Build Order Practice Maps - Page 2
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Arkqn
France589 Posts
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LML
Germany1702 Posts
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sheaRZerg
United States613 Posts
Since using a location trigger requires use of area within the base it disrupts base design, not to mention that glitchy workers tend to trip it if the trigger is tucked away behind a mineral line. Also, I could not find a way to spawn larva by command using scmdraft, so when you use the reset as zerg you have to wait while two larva spawn to avoid messing up timings (just quitting and restarting probably ends up being faster in that case). Other than that I do have a working version of it for fighting spirit here. Perhaps someone can think of a better method, optimally you'd want to be able just to use a command in the chat, but i don't know if thats possible | ||
LML
Germany1702 Posts
edit: okay, just tested it. I would rather do it this way: create an area surrounded by blackness (or other unwalkable 1x1 stuff) with a beacon and an invincible civilian. if the civilian walks on to the beacon (location), remove (not kill, remove, due to the purely ugly dead rests of buildings) all units, set minerals to 50, replace CC/Nex/Hatch, create larva (is that possible? if not, place tons of larvas somewhere around some creepcolony, or default creep surrounded by water, and move two of the larvas to the hatchery) and the workers. However, timer resets would be back, due to all players always seeing the same timer, so if you do it with more than one person (not wanting to engage, for which you should use (Tr) maps) the timer would be set back to 20 for all, which ofc would be sad. btw, just remove the triggers for the win/lose conditions, so you don't need other buildings, and especially not for the CPU. Your locations make no sense to me, they are too huge, you don't need that much, use the Everywhere default location instead of making a huge location over the whole map. A CPU's zergling is good for the scounting worker harrass to practice doing the bo while scouting your opponent. Also, please protect your map, even if it's only with ProEdit (sadly common knowledge by too many ppl how to crack these), so bad people don't make fixed versions of maps for UMS games (Water-x17 some months ago) or even ladder unless they know how to unprotect the real maps anyways. | ||
sheaRZerg
United States613 Posts
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LML
Germany1702 Posts
The unit will attack opposing units, but not run after it for too far from where it started, when the opposing unit gets too far away from the zerglings starting point, the zergling will just return. That's how BW does it naturally. | ||
3FFA
United States3931 Posts
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SluGGer
Canada50 Posts
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puppykiller
United States3125 Posts
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art_of_turtle
United States1153 Posts
off my dropbox | ||
puppykiller
United States3125 Posts
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Cele
Germany4012 Posts
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Ty2
United States1431 Posts
Edit: Whoops, I already have a version of the map. My bad. :p | ||
Piste
6137 Posts
On March 22 2016 12:57 Ty2 wrote: yo, art of turtle's link is broken. Does anyone else have the fighting spirit practice map to share? Your generosity would be greatly appreciated. Edit: Whoops, I already have a version of the map. My bad. :p You could use just the original maps of those, and use a worker as as a scout like in real game. Just pick vs computer and during countdown kick computer. edit: oh ok seems that there are other features also besides the invincible zergling. Could you post the map here? | ||
DiMiaN
Finland289 Posts
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Piste
6137 Posts
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LEmental
United States9 Posts
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1a2a3aPro
Canada227 Posts
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Broodwar4lyf
303 Posts
Lol didn't check date, is there still something like this out there | ||
ZeroChrome
Canada1001 Posts
http://dl.dropbox.com/s/sj7jxds9y93grsa/Build Order Practice.rar?dl=0 | ||
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