected and shown. sorry but it was necesary to prevent lag in game. i cleaned the code too and add some documentation. i speak with qxc if we can set the map on gpl.
pm me. if im coding im in #teamliquid on irc.quakenet.org
@asma there is a way mapcraft
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Is there any way someone can write a VB or C program to streamline all these steps for the computer-deficient luddites like myself who only use the computer for internet-surfing and double-clicking starcraft?
I am having a heck of a time getting this to work. I was able to get one of the early versions of this to work, but when I downloaded the first link in the first post (desert oasis with hotkeys) I got an error on load, unable to load some terrain.d2d and then all I get is a brown blank map.
Thanks for any help.
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try my version 3 posts over yours do you have last sc patch? pls try out other single maps to see if you are missing a file in the sc2 files.
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@skeldark PM in your box.
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The maps are really laggy after you reset them a few times.
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somehow i get dropped down to like 0 fps when i scroll over the fog of war ... i dont have this issues during normal play ... some ideas what this could be?
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Looks like skeldark and I are going to be working on merging the work that we've done. I don't know how long it will take. In the meantime, for attack timings, we need the time that the attack force leaves the main and not the time that it arrives at your front door. I think the attacks will be generated at a player startpoint on the map and will proceed to your base from there. So, once again, we need the time that the attack begins its journey to your base.
Also, ideas for "live" statistics would be appreciated, we've already got elapsed time, total minerals, total vespene, and total workers on the board. If there are no more, then we'll proceed with just those.
To address the lag concerns: I'm not sure if they'll be fixed after the merge. If they are, good, if they are not, then we'll take a look.
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A summary of the arrival times of some Zerg "timing" attacks (some are just rushes):
Desert Oasis seems to have a ling travel time of 1 minute 9 seconds roughly.
Zerg Timings:
6 pool 6 lings pop @ ~2:09
7 pool 6 lings @ ~2:18
8 pool 6 lings pop @ ~2:28
Baneling Rush 6 Banelings morphed outside opponent base and 6-8 speedlings @~5:00. The timing would be way off if you morph the banelings at the start of your base, so I put in the arrival time in this case only (rallied near the opponent's choke to main). On other maps, the timing the bust occurs will differ as well.
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On Desert Oasis it takes roughly 20 seconds for the mutas to fly from larva to opponents base.
Sen's 1 Base Muta 3 mutas pop @ ~7:45 (and a couple more after - but he only has 2 gas at the time so can't afford many)
Standard 6 Muta Harass 6 mutas pop @ ~9:00
I'm pretty sure the standard 6 muta harass can be done more efficiently while still resembling the actual game. Though you can't properly simulate it without drone scouting, building lings, getting ling speed, etc. since it comes out so late where all those play a large role in how soon the mutas can spawn.
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Why is only desert oasis downloadable?
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@sjschmidt93
Currently it's the most up-to-date map. We're merging changes as fast as possible and will be re-releasing kulas ravine. Once all the kinks are ironed out, we'll be moving the code to other official maps with a goal of getting all of them done. We want to make sure that we've got the kinks ironed out before we copy to code to several other maps. It's easier this way. ^^
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where are the links to the other maps besides DO?
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@pOOpSocK
See my post right above yours.
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awesome job, keep up the good work!
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The longer the map is open, especially if I minimize it to do something else, it becomes very very laggy.
I never had that problem with the other guy's starter map.
-bb82
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Thanks, as long as the replay and editor keeps working correctly this is what will keep me busy for hours and hours during the beta downtime. Going to go through many cups of coffee while smoothing out my builds to painful precision.
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check my post above and our version. we fixed the lag bug... its a mapeditor bug but we found a walkaround
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how can i play on the lost temple version or other maps
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How do I get this to work with bnet down? Everytime I load it with map editor I get a blank map of desert oasis with no units or buildings or menus.
edit: Hot keys dont work either
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Once you load it in the editor you have to hit the button at the top right "to test it in SC2".
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@ kiwikaki try my BOTV2 you can play it on ANY map read discrition...
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nice work!
I like the hotkey change. Thank you for slowing down that zergling
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can we get an ingame pause feature added via hotkey? this way i can pause and think about situation, take a moment to evaluate?
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i dont know if any of u noticed but when you play a long time on this map it start to get real slow. this is because a new text-label is created every second and it takes unnecessary resources.. i've fixed this by editing some of the triggers,so if the one who opened this thread want i can send it to him so he could post the updated version
On June 11 2010 15:38 zTz wrote: can we get an ingame pause feature added via hotkey? this way i can pause and think about situation, take a moment to evaluate?
I dont know about that, but i've added the hotkeys +\- to the map to change game speed easily. so u can just press '-' do decrease speed. if you want i can upload the map so you can use this. also the triggers are independent so you can just copy them to any map and those hotkeys will work there.
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Hey guys i Dl the newest DO map and i opened it in SC2editor but thats as far as i get , there is no minerals or anything on the map , and hte CTRL + X key isnt starting like Terran off or anything...
im still looking through this thread to see waht im doing wrong figured id go ahead and post to see if anyone can point me in the right direction
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I just saw this, and although have yet to try it, it looks phenomenal ! thank you !
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thank you very much, I will definitely try this
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Can anyone refer me to the post where i can start this map? I tried with the map editor and looked on this forum for the answer but i cant find how to run the build order map.
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I'm having trouble with this map. I'm trying build orders with Zerg, but when I use the hotkey Ctrl-z to respawn and try another build, the hatchery spawns with 0 larvae.
Also, sometimes the creep is missing...
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Having the same problem with zerg, no larvae to begin with and no creep (although the creep's not so much of a problem as it grows anyway and it's not essential at the start)
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edit: just saw the above link
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I'm not sure if it's just me but I get significantly lower frames per second using the build order tester than in a regular game. Anyone else have this problem?
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ok so is there anyway that i can have someone barny style how to get this map ontp sc2 so that i can use this. i cant seem to figure it out.
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On July 22 2010 00:15 meCa wrote: I'm having trouble with this map. I'm trying build orders with Zerg, but when I use the hotkey Ctrl-z to respawn and try another build, the hatchery spawns with 0 larvae.
Also, sometimes the creep is missing...
same problem... with me.. perhaps its because SC2 was released and just havent updated? because i remember this working fine with beta
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how cn i upload this to battle.net?
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On August 09 2010 14:31 durr wrote: ok so is there anyway that i can have someone barny style how to get this map ontp sc2 so that i can use this. i cant seem to figure it out.
You can just load the map in your Starcraft 2 Editor and then run the map.
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On September 07 2010 12:49 Peking) wrote: how cn i upload this to battle.net?
I can't find this either on battle.net and would like to start up SC2 without having to find the file everytime.
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the time in the left side don't reset if i use ctrl + 2 or?
Only the time in the right top side get reseted or?
thx
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For some reason when i select something and the select something else it keeps both of them selected, im not sure hot to fix it
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