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Hi all. A while back I made a protoss micro UMS map that I wasn't very satisfied with. I made a couple tweaks, and ... I'm still not happy with it. I think my muta micro map was better.
Anyway, I'll let you guys play it and decide what you think of it.
Protoss Micro 1.0
1. What sucks/should be changed? 2. What's good about it? 3. Too hard?
I'm open to criticism.
The map has several stages, and the better you do in the early stages, the more units you'll have to carry over to the next areas.
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Cool map. One thing that bothered me was losing my obs, maybe give another in a later level? Or maybe i just suck : [
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Russian Federation4235 Posts
Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
2) Many unobvious things. The exit from level 1 - there are 4 mines planted closely together there. No way to defuse without casualties. Now the guestion is: How the fuck should I know? I used cheats on this map after I've passed all the way to that choke and died. Boring. You not only put a testament to patience, you make the player restart the map a few times even when he's microing well.
3) Too choked up. Many chokes, many chokes, many chokes. The level with lurkers doesn't and will never work as you intended - no sane person will fight with dragoons in such a small choke, they will back up. They are going to mess up lurker AI without intending to do so making the level too easy.
4) The zealot level is like WTF? Storm his observers and test you skill in killing 12 zealots with 4 DT. Undetected. Btw, do you intend the player to restart the map if he loses his obs accidentially?
5) After you get that shitload of units to fight the last terran push, you do what? You get busted on mines. Now I understand everyone is going to scout, but those 15-20 mines planted very closely together reveal some other intent by you than encourage scouting. Busting one mine accidentially is like "hey, observers ^^", busting 15 is not fun. Restart the level without any micro failure. Again.
Conclusion: This map doesn't aim to test or train micro control. You clearly don't respect the player and do everything possible to cause frustration. Sorry, but the map is bad.
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On October 23 2007 18:46 BluzMan wrote: Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
Yeah this will bore off 9.9999% of the people who play it
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On October 23 2007 18:46 BluzMan wrote: Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
2) Many unobvious things. The exit from level 1 - there are 4 mines planted closely together there. No way to defuse without casualties. Now the guestion is: How the fuck should I know? I used cheats on this map after I've passed all the way to that choke and died. Boring. You not only put a testament to patience, you make the player restart the map a few times even when he's microing well.
3) Too choked up. Many chokes, many chokes, many chokes. The level with lurkers doesn't and will never work as you intended - no sane person will fight with dragoons in such a small choke, they will back up. They are going to mess up lurker AI without intending to do so making the level too easy.
4) The zealot level is like WTF? Storm his observers and test you skill in killing 12 zealots with 4 DT. Undetected. Btw, do you intend the player to restart the map if he loses his obs accidentially?
5) After you get that shitload of units to fight the last terran push, you do what? You get busted on mines. Now I understand everyone is going to scout, but those 15-20 mines planted very closely together reveal some other intent by you than encourage scouting. Busting one mine accidentially is like "hey, observers ^^", busting 15 is not fun. Restart the level without any micro failure. Again.
Conclusion: This map doesn't aim to test or train micro control. You clearly don't respect the player and do everything possible to cause frustration. Sorry, but the map is bad.
lol. I agree, the map is bad.
I wasn't satisfied with it, but I couldn't exactly put my finger on why, so I figured I'd ask for suggestions. Thanx for the ideas.
edit: oh, and for point 2, you can run a zealot through the 4 mines area, and the nearest mine will explode and hit (but not kill) the zealot, and destroy the other three mines.
I guess my problem with the map was that little to none of this stuff is actually used in a real game (unlike muta micro, for example).
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1.this is same shit as protoss campaign not micro map. 2.nothing, make real micro situations based on korean progamers 3.dont know cuz i got pissed after first few tries
at first level u should put those little flags over the place where are mines so player know where are mines and can goon micro them withour ob, letz take real situation : dunno what idiot will go into that big minefield with that size of army without ob
at 2nd level u put barrack witch will absorb dmg from goons but anyone who is smart will attack her until it got red and run away far behind so tanks will unsiege and go foward, just useless
at 3rd level those 2 dt start to attack goons before u can reach them rofl what's the point of making zerg lurk contain if one of them will stupidly unburrow and run at your goons and then 3 of 4 left are placed so badly so u can kill them with 2 storms ...
at 4th level where u battle vs speed zeal + dt + 3ob also bullshit u just kill those obs with 3 or 4 goons and then massacre all army with your own dt's
at 5th lvl this is only good but again u cant drop from sides cuz of shity turrets everywhere t.t
victory
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Russian Federation4235 Posts
On October 23 2007 20:25 Dromar wrote:Show nested quote +On October 23 2007 18:46 BluzMan wrote: Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
2) Many unobvious things. The exit from level 1 - there are 4 mines planted closely together there. No way to defuse without casualties. Now the guestion is: How the fuck should I know? I used cheats on this map after I've passed all the way to that choke and died. Boring. You not only put a testament to patience, you make the player restart the map a few times even when he's microing well.
3) Too choked up. Many chokes, many chokes, many chokes. The level with lurkers doesn't and will never work as you intended - no sane person will fight with dragoons in such a small choke, they will back up. They are going to mess up lurker AI without intending to do so making the level too easy.
4) The zealot level is like WTF? Storm his observers and test you skill in killing 12 zealots with 4 DT. Undetected. Btw, do you intend the player to restart the map if he loses his obs accidentially?
5) After you get that shitload of units to fight the last terran push, you do what? You get busted on mines. Now I understand everyone is going to scout, but those 15-20 mines planted very closely together reveal some other intent by you than encourage scouting. Busting one mine accidentially is like "hey, observers ^^", busting 15 is not fun. Restart the level without any micro failure. Again.
Conclusion: This map doesn't aim to test or train micro control. You clearly don't respect the player and do everything possible to cause frustration. Sorry, but the map is bad. lol. I agree, the map is bad. I wasn't satisfied with it, but I couldn't exactly put my finger on why, so I figured I'd ask for suggestions. Thanx for the ideas. edit: oh, and for point 2, you can run a zealot through the 4 mines area, and the nearest mine will explode and hit (but not kill) the zealot, and destroy the other three mines. I guess my problem with the map was that little to none of this stuff is actually used in a real game (unlike muta micro, for example).
Yes, you can disarm the mine with zealot, the quiestion is: how do I guess it should be done that way?
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On October 24 2007 02:54 BluzMan wrote:Show nested quote +On October 23 2007 20:25 Dromar wrote:On October 23 2007 18:46 BluzMan wrote: Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
2) Many unobvious things. The exit from level 1 - there are 4 mines planted closely together there. No way to defuse without casualties. Now the guestion is: How the fuck should I know? I used cheats on this map after I've passed all the way to that choke and died. Boring. You not only put a testament to patience, you make the player restart the map a few times even when he's microing well.
3) Too choked up. Many chokes, many chokes, many chokes. The level with lurkers doesn't and will never work as you intended - no sane person will fight with dragoons in such a small choke, they will back up. They are going to mess up lurker AI without intending to do so making the level too easy.
4) The zealot level is like WTF? Storm his observers and test you skill in killing 12 zealots with 4 DT. Undetected. Btw, do you intend the player to restart the map if he loses his obs accidentially?
5) After you get that shitload of units to fight the last terran push, you do what? You get busted on mines. Now I understand everyone is going to scout, but those 15-20 mines planted very closely together reveal some other intent by you than encourage scouting. Busting one mine accidentially is like "hey, observers ^^", busting 15 is not fun. Restart the level without any micro failure. Again.
Conclusion: This map doesn't aim to test or train micro control. You clearly don't respect the player and do everything possible to cause frustration. Sorry, but the map is bad. lol. I agree, the map is bad. I wasn't satisfied with it, but I couldn't exactly put my finger on why, so I figured I'd ask for suggestions. Thanx for the ideas. edit: oh, and for point 2, you can run a zealot through the 4 mines area, and the nearest mine will explode and hit (but not kill) the zealot, and destroy the other three mines. I guess my problem with the map was that little to none of this stuff is actually used in a real game (unlike muta micro, for example). Yes, you can disarm the mine with zealot, the quiestion is: how do I guess it should be done that way?
touche.
Anyway, I'm gonna have to start over from scratch since this one is so bad.
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On October 23 2007 19:17 Gandalf wrote:Show nested quote +On October 23 2007 18:46 BluzMan wrote: Uhhh, now let me post a review.
1) The goal of a micro UMS is to test player's control. You are, in fact, testing his patience from the very first level. It's ok to make the player defuse a mine or two. But a four-screen large minefield? Not to mention mines are planted close together, so you can't even do that fast with A-move forward - move back - you do it very slowly, and if you don't do it well enough, restart the level. I mean, everyone makes mistakes. Why put a testament to my patience?
Yeah this will bore off 9.9999% of the people who play it
I think you meant to say 99.9999% lol
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Where there any revisions made to this? Can I get this from somewhere else?
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Well, the link doesn't work for me. Like the initiative though!
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Download Map: DefuseTrainV1.1 - my version of the original
arite so the epic bump is now! but the map is now basically a new map. i search for mine defuse maps and found this page very nice, everyone should have it.
Liquipedia Micro Training Maps
I found the dragoon vs mines one, (Defuse Train) and I altered it just a bit, before i did this the game was over when you lost all dragoons, I edited it so that the map re-spawns everything back to square 1 when you lose all dragoons, this saves the nuisance of having to remake the game every time. + Show Spoiler [Special Notes] +There is a cool surprise now if you lose all your dragoons too
edit: OOPS! forgot to upload the map and link it here. There we go. DefuseTrainV1.1 edit2: Just changed the ground a bit, the mines were viewable still on the version before now, it basically looked like cloaked units. Now they are completely invisible. ^_^ ENJOY!! edit3: I might add an ending to the game as well if you manage to kill all the mines. ^_^
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