[UMS] Multitasking Trainer v0.94 - Page 8
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CreepyMuffin
United States2 Posts
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torm
Canada274 Posts
I think it would be great to try to allow the map to mimic 1v1 play. What I mean by this is by adding an expansion location, I, a zerg player, can go through my "usual" build order while juggling a probe + attacks. Also, I personally find it impossible to reach the mineral cap on just one base and I think that having an expansion would make the mineral cap objective one to be concerned about. | ||
Stiver
Canada285 Posts
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Niton
United States2395 Posts
I understand that you don't really want waypoints being used, but waypointing really mimics the actual play experience better, because SC2's unit AI is good enough that even fine micro doesn't work indefinitely the way it can in sc1, where units have noticable pauses trying to do things. | ||
sob3k
United States7572 Posts
On May 15 2010 03:42 Stiver wrote: Should have a strip where you have to get a creep tumor to make a path from one side of the map to the other in a certain amount of time. and I vote expand location | ||
crappen
Norway1546 Posts
When inside the Editor, press 'U' and the minerals should be there iirc. | ||
UltraVires
United States241 Posts
I think you definitely should add an expansion, perhaps as a separate mode. It's really hard to move beyond 1 base play while still keeping solid macro up and micro up, so an expansion would be indispensable for improving this part of the game. It would probably be best to have a separate modes (or even maps) for 1 base and 2 base play, though. For 2 base, there should be a longer time limit and a much larger enemy force to destroy (perhaps taking multiple waves of units to defeat.) 2 base mode would be as much as a test of endurance as a test of large scale mechanics. You could even make a 3 or 4 base version as the ultimate test sometime down the road. Looking forward to updates! | ||
Count9
China10928 Posts
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bontez
United States165 Posts
suggestion:Sorry if anyone mentioned this already, but is it possible to have an objective to keep macro energy (queen energy, orbital command, chrono boost) under a certain amount? (ie: must keep energy under 75 or 100) | ||
Hyperion2010
United States122 Posts
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ubreakubuy
United States100 Posts
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Cyrik
Germany50 Posts
my idea is to give you a reaper/marauder/stalker or something to kill zealots/mass-probes/something and for every kill the amount of enemys in the terran base gets smaller. that would do a few things for the fun of the map: - you get to kill stuff all game long instead of trying to survive - you get rewareded for your multitasking but can opt not to do it for a while, making the end goal harder - you are training micro while multitasking - you have to make decisions about what is more important at this second, killing more units or having better macro. thats the same decision you have to make in real games if you are really fancy you might even make the "minigame" a choice so we can train the micro we really need to practice right now | ||
samuraibael
Australia294 Posts
On May 15 2010 07:40 ubreakubuy wrote: Ive beat medium setting on 3rd try. I tried hard but probe kept dying, i dont think its possible with such low shield to keep probe alive. Maybe im doing something wrong. ON medium i had enough shield so that i would be able to take a hit then have some distance from me and the zerglign to regen shields but on hardest mode the 5 shield doesnt seem to be enough. Is there some trick to moving the probe at angles or something? the probe shield is the same on hard as normal? Im finding it very difficult to get a zerg army that can deal with those tanks in time on hard. | ||
oPPRoBe
United States199 Posts
But the strat I used to beat it (Planetary Fortress and Nukes) isn't what I would normally use against another player, lol. | ||
hellsan631
United States695 Posts
if you want some ideas on a formula, i can give them to you. i've only beaten easy w/ protoss (able to do it without losing any probes atm), but medium difficult just kicks my ass as well. perhaps 2 more difficulties. One in between medium and easy that has everything minus the drops and waves. (i went into battle with 8-10 immortals, and i couldn't micro them properly, with doing the probe thing) and my army got wiped out. i dunno it there was am emp or anything, but they couldnt take on a few tanks and marauders. also, i cant watch the replay or get the apm info either (via sc2 gears). i know this will most likely change, but i would still like to see how well i am doing, and if there are any increases in anything over time. anyways, great map! | ||
ShaperofDreams
Canada2492 Posts
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FrogOfWar
Germany1406 Posts
On May 14 2010 23:26 FrogOfWar wrote: Maybe your hotkeys were somehow reset by the patch? I also used the grid system I always use when playing this map (also German client of course). Everything was normal. Also, the patch notes said something about German hotkey changes. You should check your hotkey settings. Haha, now I have the same (or a similar) problem. Hotkeys are set to standard and I can't switch to grid, although it says grid in the Options and in the variables.txt, it isn't set to grid ingame. Great. I don't think it has a lot to do with this map though. http://forums.battle.net/thread.html?topicId=24401694618&sid=5010 Edit: Apparently a bug in patch 12 http://forums.battle.net/thread.html?topicId=24702236810&sid=5011 | ||
eNtitY~
United States1293 Posts
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zingmars
Latvia189 Posts
Also, the zergling is tiny little bit too fast imo. even if I multitask good enough, it still hits me because it runs a bit faster than me. Otherwise the map is clearly 5/5. GJ. | ||
Silvus
United States4 Posts
I do wonder why it isn't a probe chasing the probe. In games it seems to be probe on probe much more often. This being a much more realistic time-frame of micro vs macro. Though I understand it would be much less work and is probably counter intuitive to the goal of the trainer, I do think the dmg output of a probe would be much more aligned to easy mode. anyways thanks for the great fun/tool. | ||
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