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Active: 10366 users

Build Order Tester V2

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-12-21 19:58:27
June 02 2010 20:55 GMT
#1
I DONT UPDATE THIS MAP ANY MORE.
SORRY FOLKS


check yabot or other trainer maps if this one doesnt work for you.
sorry forgot to edit this for long time.



BOTV2
This Build Order Tester started from qxc focus on improve and test your own Buildorder.

Download Stable: V 2.5 see ->changelog | Update : 12.06
http://hoel.us/buildtester/BOTV2_5.SC2Map

Screenshot

News:
12.06 V 2.5 is out
11.06 I have teamed up with the author of YABOT on Team Liquid and we have decided to work together such that the encoded build orders will work on both of our maps! Theoretically you will be able to play my map, have your build order saved, and just load up his map and see it there in your history, or vice versa! This should happen within the next week or so

BOTV2 on other Maps:
+ Show Spoiler +

-Open Map in sc2 editor
-Modules -> Trigger

FOR 2 PLAYER MAPS ONLY:
-Top Left there is a var
Global_Startingpoint_count
change it ( right side value) from 4 -> 2

-Copy all triggers ( Ctr+A Ctrc+C)
-Open ANY MEELE MAP
-Modules -Trigger
-Delete all Trigger ( there should be one starttrigger)
-Paste (Ctr+P)
-Save (Ctr+S)
-Start

HAVE FUN!


Funktions
+ Show Spoiler +

* See Stats of your Run
* See Stats of all Runs in Past
* See you BuildOrder list with timmings
* Reset any race any startpoint
* Controll over shortcuts or menu
* Code is dynamic linked : YOU CAN COPY IT TO ANY MAP!
* Alpa atack funktion (we focus more on stats than atacks)
* Bugfree ( Our Rines killed them all if you find one let us know)


Creators
+ Show Spoiler +

This is a new version of the original version of qxc
We take isbunks version and rewrite it.
Jeeks worked on it with me in the past
At Moment I (skeldark) work on this map


How to Start:
+ Show Spoiler +

Open in Mapeditor.
Click SC Button.


THX :
+ Show Spoiler +

qxc for the idea
isbunk for version 1.0 of this map
Thyem for his webserver and for testing

EscPlan9 for zerg timing atacks
s031720 for testing
ALL THE GUYS WHO POST TIMINGS


ChangeLOG
+ Show Spoiler +

0.X
Build Tester where you can restart as any Race
and see stats of your prev Run.

1.0
- Fixed localization bug where you would get weird param values
- 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
- Added "previous supply" (The supply limit you reached on your previous run)

2.0
- New Graphics and Labels
-Show life worker count
- Browse throw your History
- Dont save History for a Run Option
- Menu
- Build Order List
- Dynamic Point Settings (you can copy code with easy steps to every map)
- Many Bugfixes
- Atack Funktion ( ALPHA!) -> see AtackTimings
- Total Cleand and recreated Code for multi People programming

2.1
-Bugfix bo dont show on first run
-Added some zerg atacks
-current stats are horizontal now

2.2
-Finally we got the lagbug and the creepcreationbug.
-Rocks are back now

2.3
-Localisation fixed!!!
-options added choose your race and startpoint

2.4
-Play on ANY MAP

2.5
-atack remember funktion
-pause on options and bo history
-cleaned code
-remmeber funktion ( say -r timesek text ) to get a remember note on timesek
say -rdel to remove all remembernotes



Known Bugs
+ Show Spoiler +

Our Rines killed them all...
if you find one let us know!


Mac User
+ Show Spoiler +

Some say Mapcraft works some say it dont
i dont know how to start on mac


Programming
+ Show Spoiler +

If you want to join us, just send me a pm with what you want to do.
Because there is no way of version controll we have to add our code one after another and
work on diffrent folders


Timing Atacks
+ Show Spoiler +

We are looking for Timing atacks: Pls help us by posting them here.
We need the unit count and the Time when it MOVES OUT of your base
Pls say what UPGRADES done when they ARRIVE AT ENEMY BASE
TIMINGS WE GOT:

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 and 6-8 speedlings @~4:30.
11 pool hydra rush: 6 hydras @6:29
*Sen's 1 Base Muta / 3 mutas pop @ ~7:45 (and a couple more after
*Standard 6 Muta Harass / 6 mutas pop @ ~9:00

Terra Timings:
9 rax 2 marauder rush in tvt or tvp: 3:35 2 marauders are done
9 rax reaper is done: 3:15
-5 Marines 4 Marauders + stim @ 5:00
2 hellion-reactor rush: 5:19
4 hellion-reactor rush: 5:49
-1 Siege Tank,4 Marines,2 Marauders @ 6 :00
Thordrop out at 6:33
1 port 1st banshee done: 6:34
1 port 2 banshees done with cloak: 7:34

Toss Timings:
-3 Zealots @3:34
(2 gate) -6 Zealots @ 4:30
dark rush: 1st gets warped in: 6:31.
(3 gate robo) -6 Zealots , -3 Stalkers, -2 Sentries, -2 Inmortals @ 8min

TIMINGS WE NEED:
ALL OTHER



Feel free to give us your Feedback and Suggestions here.
Save gaming: kill esport
Sanitys
Profile Joined April 2010
Canada126 Posts
June 02 2010 21:08 GMT
#2
First off I would like to thank qxc for the original incarnation of this map, and secondly those that have added onto it.

Have not had a chance to try your version yet but I am intrigued by the timing attack section! That could be a great addition, at certain intervals you got a warning say, "Hey this is a typical time a 6 pool will arrive, or a 4 gate push", etc etc. I could see that being amazingly useful for judging the effectiveness of your build. Can easily evaluate where you stand compared to other builds.

Further more it would be neat if there was an option to toggle an enemy force to test your build. Start up the map, check off 6 pool or something like that. Go do your build and have the pc send in some lings at designated time. Reset the map and bam try it again. That could be really neat stuff.
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-06-02 21:23:44
June 02 2010 21:12 GMT
#3
first: thx

we working on it, you can actiave atacks and they come in typical time.
you get a warning that i comes and then you get atacked.

in alpha for testing: bannling bust and muta atack at 10 sec. if oyu can hold it your gosu ^^
we must work on ai but it should be more a remember funktion.
the ai cant micro so you must know by you own if you can hold it at this time.even when when enemy use micro
Save gaming: kill esport
EscPlan9
Profile Blog Joined December 2006
United States2777 Posts
Last Edited: 2010-06-02 21:51:42
June 02 2010 21:49 GMT
#4
I really should take a look at how to code using this map editor sometime. I really enjoy programming in general and I know this is a much more simplified version of it. After I give it a good look, I'll send a PM with what I would like to add/change, or at least ask how I can help this map get further developed.

In the meanwhile, can I have credit for my submitted timings? I took time to test them and publish them at a time when no one posted any timings there.

Also, regarding the Baneling Bust, they will never be arriving at 4:40. The time I provided specifically was when the speedlings were already rallied outside opponent base and then morphed into banelings. It'd be terribly inefficient to morph them in base obviously due to their slow speed compared to speedlings. At earliest they should arrive at ~5 minutes
Undefeated TL Tecmo Super Bowl League Champion
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-06-02 22:08:21
June 02 2010 21:53 GMT
#5
credit added.
download map and look on tirgger-> atack
its very simple look how the bannling bust starts.
you can easy copy other atacks in, i just added the zerg atacks

EDIT:
we spawn enemy in enemy base and let them move to your base...
so what do you think is a good timing for letting them spawn in enemy base`?
Save gaming: kill esport
Jeeks
Profile Joined April 2010
United States14 Posts
June 02 2010 23:59 GMT
#6
@EscPlan9 - I think we should be able to get the speedlings to start the trek from a random startpoint (other than the player's) and then have some of them morph when they get close to the player's base, just like it would happen in the game. That's probably why skeldark backed up the timing a little bit. This sort of movement of the attacks also allows the player to see if they're scouting the map properly. Thanks again for the hard work on the timings!
The universal aptitude for ineptitude makes any human accomplishment an incredible miracle.
Rhyme
Profile Joined May 2010
United States1069 Posts
June 03 2010 00:04 GMT
#7
sick. loved the original, will definitely check this out.
dont ever say that
barballs
Profile Joined June 2010
United States21 Posts
June 03 2010 03:15 GMT
#8
Thank you for this. I love the sandbox ability
"See ya starside"
Kilseo
Profile Joined April 2010
United States24 Posts
June 03 2010 07:03 GMT
#9
Does this map use game time? or real time?
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2010-06-03 11:02:38
June 03 2010 11:02 GMT
#10
we use gametime. think you need gametime because you can compare your build with replays...
Save gaming: kill esport
moosh
Profile Joined May 2009
United States118 Posts
June 03 2010 11:28 GMT
#11
cant wait for some of the common builds to be set in... definitely wanna learn what others are doin right now!
goneim
Profile Joined May 2010
China201 Posts
June 03 2010 14:41 GMT
#12
Cool, another BO tester in the forum :-)
Day[9] Fan Club Member #516
Wayem
Profile Joined May 2010
France455 Posts
June 03 2010 16:18 GMT
#13
There is no enGB.SC2Data folder in the MPQ of the map I can download on the link... so I've got those weird parameters on my screen and the map is buggy.

Maybe is it the 1.0 version you uploaded ? thx
"who needs micro when you can have more stuff ?" -day9
BigDatez
Profile Joined April 2010
Canada434 Posts
June 03 2010 16:24 GMT
#14
Wait, so in this one does the actual HATCHERY spawn the larve so i can use sd, or do i still haev to select one of the sole 4 ones?
Video games > sex (Proven fact)
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
June 03 2010 16:28 GMT
#15
Thanks much for this, another solid BO tester. If you can get those att timings down, then it will become much more interesting. Keep up the good work.
"Infestors are the suck" - LzGamer
Artosis Fan Num230!!
Profile Joined May 2010
10 Posts
June 03 2010 16:32 GMT
#16
On June 03 2010 05:55 skeldark wrote:
We (Jeeks and me) created a new version of qxc Build Tester.
It is released under Creative Commons by-nc-sa
Feel free to join us ->Programming



Sorry, but you can't release maps under the Creative Commons license. Blizzard owns the maps you make, not you.
Jeeks
Profile Joined April 2010
United States14 Posts
June 03 2010 19:03 GMT
#17
On June 04 2010 01:24 BigDates wrote:
Wait, so in this one does the actual HATCHERY spawn the larve so i can use sd, or do i still haev to select one of the sole 4 ones?

They are spawned from the hatch. You should be able to sd the larvae into drones from the hatch.

On June 04 2010 01:32 Artosis Fan Num230!! wrote:
Sorry, but you can't release maps under the Creative Commons license. Blizzard owns the maps you make, not you.

We were more concerned with someone taking the map, modding it, and selling it. If they can't do that, then no biggie. In any case, that in the EULA for the map editor or something? I'd love a snippet or something.
The universal aptitude for ineptitude makes any human accomplishment an incredible miracle.
s031720
Profile Joined December 2009
Sweden383 Posts
June 03 2010 19:46 GMT
#18
Great job guys!

But I do get the Param/Value-bug that I also had for a while with the older version, but the was fixed.
[image loading]


If image dosent work, this is the url;
http://picasaweb.google.se/lh/photo/voQy4Or13eHfq4NXeRD7Nw?feat=directlink

Does it have anything to do with the way I start the map? I simply drag it onto the SC2 icon to get started, which has worked with the old ones.
Just another noob
skeldark
Profile Joined April 2010
Germany2223 Posts
June 03 2010 20:51 GMT
#19
@s031720
never get it! in all testeruns
try to run it normal over the editor

@Artosis Fan Num230!
you sure? mh so lets wait if blizzard sells our map we sue them^^

@Wayem
k we look on the localizer data....
Save gaming: kill esport
s031720
Profile Joined December 2009
Sweden383 Posts
June 03 2010 22:13 GMT
#20
On June 04 2010 05:51 skeldark wrote:
@s031720
never get it! in all testeruns
try to run it normal over the editor


No, I still get the same problem. :/ I know this happend to many people on the old version of the maps, but I think it was resolved somehow.
Just another noob
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