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I thought after writing three consecutive dissertation-length posts, I'd keep it short and share something I've been working on:
Python Multi-task Build Trainer (for Terrans) (Download)
edit: For the other races:
...for Protoss (Download)
...for Zerg (Download)
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In a nutshell, this map is Python, with a few modifications:
1 - There is no real CPU opponent (good for build training), only a zealot
2 - That zealot spawns at a newly-created island at the centre, where you'll find Raynor in his vulture
3 - Keep Raynor alive, or the scenario will end
This isn't supposed to simulate a real game, but rather help you work on your builds while being consciously distracted. I've been using this for a few days now, and I've already been able to see results.
Edit: Again, I strongly advise the use of the ADV Loader with the APM Live plugin (only timer, no APM) while practicing builds. This way you can have some recordable measure of how well you are performing your build.
Enjoy!
Denotate
p.s. Reasoning:
+ Show Spoiler +
When thinking about how best to practice multi-tasking, specifically when it comes to the early game, I first tried to use mock-scouting by sending my SCV out and keeping it moving as long as possible. I would try to avoid all the rock areas in Python, rotate the SCV through each base, and so on.
Initially this method seemed be working, but I soon discovered a fatal flaw: when I ran into complex points in the build, I would just let the SCV drift or move aimlessly while I attended to my base. After that I'd go back to the SCV, thinking my attention had always been on it when it really wasn't.
There was nothing forcing me to consistently multi-task, no 'resistance' to push against, since I could just slack off on my outside-base focus when things got complicated inside. What was missing was something that forced me to be more efficient i.e.: -to use fewer clicks to accomplish a task -to be more precise when sending my SCVs to build something -to anticipate a build event before its time -etc.
The task of keeping Raynor alive (with the threat facing defeat mid-build) creates that resistance. I also like this approach because, just like real resistance training, you can increase the resistance as you adapt. So down the road you can easily add in two zealots, or reduce Raynor's health, or reduce the island size - all measurable ways to increase the difficulty of your training.
And I'll stop myself there. Again, I hope you enjoy!
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Korea (South)11568 Posts
sounds like a cool idea! thanks. I like to constantly harass peons with my scouting probe/scv and doing so while being aware of what HIS peon is doing in my base while adapting my build order to counter his is something that I've been working on a lot myself. This will definitely help many people.
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As a struggling D-- terran I'll definately give this a go. Thanks for your efforts.
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just go play on iccup... i'm sure real games are better practice for what you are trying to simulate.
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Isn't something like this already out? I can remember playing something almost exactly the same as what you described except you had to run an scv from a zealot.
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Another technique to train is to (1) go on iCCup (2) go on Local Area Network (UDP). Close the computer slot during the 5 seconds countdown. Learn to press "c" while splitting workers. Rinse and repeat until you perfected your builds/mechanics.
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Thanks! :D
I'm sure you've already come across the popular hotkey trainer maps? This should be nice though since it's python and not some contrived 64x64.
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This is great and all. Even if you play another race, give this a try as it will give you mechanics. Also try some muta micro UMS because these maps also test agility and skill level. The moving shot can help with Vulture patrol micro as well.
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i didnt try this yet so i dont know if you already did this but can you remove raynor's supply or something. The problem i had with the hotkey trainers where your scv spawns it starts as 5/10 which changes your build timings.
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On January 28 2010 02:01 Ilikestarcraft wrote: i didnt try this yet so i dont know if you already did this but can you remove raynor's supply or something. The problem i had with the hotkey trainers where your scv spawns it starts as 5/10 which changes your build timings.
Thanks for pointing this out. The supply does start at 4, since for some reason the game doesn't count Raynor. I thought about it after I posted though, but remembered playing without any timing discrepancies, so figured it was that way.
On January 28 2010 01:54 mmp wrote: Thanks! :D
I'm sure you've already come across the popular hotkey trainer maps? This should be nice though since it's python and not some contrived 64x64.
I've seen some, but wanted the scenario to be as close to real gameplay as possible so that you can practice your timings, sim-city,etc.
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But who play's python any more? This might be good for multi-tasking and bo practice while under pressure, but modern bo's don't work on python.
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very cool idea
ill hafta make myself one on FS for zerg
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On January 28 2010 02:24 DeathByMonkeys wrote: But who play's python any more? This might be good for multi-tasking and bo practice while under pressure, but modern bo's don't work on python. Why wont they work?
And its not like you're playing versus anyone so it makes zero difference if the build is actually good or not in that map.
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Simple and effective. I like it a lot. Nice going.
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On January 28 2010 02:24 DeathByMonkeys wrote: But who play's python any more? This might be good for multi-tasking and bo practice while under pressure, but modern bo's don't work on python.
A good 33% of pubs I see on ICCUP are on Python.
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Heroes don't take up supply. I've made a map like this before, except I had it set up so that the unit(SCV) that gets chased by the zealot simply respawns if it dies and the zealot is invincible. I found having to start over every time you mess up more frustrating than helpful. The hardest part was finding the right trigger to get the SCV to respawn, sadly I lost that map and forgot how I did it.
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Pretty cool.. I usually learn builds against the AI but this is much better.
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This should go in the liquidpedia under UMS maps IMO. What DoctorHelvetica said was right, at the D level it seems people prefer to play Python over the MOTW.
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248 eapm (308 apm), and I could barely get my FD off the ramp.
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On January 28 2010 02:49 Dreadwave wrote:The hardest part was finding the right trigger to get the SCV to respawn, sadly I lost that map and forgot how I did it.
Yes!!! It took me such a long time to figure out how to keep the zealot spawning. The reason I didn't just have an invincible one was that sometimes it gets stuck, and therefore defeats the purpose of the whole thing.
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