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Reflex TE Map
This map is a clone of the famous website http://www.missionred.com/games/reflexte.html. It was suggested four mouse precision training. However some people argued that it would not help much, because you train with your windows mouse settings and not the one you have in the game.
I decided to make this map to overcome that drawback. It comes quite close to the original already i feel. I will have to look into the formulas for the speed increase if i notice too large differences but I'm happy with it for now.
I added a command to skip over levels. Just type "+" in the chat.
Please send me lots of feedback, i need your thoughts on how i can improve this. I'm not planning on implementing keyboard practice. I think that should be covered by other maps. Mouse precision is only a small part of your skill. To practice more at once just play normal games or use the Multitasking trainer. This is solely meant to provide Reflex TE under ingame conditions.
Please tell me how you like the model used, the sounds, and the Background. Any other constructive comments are welcome as well.
I am not sure if localisation may be a problem, so please report about that, too.
Also I'm using 16 resolution so maybe there are problems with targets appearing off the screen, please tell me if that's the case.
![[image loading]](http://img706.imageshack.us/img706/9206/screenshot067gj.jpg)
Download - Reflex TE Starcraft 2 Map
Plans for the future: - In Reflex TE if you have a streak you can score extra points with a Bug appearing. Streak variable is already working in the background, I just need to figure out the timings with this one. - Customizable Unit Models (Type "ult" for a preview. I want to implement a Interface for it however.) - Restart without Mapreload
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Great map, though I keep getting this Param/Value/<Hex digits> all over the place instead of the score/level/accuracy/fails/chat messages. Dunno why.
Edit: occuring with v0.1.2
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I uploaded a "localized" version with the help of some Localizer i found on sc2mapster.net . Try to download this new version and tell me if it worked please.
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On June 18 2010 11:46 Wr3k wrote: Great map, though I keep getting this Param/Value/<Hex digits> all over the place instead of the score/level/accuracy/fails/chat messages. Dunno why. Same, as mentioned in the other thread. Doesn't really bother me much, probably someone will know how to help you with that.
I think the sound effects and background/target graphics are all fine. Great job, thank you!
Edit: Just saw your post, I will try that version.
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Ok I tried the localized version and it fixed the param errors, seems to be working smoothly.
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awesome idea! :D haven't tried it yet but would be from picture doesn't look like it tracks apm (well it would be cpm clicks per minute not actions but you get the idea) i always thought that would be good idea on missionred site
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On June 18 2010 12:08 monkh wrote: awesome idea! :D haven't tried it yet but would be from picture doesn't look like it tracks apm (well it would be cpm clicks per minute not actions but you get the idea) i always thought that would be good idea on missionred site
Yes that sounds great, i left space on the right side anyway if you look at the spawn region ^^. I'm curios about the resolution thing. I'm playing around with difficulty settings. When I get my Setup interface up I would like to implement some settings you can make (Spawn frequency, Acceleration over the Levels, Time till explosion, etc.). What do you think about that? Or would you consider it better if everyone plays on "hard" (Because that's what it's like on mission red as well). I have the feeling it is slightly too easy early on. I can get to around level 9 or 10 for now and only around 7 or 8 on mission red, so the acceleration might not be enough. I could just take a stop watch and try to find out the growth speed on mission red.
Do you think the scaling is okay?
Gonna work on that "APM" meter ^^
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just had a quick test realy good but just a couple of things 1. they spawn super nearly off the screen and under the interface 2. on mission read lives reset each level maybe a good idea to have
you dont mind me playing about with it in editor do you? ill pm you if i make any changes i think would be good
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Absolutely love this map, but I dislike the snipe sound. I think it is probably the worst sound in SC2.
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On June 18 2010 12:26 monkh wrote: just had a quick test realy good but just a couple of things 1. they spawn super nearly off the screen and under the interface 2. on mission read lives reset each level maybe a good idea to have
you dont mind me playing about with it in editor do you? ill pm you if i make any changes i think would be good
Yes I have to look at the spawning region, thanks for that. Lives should reset each level already however...
APM is in for now, not sure if it will stay, we'll have to see. Tell me how you like it. Also suggest alternative Sounds to me, I will make a poll maybe once there are enough options.
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I had 3 attempts, my best was: score: 268k level: 11 accuracy 96% cpm:180
How are other people doing?
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BC sound from BW would be pretty good The normal ghost attack would also be fine Other attack sounds: Drone Reaper Marauder Hydralisk
Edit: The APM counter is redundant. You're only supposed to be clicking once per bubble, so having a high APM would either mean that you're missing or that you have a lot of bubbles to click on.
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Mmm this was fun to try out! Finally I won't misclick when I try to flee my marines from roly poly banelings :D
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This is a very nice training map, I have noticed that the map appears to be significantly harder at higher resolutions because the bubbles are based on pixel size rather than monitor scale. So at low res the bubbles are simply larger, my lcd is native 2560x1600 so this shit is hard haha ...
That actually makes me wonder, the units must be smaller ingame for me as well .... kind of makes me regret buying this big-ass monitor now since it kind of makes micro a bit tougher. But I guess I can see more shit at once too so thats cool I guess?
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On June 18 2010 13:46 GoSu] wrote: The APM counter is redundant. You're only supposed to be clicking once per bubble, so having a high APM would either mean that you're missing or that you have a lot of bubbles to click on.
That's why I'm considering taking it out. It's more of another way of expressing how fast new bubbles spawn (could as well only count hits and not the misses)..
@ resolution: Normally only the ratio should be important (16: 9 shows you more than the others). This was actually tested sometime in the beginnig of the beta... Would be really strange if the resolution itself would make things even smaller on your monitor...
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I like the map a lot. But it doesn't seem to reset very well after I lose and want to play it a second time. The loading bar stays at full for quite awhile, but just sits there.
But other then that, good work!
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Increased difficulty and changed sound. Hid the Resources and Supply frames. Mainly balancing going on now. Next week I may begin to work on the Interface, which should also solve your reset problem (won't have to reload).
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It's not in SC2 which is, kind of, the whole point.
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On June 18 2010 18:40 TzTz wrote:It's not in SC2 which is, kind of, the whole point.
Jesus, would it hurt you to actually READ the OP...
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