I'm using MapCraft 1.4 since the mac client doesn't have a map editor, and I attempt to load the map but nothing happens. Any suggestions?
Unit Tester - Page 5
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[HalcyoN]
United States163 Posts
I'm using MapCraft 1.4 since the mac client doesn't have a map editor, and I attempt to load the map but nothing happens. Any suggestions? | ||
EscPlan9
United States2777 Posts
My only complaints is the Respawn (past units) button is buggy and you can only delete the last unit made on the team. Most of the time respawn will make something like 6 hydra 6 roach 12 ling into 6 hydra 5 roach 9 ling. And if you make a mistake adding units, or simply want to make some changes in the composition, you have to start from scratch. Thanks for the time you've put into this! Very useful and I love it! edit: BTW, when I downloaded this after work yesterday, I "played" it and took notes for nearly 4 hours straight concentrating on Z v T and Z v P armies/units. | ||
hunter3
United States155 Posts
Suggestions: *Add much larger open field *Remove "escape key" shortcut (for spell micro) *Spawn all units with full energy (button too slow) *Spawn carriers with full interceptors (don't decrease build time) *Individuals each have own interface in multiplayer | ||
Mathewep2010
United States63 Posts
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quasit
Sweden49 Posts
40 marines vs 14 siege tanks doesn't seem to be a fair comparison (even though you wouldn't attack that way). 2000 minerals vs 2100 minerals and 1750 gas. Though I don't really know how to "convert" the gas to minerals. Too bad "open field" doesn't work (patch 16, map version 17 May). | ||
dargul
Russian Federation125 Posts
There are some script errors but just ignore them, all main features are working and i also deleted some limitations so there are much more space for experiments, Download link [url blocked] | ||
Kratisto
United States199 Posts
As for comparing armies, I get the feeling from watching Day[9] Dailies that supply/food is a fairly accurate representation of army worth. Minerals and gas aren't really convertible in any meaningful way. | ||
Jenslyn87
Denmark527 Posts
On July 11 2010 20:37 dargul wrote: I fixed unit tester to work with latest patch. There are some script errors but just ignore them, all main features are working and i also deleted some limitations so there are much more space for experiments, Download link [url blocked] This doesn't seem to work for me... menus are messed up and the attack buttons doesn't work. What to do?? | ||
XGDragon
Netherlands61 Posts
A forward apology, because it is quite the mess for someone that's not me. | ||
Blacklizard
United States1194 Posts
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Blacklizard
United States1194 Posts
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EyeSeeEm
Germany18 Posts
I created a hotfix for the May 17th build for anyone thats interested: Links: + Show Spoiler + Fixes / Notes: + Show Spoiler + Fixed: - Zerg Air Tech - Stim Pack Research - Ultralisk Research - Unit Construction Menu -> Build Sentry - Initial Menu placement | ||
dolpiff
France300 Posts
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Arcalious
United States213 Posts
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EyeSeeEm
Germany18 Posts
So what kind of features would you guys like to see in future versions? Some suggestions: + Show Spoiler + - Add big open area for large-scale battles - Add circular area to practice kiting - Add elongated area for skirmishes with reinforcements Further suggestions (more difficult to implement): - Add buildings - Add switch between insta- and normal research, to observe research effects during battle | ||
Seikhor
Canada116 Posts
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Peekaboo
Canada219 Posts
An autocast ai and interface would be cool. Might be too hard unless you could use Blizzard's. For example, being able to put storm on auto for one side, or even stim. I have a hard time microing two sides at once, especially if I'm trying some serious micro on the other side. thanks | ||
Akipics
United States45 Posts
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Malminos
United States321 Posts
Larger Battle Field: It would be nice to maybe have an area to spawn units that is somewhat larger than the default "no choke/ramp/etc. area" just for testing bigger army compositions. Improved "respawn units" - Sort of a tall suggestion, but would probably be the most helpful. It would be cool if instead of just having the options to "respawn units, or build new armies" if one could somehow not have to completely wipe the board when changing an army composition. In other words, it would be great if i could open up the unit spawn panel, and edit what i have, or at the very least add some units to the armies, without losing everything i already have put down. Oftentimes, i just want to see what happens when for example: "I add 2 more colossus' to this army" but i have to kill everything on the field, then go back in, remember exactly what i had on both sides, often times i mistakenly put the wrong race on the wrong team, and dont have all the upgrades, etc. etc. and it feels a bit inaccurate and tedious. It would just be so nice if there were a way to edit or add to my existing army compositon and have it remember it when i respawn units. Upgrades: Obviously some of the bugs with upgrades. With Zerg in particular, sometimes i need to build a hatchery, then a spawning pool, then a roach warren, then something else to get to a particular upgrade that isn't on the few zerg buildings that im supposed to upgrade from. nothing big but could be improved. Builders - it's kind of annoying when u are trying to build a base, especially with zerg and you have to keep grabbing the builder, running him back, building something, he runs back, build another, etc. etc. i understand why he's doing it, to get out of your way, but i think i could manage that fine, the "auto- runback" is a bit annoying especially since buildings dont insta-respawn. Anything that could make "structure creation" easier would be very appreciated. Bug: Respawn units doesn't always work right, im sure it's already been mentioned but i'll mention it again. i think it's related to the size of the terrain and the mass of units at one of the spawn points not having enough room to be placed, but im no expert, just guessing. Bug: Infestors burrow and sometimes disappear? i dunno why, probably has to do with the fact that this was made during beta when infestor move-burrow had to be researched and it doesn't have to anymore. | ||
EyeSeeEm
Germany18 Posts
Larger Battle Field: It would be nice to maybe have an area to spawn units that is somewhat larger than the default "no choke/ramp/etc. area" just for testing bigger army compositions. This will be my first todo for the map, as everyone and their dog seems to want this.Improved "respawn units" - Sort of a tall suggestion, but would probably be the most helpful. It would be cool if instead of just having the options to "respawn units, or build new armies" if one could somehow not have to completely wipe the board when changing an army composition. Honestly, this is probably beyond my abilities. It would require some sort of memory/data management so the unit list is stored, and then you'd need the UI elements to display and be able to edit it all efficiently. : /In other words, it would be great if i could open up the unit spawn panel, and edit what i have, or at the very least add some units to the armies, without losing everything i already have put down. Upgrades: Obviously some of the bugs with upgrades. With Zerg in particular, sometimes i need to build a hatchery, then a spawning pool, then a roach warren, then something else to get to a particular upgrade that isn't on the few zerg buildings that im supposed to upgrade from. nothing big but could be improved. Which upgrades in particular? I thought I fixed all the upgrade bugs with the hotfix.Builders - it's kind of annoying when u are trying to build a base, especially with zerg and you have to keep grabbing the builder, running him back, building something, he runs back, build another, etc. etc. I'll look into this.i understand why he's doing it, to get out of your way, but i think i could manage that fine, the "auto- runback" is a bit annoying especially since buildings dont insta-respawn. Anything that could make "structure creation" easier would be very appreciated. Bug: Respawn units doesn't always work right, im sure it's already been mentioned but i'll mention it again. i think it's related to the size of the terrain and the mass of units at one of the spawn points not having enough room to be placed, but im no expert, just guessing. Could you give me specific examples? If I can't test it and observe it myself it will be really hard to fix.Bug: Infestors burrow and sometimes disappear? i dunno why, probably has to do with the fact that this was made during beta when infestor move-burrow had to be researched and it doesn't have to anymore. I'll look into this. | ||
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