v.1.11 *added Bonus Challenge for the guys with top 3 unit control *fixed attack AI bug in "TvZ Timing Push" *fixed trigger error bug that occured in the chose menu *title in loading screen is now at the right position v1.10 *fixed bug where banelings dont spawn v1.09 * you cannot build units in "Base Defence" anymore * added option to manually enable/disable speed * fixed bug in new AI v1.08 * Forcefield Survival: - Forcefield duration now 10 seconds - Banelings detonate only a short time before forcefield expires - a second group of banelings wont reach a ramp when old banelings still alive v1.07 * added new AI (you cant hide in a corner anymore) * again small bugfixes v1.06 * fixed bugs that occured after last update * added help function to get tips how to beat a challenge v1.05 * added function to manually spread/remove creep * added function to manually enable/disable stim * the units at the campfire can now be controlled * all buttons are put closer together v1.04 * 1a2a3a4a: fixed bug when setting difficultiy > 24 * Deathball (Terran): slower army value increase per level * some bug fixes v1.03 * Several bug fixes that happened after adding adjustable wait time v1.02 * added 2 buttons to manually adjust the wait time before the enemy attacks * Corruption Cooldown has been removed in Deathball (zerg) v1.01 * Some hotkey changes in "Ninja Turtle" * You can now choose a difficulty level on "1a2a3a4a"
Hold the Ramp Blinkstalkers Forcefield Survival Speedroaches The Deathball Base Defense Multi Ability Control Contain Break SCV Train
Terran:
Stutter Step Focus Fire Stutter Step Marauder Power Juicy Zerglings The Split Scoot and Shoot Double Marauder Survival The Deathball TvZ Timing Push Tank Bust
Zerg:
Burrowed Roaches Magic Box Juicy Marines 1a2a3a4a Roach Survival More Transfusion plox Jaedong Mutas The Deathball Ninja Turtle The Infestor
I have seen a lot of small Micro Trainer maps like "The Marine Split Challenge" but nobody made a lot of challenges and put it into one big map. So I decided to do exactly that and i have to say that I'm very happy with my own results.
P.S.: Sorry for my bad english and short textes. I hope this wont degrade your opinion.
I only tried the zerg ones and I already have some comments: what is the roach survival designed for? it seems like a game of running into circles, but when would it be beneficial ingame?
Juicy marines is cool. would it be possible to make the AI split them at certain IA levels? (or am I so bad I didn't fight against the levels where the AI splits? ^^')
Jeadong mutas: it's so sad blizzard doesn't want us to stack air units.kinda hard past the 20th level or so, but before it's just ok, sort of.
I need to practice my 1a2a3a4a x( always gets messed up when I try to do it repeatedly. However, going threw the early levels of it is kinda boring. could it be possible to add a 'select difficulty' on this one, as in the others? Would save a lot of time
The deathball is weird. I get a little bit of everything in the comp and there are so many things to micro individually I don't know what to do. I guess that's the point of the challenge though... but if I could, say, choose my composition with a fixed army cost, that would help a little. Then as the difficulty increases, just add in the ennemy's army value like it's already done, or force the composition you give, or both.
More transfuse is fun :p though it's situational to chain transfuse a unit. It's quite fun though.
It's 12am and I haven't slept for all night x_x so I can't test it out for the other races, I'm too tired. But I like it, will definitly use it to train against these pesky protoss death balls. Thanks for this !
On June 27 2011 18:50 Luminox wrote: I need to practice my 1a2a3a4a x( always gets messed up when I try to do it repeatedly. However, going threw the early levels of it is kinda boring. could it be possible to add a 'select difficulty' on this one, as in the others? Would save a lot of time
Great idea. I implemented it in the latest version. Here is a picture of "Difficulty 30" after a few seconds + Show Spoiler +
On June 27 2011 22:33 TheAwesomeTemplar wrote: You MUST post this for NA. NOW.
Yeah, I need a uploader for this server though. If somebody can upload this map regulary let me know
hey man this is awesome been playing it for a bit now. would be pretty cool if you gave a little bit of time to readjust the army hotkeys before the engagement for those that don't use the lower end of the numbers to control armies. either way this is awesome!!!!!!
Awesome map pal, something what I searched a long time. Very well done challenges and fun to play - may be just there should be a button to start the attack, because now it is a bit hard to hotkey the army...
new Version Released: v1.02 * added 2 buttons to manually adjust the wait time before the enemy attacks * Corruption Cooldown has been removed in Deathball (zerg)
On June 28 2011 21:08 SacredCoconut wrote: Hmm passed hold the ramp lvl 12 is it posible to get more?
I've been doing the zerg ones, and I'm wondering how far can you go with these? For example, I have finished level 8 magic box, is it possible to go higher? If so, how do you do this? Right now I am just clicking move way past the thors and then hold so that stop above thors but it seems to fail on level 9, it seems.... I am also interested in other high scores, like the muta one, or I guess all of them Could someone good at this perhaps post some scores? Thanks
If someone's using custom hotkeys and wondering why "same" unit has different ability hotkeys, little help (if needed) ... that's because some units come in more "flavors" and non-standard ones have standard hotkeys. Just go to hotkey options and make them match yours.
Really good map!! Do you need more challenges? I want to do hellions vs speedlings (+queens) worker vs hellions marauder hellion vs roach ling thor (cannon) vs stalker immortals
One more thing, is it possible to make the banelings, in the marine split challenge, come from different directions from wave to wave? Makes it better to practice against. Otherwise, great map.
omg its so awesome!!!! ty, it was very nice. Helped me test how much of my apm was blink micro T_T The multi ability training realy helped, but i cant beat scv train. Also, I clicked a couple buttons so if theres something wrong with this post mods plz dont ban me (apart form content)
On June 29 2011 04:06 Anomandaris wrote: pretty good custom map. I really liked and played alot the scv train as toss. I feel that was a really usefull challenge.
this situation happens so often in real games its crazy lol
This is a great map and I've already learned a lot about my own play through focused practice on it. One thing I have to say is that Forcefield Survival is pretty easy. The banelings should probably have their movespeed increased as time goes by to make it more challenging.
Great map, practiced some zerg vs deathballs because usually I have similar composition, fails and the game is over. Kinda annoying to redo the groups every level though ^^. The magic box at higher levels was interesting as well and the ninja turtle is not my usual style but if I ever, now I know.
Played some other modes as well, all enjoyable. Only thing that I had problems with was when the units couldn't find me because I micro'd out in some corner and half their remaining army patrolled the middle forth and back.
I changed Forcefield Survival so that the default wait time is 4, the Spawn 3.1 ramp requires 3 forcefields and refunds 150 energy, and time scale increases over time. I find this makes it much harder.
Love it, really fun way to just practice huge engagements without fear of choking and throwing a ladder game away. One suggestion though: a command that saves the numerical hotkeys. Like, I could re-hotkey on death-ball (zerg) all the roaches/hydras to 1, banedrops to 2, corruptors to 3, and infestors to four. Then type '-hotkeys' or something and it would be set up like that every time the challenge resets.
edit: while I'm throwing suggestions out there, if you were ever planning to expand the map with more challenges then one for zerg that is the flipside of TvZ timing push. Something like breaking marine tank with muta bane. I suppose you could replace Jaedong mutas because you can't stack in sc2 and marines are never that split in a real match. Not that I want to tell you how to do your thing, it's a great map I'm just throwing my two cents out there.
Really love the trainer ^_^ tvz timing push and the split are really great. Btw just a small thing, you have banelings valued as 50 recources when in reality they are actually 75 (25 minerals for ling + 25 minerals + 25 gas for morph to baneling). Edit: Oh, and there should probably be a wall in the split challenge instead of a death zone. Sometimes it's annoying to have a good split but have half your marines die since they went into the water.
thank you for all the positive feedback. its really nice to see that my map is well received. you had a lot of good suggestions and i will try them out to see how they effect the challenges.
On July 03 2011 04:50 Gilead wrote: Cheers man the best micro trainer so far,
can you tell me what do you expect in the challenge marauder power?
thats a normal tvp scenario. the terran should try to snipe the stalkers without getting hitted by the zealots, so you can kite the zealots to death.
if you have direct questions or anything else you can contact me here or on bnet-EU: darglein.705
Just tried this . . . and it was awesome! An amazing map man, especially since I just switched to random and I have trouble controlling my ZvT and TvZ battles.
Love it, its really good. Any way, it would be even better if it became possible to cotrole some factors, like removing creep or adding stim (against the bling army).
On July 04 2011 01:53 Hider wrote: Love it, its really good. Any way, it would be even better if it became possible to cotrole some factors, like removing creep or adding stim (against the bling army).
greate idea, i will try to implement it in further versions.
thank you for all your good suggestions and positive feedback
Great trainer, already spent several hours on it and I love it... The one suggestion I have is to remove the ground above and below the main alleyway that immediately kills units on the Blink Stalker challenge... it's not really realistic in a game that if I blink my stalker a fraction too high or low that they'll just insta-die.
Other than that though it's great, thanks for the effort!
Must say, this is absolutely outstanding... I've been working on the forcefielding modes the most and its really improving my play... Thanks for taking the time to put this together, and in such a professional looking way...
Wow this is awesome, borderline legendary even Thank you OP this would be even better if we could incorporate macro too, but the units automatically get killed off or something edit: i think about that last statement and realise how much it defies the point of a micro trainer
v1.05 * added function to manually spread/remove creep * added function to manually enable/disable stim * the units at the campfire can now be controlled * all buttons are put closer together
I get errors with "param value" in all level menus. Is there a possibility to save my best scores? Maybe in future versions? I would like to see some challenges with dropmicro
On July 04 2011 05:09 graNite wrote: I get errors with "param value" in all level menus. Is there a possibility to save my best scores? Maybe in future versions? I would like to see some challenges with dropmicro
1. sorry for that should be fixed now 2. i will think about that
Do you think it would be possible to add a way for us to assign our own hotkeys? For example, I normally have all my sentries on 1, stalkers on 2, and HT on 3 - but for the multitasking challenge I have to try to either use tab or quickly hotkey everything, and it's a hassle.
Great map! I thought I just try a couple of challenges for Protoss... ended up doing all of the challenge for all races -_- damn addicting
Thing I noticed: on the force field challenges (mutli ability control lvl 50 with creep on ^^) I'm having issues with placing forcefields when spamming, the mouse starts boxing at some point instead of placing forcefields anybody else having this problem?
Again: Great map and my issue is not related to the map itself really !
After you are done adding the challenges, it would be beneficial for new players if you have brief explanations on how to perform the micro efficiently. Like a mini tutorial. Just a thought.
This is amazing, I've been using like 8 different little trainers for blink stalkers and stuff for a while, this is cool. Already feel it's helped my FF micro a ton.
OMG i LOVE this micro trainer. ive been playing the protoss trainers to try and help me go from diamond to masters :p, and playing the other races trainers for fun as well.
is it possible to add a trainer to defend a main base and 2 expansions from mutalisk harass or terran drops?
this map is a lot of fun and good practice. as i get my mechanics down more solidly i'll start to be doing a lot more practice on this. thank you for your contribution to the community.(:
Just one little thing : "The Deathball" training for Zerg is very difficult for a reason : you can't see the deathball coming in your map, whereas in real game you have forward overlords/creep tumor to spot it move. Could you add an option like this, to see the deathball?
Great you added my suggestions. So far I have recommended this to a lot of friends, as I feel this is so good.
Anyway, my next suggestion would probably be more difficult to implement, but would be even more game-related realistic. With the micro trainer now you have some time to position your army correctly because oyu know your opponent is going to attack you. But attacking the opponent is an "art" as well. E.g. making a timing push with tank/marine against a zerg can be pretty tough as well, because you have to have good spotting, and position your tanks while moving your army and so on. So I wonder if you could add another type of game which works similar to this (I guess however this is mostly related to terran):
1) Go from location a to location b within xx sekunds. 2) You dont know where the opponents (the AI) army is, and it could attack you anywhere on the map, so you have to play carefully ( I dont mean that the AI attacks all the time and has an ulimited amount of units. But that group of units which could consist of 5 mutas, 20 lings and 10 banelings, is randomly placed on the map). 3) You have 2 scans to clear potential creep tumours or scan for the opponent. Besides these scans you have to use marines as spotters. 4) The map terrain is not compltely flat, and could have the architecture as some of the ladder maps making this practice even more realistic.
awesome, i've thrown away so many tvps on ladder because I didnt know how to engage deathball v deathball, this is a huge help. But there's a bug, sometimes if you attack into the deathball the computer won't engage with his whole force.
This is seriously the most awesome micro map ive played. Im loving it. I recommend everyone try this out. It will most definitely improve your micro my leaps and bounds!
The TvZ Timing push!!! I love that its in there!!! I often push out with a similar army, just I get destroyed, just as I did with the trainer at level 1 hehe
I'm struggling with the TvZ Timing Push too. Can't seem to get past level 1 without getting lucky. Same for the TvP Deathball.
Siege immediately and focus the banelings with your siege tanks. Run the marines back and stutter/split but the tanks should clear out most of the banelings.
On July 04 2011 00:12 azzu wrote: Custom hotkeys do not work for "The infestor" and "Ninja Turtle" for the infestors.
They do work you just have to assign them specifically for these units because they are not standard infestors (same for a lot of the other units). Go to hotkeys while in this UMS and you'll see a lot of extra units. Just assign your hotkeys for those and it should work perfectly from then on.
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Anyway I think this is my favorite UMS at the moment. My burrow micro is getting so much better. It's unbelievable how much difference some focused practice makes.
Fun, enjoyable map with relevant scenarios. I've been recommending this to my friend's who are starting out (especially the Protoss ones who need to practice with their Forcefields). Great stuff
I just have one suggestions - The option to enable an observer/creep tumor for vision in some of the scenarios. In real game, sometimes I have an observer spotting an army coming, allowing me to position my army earlier.
This map is great, thanks! I played it for hours, it's very fun and challenging. If a request is possible, it would be nice for a ZvT 11/11 bunker rush scenario, assuming a 15 hatch from zerg. The PvZ roach/ling all-in defense scenario is quite nice, but a zerg defense practice of various rushes would be very helpful.
Wow, thank you. I was looking at a friends match history and he had all custom games, when I clicked on them this map showed up so I checked it out.
By far the best training map I have used.
I'm sure I have lots of suggestions but the first that comes to mind is to add a terran focus fire option to defend against Muta harrass. I lose a lot of scv's and marines to them.
thanks again.
edited, I know turrets are needed for this but often they go in as an after thought, so maybe just midfield defense against mutas where often it is marines and tanks with muta's harrassing.
Good work! Perhaps you can add some multitasking like keeping minerals low while splitting marines; stuff in that nature. Very good as it is though. Edit: Actually you could give the option of upgrades, shouldn't be so hard because upgrades are universal for each race. Things like ling speed and combat shield also come to mind.
if you hid in the far left on the hold the ramp mission, the zerglings will run in circles and you can pull small groups of them and recharge shields. I am on like level 20.
My favorite is the multi-ability trainer for toss. If you get perfect force-fields (not actually perfect, but with no overlap) and place storms decently you can get past lvl 50.
v1.07 * added new AI (you cant hide in a corner anymore) * again small bugfixes
i want to make a highscore for each challenge where you can see the top players and scores. but i dont know how to save current highscores in a extern database. if someone can answer this pls send me a PM.
I think a good add could be to choose if the zerglins have speed or not in the challenge, stutter step, focus fire, and juicy zergling, same for banelings speed or not
Okay thats a cool and stylish map imho but break the contain level seem kinda cheesy because there is no wide spaces like this in sc2
And also i found an AI bug. on Infestor challenge when you NP the thors MM wont attack them.
P.S I want to say that this is awesome and very detailed map. I like the idea of having 30 trainers in one
Edit: On Forcefield madness? (Banes vs sentries) you need to place perfect force fields, but when you placed one and then banes come from the same side again its easy to do it (since your initial force field is still holding and you can place second one slowly) so i think that you either need more entrances or baneling waves coming one by one.
bug: In TvZ timing push the banes don't move past level 1. also, in Jaedong mutas the marines actually chase the mutas now. I don't think this was intentional as it didn't happen in previous versions and it makes the challange muuuuuch harder.
A really great map. Played it today and I play every single one of the challenges at least once. Most of these are really cool. However, the double marauder one is weird, seems like you just do the same thing until your mind starts to kill itself.
I was wondering if there's an option for 1 banshee only in shoot and scoot. for some reason, that's the map i can't get very far. maybe it's the way im micro'ing the banshee.
I would love if there was an optional macro/multi-task toggle for these maps. In that on all challenges have to keep your money below a certain amount (using a base somewhere on the map).
Nice map, but some fixes are required TvZ Push the baneling dont move anymore. Death Ball Protoss. The Corruptors dont move. A baneling speed option at Force field survival would be nice.
just a suggestion what if you made some general challenges that apply to all three races? A mechanics trainer if you will. Maybe a worker split trainer, were you only play the first 10 seconds of a game. Mouse accuracy, building placement, for protoss maybe a "warp-in race?"
Awesome map. I played a third or so of the challenges. Is this marine splitting challenge comparable to the other one (the standalone map) in terms of difficulty? I got to level 24 on this one in 20 minutes, using manual splitting, with no prior experience splitting marines.
No banelings seem to appear for me in the zerg challenges anymore. Did the patch screw something up? I was thinking to myself.. hmm these seem a bit harder than I remembered! and yeah.. then I noticed there were no banelings around.
Since I started playing this for terran, I've felt that my micro has rocketed up in terms of speed and precision, especially when doing "TvZ timing push" and "Deathball": helps much in real games. Also a lot of basic or fun micro. Thx Darglein! PS level 15 on "TvZ timing push" and level 14 on "Deathball" and still I feel I can do better
Set the game speed to faster in the lobby. There also appear to be change game speed buttons in the map after the game has started too but I haven't tried them yet.
I think the one I got most tied up doing was the contain break. Set it to level 30, spent about 10 minutes slowly dismantling the defense, spread units for about a minute, then a moved. I think so long as warpprism micro is adequate, almost every level is possible. It'd only become impossible if you added vikings to the mix.
can someone post a vid or something of them doing the blink challenge? I can't get past level 7. Even when I spread into an arc, FF with the top and the bottom halves, and blink back perfectly, so as not to lose any units, I can only get him down to like 4 roaches...
This is an excellent trainer! I stumbled across it searching for micro trainers and have been having a lot of fun with it. It's really eye opening to see how much difference slightly better micro can make. I thought I was decent at stutter stepping, but it amazed me to see how a battle could change from me losing (with 5-10 zerglings left) to me winning (with a couple of marines left) due to very slight improvements in timing.
One suggestion: drone micro vs. lings for defending early rushes would be cool.
I think it would be cool to be able to choose the match up for some or all of the levels. Like [P] Deathball PvT, [P] Deathball PvZ, [P] Deathball PvP. I often find myself lacking in micro for PvP and it would be awesome if I could practice blink stalker micro but AI would be too good so maybe a multiplayer feature?
On September 04 2011 14:09 Alpino wrote: This map is amazing.
First time I opened the map I could just close it 2 hours after.
Haha likewise, amazing micro trainer, love the terran ones. It's also cool seeing other race's perspectives a bit. Still think terran is by far the hardest but some of the zerg ones are a little tough. my only complaint is the wait time not saving after every level, simply fixed by just hitting the button again. Otherwise amazing map and will keep playing it. (i'll make it public to for ratings )
I only played the map for a bit, and while I like it I noticed some issues(only tried zerg challenges):
-Roach Burrow: I did not notice any increase in difficulty. Played to level 6 or 7, but a-moving was still enough. Does the number of marines increase? -Infestor micro: Hotkeys were the default hotkeys, not my custom hotkeys. -Deathball: The protoss attacks a bit too early. It frequently happened that I could not load banelings into the overlords before under attack. -Muta Magic box: Mutalisks start spread out, so magic box is easy. Perhaps add a few turrets between them and the thors, which you kill first. Then the mutalisks stack a bit, and one has to retreat, spread out and then engage the thors.
On September 04 2011 21:09 Sirion wrote: -Deathball: The protoss attacks a bit too early. It frequently happened that I could not load banelings into the overlords before under attack.
There are buttons down the side which say "more time" "less time" which change the time before an engagement starts, though on occasions it won't work every now and then in my experience,
Thanks for making such an awesome map :D. One thing I thought was missing was a ghost one for terran, maybe with some emp / snipe needed to win. And /Or feedback for high templars against ghosts, who are attempting to snipe you.
Awesome custom game. I bookmarked it right away on NA. Hold the Ramp, Blinkstalkers, SCV Train, and Forcefield Survival for toss are amazingly beneficial.
would be nice if you had a ratin system in game.. for challenges. like 10 is diamond 15 masters.. 20 is grand masters level . each lchallenge would have its own custom rating
why would u make am icro trainer that isnt true to real game sitations i .e force fields reduced to 10 seconds seems like a fan boy nerf. . blizzard says force field lasts 15 seconds.. change back please!
On September 13 2011 03:02 koonst wrote: why would u make am icro trainer that isnt true to real game sitations i .e force fields reduced to 10 seconds seems like a fan boy nerf. . blizzard says force field lasts 15 seconds.. change back please!
I think that's only for the forcefield survival challenge, because otherwise it's to easy and the purpose of this challenge is only to practice placing forcefields fast and accurate. Don't change back please.
im glad he made the map i only had 1 complaint im a protoss i know the importance of knowing alot about force fielding timings and tactics. both FOR and what other players do to defeat force fields.
when u play with balance .. that challenge it no longer is training . it only fun
I don't know if this has been posted already, but there isn't a BlueFlame option when doing the Hellion vs Zerglings trainer. Only Stim(?), Creep on, and Speed on. Just thought the OP should know, if i hasn't been brought up.
Other than that, awesome custom map man! Thanks for the time you've put into it.
This is an awsome tool, improved my micro and unit control a lot, thanks. I have an issue though. Is anyone experiencing lag on this custom map. For example when I do the stutter step challenge and right click my marines to move there will be a bit delay between the click and before they start to move. It's about half a second. I don't experience the same delay when I play a ladder map so this might be the custom map. Also this happens on the Darglein Multitasking Trainer. Any ideas anyone ?
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
On October 14 2011 03:42 ZenithM wrote: Hi Darglein,
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
forcefield survival is a challenge for beginners, because a lot of new players lose games because they dont hit the forcefield , when there is only one ramp (main base). if the challenge is too easy for you then sorry about that, i wont make it harder.
to the thing with the energy: you need the energy before you cast the forcefields. there would be the possibilty to change it, but as mentioned above the challenge is forr beginners and they dont watch on how much energy will get.
On October 14 2011 03:42 ZenithM wrote: Hi Darglein,
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
forcefield survival is a challenge for beginners, because a lot of new players lose games because they dont hit the forcefield , when there is only one ramp (main base). if the challenge is too easy for you then sorry about that, i wont make it harder.
to the thing with the energy: you need the energy before you cast the forcefields. there would be the possibilty to change it, but as mentioned above the challenge is forr beginners and they dont watch on how much energy will get.
Ok, no problem, thanks for answering As the level didn't change, I figured it would be more like the basics of forcefielding ramps rather than some sick unbeatable challenge. We have the other challenges for that
Make protoss far away from terran. It is impossible to bind marines+marauders to 1, medivacs + ghosts to 2, vikings to 3 in 0.5 second (it takes minimum 1.5 seconds)
terran should have binds before fight anyway. In your case this challenge is far away from reality.
Of course you can select all ball ; split it; and manually, by using tab, do everything. But on high difficilty that is not effective. And of course it is not effective in the game. terran should have binds to micro before fight.
On October 19 2011 20:05 [7x]laV wrote: Hello, some critics:
Terran matchup. vs deathball.
Make protoss far away from terran. It is impossible to bind marines+marauders to 1, medivacs + ghosts to 2, vikings to 3 in 0.5 second (it takes minimum 1.5 seconds)
terran should have binds before fight anyway. In your case this challenge is far away from reality.
Of course you can select all ball ; split it; and manually, by using tab, do everything. But on high difficilty that is not effective. And of course it is not effective in the game. terran should have binds to micro before fight.
Theres an option to increase the time you get before the army attacks you btw, its in the UI somewhere on the screen. I too found a lot of the challenges don't give you much time before it starts so this helped a bit.
requesting phoenixes kiting mutas challenge on a circular stage or the banshee stage (not as good)
also, how about this challenge: you have 15 drones, your ramp is being blocked bya bunker and an engineering bay (completed) at the bottom where you have a hatchery and an overlord seeing the minerals on the other side you have to stack your drones by right-clicking on the minerals and then hitting the building bunker the scvs are invincible, and the marines load into the bunker when it's completed
when the bunker is completed you can't run drones anywhere, they'll all be in range the goal is to kill the bunker it starts with one marine hitting your drones so you have to kill the bunker before it finishes then it's two marines, three marines, etc.
The mutalisk micro one is completely pointless and should be replaced with something else. mutalisk "micro" in SC2 is mostly multitasking so you can keep your mutalisks alive while still macroing, combined with the occasional magic box.
After a break of a few week, nothing's better than darglein's map to get your micro back! (and "Macro or Die" to get your macro back)
Again, thanks a lot for this map, it tremendously help! Oh, and if I may ask (I don't know if you still support it), but I may suggest some new challenges that are relevant? One for each race so that you still have a nice "challenge mode view"
- T : easy, ghost vs high templars. Could be with an additional force on both sides (keep it simple, zealot+stalker vs M&M, no sentries).You can make the templar have psi storm, so that you have a real reason to get rid of the templars - P : super easy, high templar vs ghosts =) Perhaps in a different scenario. For example, you don't have psi storm, your army is up the ramp (a big one) but you don't have any sentries, and a big ball is coming. You have to feedback the ghosts before getting wrecked by EMP (when they get up the ramp, they can blanket your army) You can make a ramp like Tal'Darim altar, with a corner he has to go around so that you have a bit of time to feedback the ghosts. - Z : it could be for any race, but hey, I'm missing a Z challenge! It is mining drones vs zerglings. There are two main twitch : the zergling have to back off when they're fully engaged (they have to "kite" the drones). And you should display a counter showing on the left how much has been mined since the beginning, and how much would have been mined if the zerglings weren't there (you make a counter that increases by 5 each second, or something like that. I don't know how much minerals per second do 13 drones mine) It's because a lot of players seem to think that if they run their drones around hunting the fleeing zerglings, it's no problem while in fact they're losing a fuckton mining time. So the player has to react to the zerglings killing his drone, and also micro them so that the hurt ones go mining far (when the zerglings retreat). There are no levels, but you get a score when you kill the last zergling : the number of drones killed * 50 + how much money did you not mine
But if you don't do any if it, then no problem! You've already done more than your share for the community!
What is the best way to go about the scv train challenge? walking forward with your stalkers and attacking scv's and when ur probes arrive a move them into the scv's and try to snipe the marines? I'm not sure.
I'd love to have a protoss challenge for stalker micro without blink, against marines. Where you maybe get 1-3 stalkers and stutterstep micro against marines, as this is quite a usual situation I'm in.
Request: Could you add an infestor versus air challenge i.e. against muta/viking/medivac (drop)/banshee. E.g. especially since fungal against ground is different to that of air and needs practice.
A nice challenge would be to micro some or other battle on the map (ling/bling) and then have to fend off drop play with infestors 'in base'.
In a similar vein, another challenge could involve a micro battle somewhere on map and then 'worker harrass' the enemy worker mineral line with infestors fungals or infested terrans. More bling drop or army drop challenges would be welcome. Also, maybe something with multiple nydas play?
Love the map overall, only slight change or addition I would like to see is on stages like blinkstalkers, vsspeedroaches, etc, to have the option (like enable/disable stim i guess) to do the same challenge but in open field instead of just in a corridor 4 forcefields or so wide. While in a real game yes I always would seek a fight in a choke, sometimes it simply doesn't pan out that way.
I can see myself using this often as a warm up exercise^^. The 1a2a3a4a challenge in particular is AMAZING for warming your fingers up. 3:30 is my best, I bet people have done much better :S
I've been using this for a good while now. I'm bronze so it has actually been a huge help for me. It is also fun to just load up and play a bit when you dont have time for a ladder match.
Any chance this map gets modified for multiplayer darglein? SO that 2 players could take turns at doing the challenges?
For example player 1 chooses the challenge "stutter step" and does it til he stops (stop button) or w/e Then player 2 has to do the same challenge til he stops.
Then in the next round player 2 chooses the challenge and so on.
Alternatively instead of having a "stop-button" there could be lives for each challange and if you fail like 3 or 5 times at a challenge then your done. and the other player does the challenge. Please think about it
Hey Map looks cool I think you should add an option to practice various macros as well IE creepspread and unit production as well as unit upgrades. I know it says micro trainer but its good to macro while you have an off moment I havent played the map maybe there is never an opportunity.
I think its a good idea even if it doesnt create units or give units upgrades.
On October 14 2011 03:42 ZenithM wrote: Hi Darglein,
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
forcefield survival is a challenge for beginners, because a lot of new players lose games because they dont hit the forcefield , when there is only one ramp (main base). if the challenge is too easy for you then sorry about that, i wont make it harder.
to the thing with the energy: you need the energy before you cast the forcefields. there would be the possibilty to change it, but as mentioned above the challenge is forr beginners and they dont watch on how much energy will get.
Ok, no problem, thanks for answering As the level didn't change, I figured it would be more like the basics of forcefielding ramps rather than some sick unbeatable challenge. We have the other challenges for that
if it is too easy for you, maybe you should try it with creep + speed banelings? you have to be pretty good with forcefields to prevent your sentries from dying. i´m doing this for warm up nearly every day because you have to be fast and precise with your ff. i wouldnt say it´s too easy or anything. (high master protoss btw.)
On October 14 2011 03:42 ZenithM wrote: Hi Darglein,
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
forcefield survival is a challenge for beginners, because a lot of new players lose games because they dont hit the forcefield , when there is only one ramp (main base). if the challenge is too easy for you then sorry about that, i wont make it harder.
to the thing with the energy: you need the energy before you cast the forcefields. there would be the possibilty to change it, but as mentioned above the challenge is forr beginners and they dont watch on how much energy will get.
Ok, no problem, thanks for answering As the level didn't change, I figured it would be more like the basics of forcefielding ramps rather than some sick unbeatable challenge. We have the other challenges for that
if it is too easy for you, maybe you should try it with creep + speed banelings? you have to be pretty good with forcefields to prevent your sentries from dying. i´m doing this for warm up nearly every day because you have to be fast and precise with your ff. i wouldnt say it´s too easy or anything. (high master protoss btw.)
Hehe, try doing in with creep + speed with good ol' Aussie lag T_T
*added Bonus Challenge for the guys with top 3 unit control *fixed attack AI bug in "TvZ Timing Push" *fixed trigger error bug that occured in the chose menu *title in loading screen is now at the right position
Darglein, thanks for the great map! I am in severe danger of becoming addicted to it
Is there a thread somewhere with guides on how to approach the scenarios? I searched briefly but didn't find one. I have been working on the Zerg scenarios but the help note are not really helping me much e.g. stuck on lvl 7 juicy marines and can't even beat lvl 2 deathball... tips anyone?
also is there some idea of what level you should be able to reach based on what league you are in? it'd be nice to know how my micro compares to other people in my league (diamond)... so far my highest level is the 7 on juicy marines
edit: it's funny you know... a lot of these I have never thought of as 'micro' situations... deathball vs deathball or army vs standing base I never try to approach with micro, instead I sit back and try to make more units than the opponent... it's interesting to be forced into working with what I have
edit2: LOL I can't even beat level 1 on the infestor scenario... omfg how did I get to diamond being so bad
On December 11 2011 15:18 tarpman wrote: Darglein, thanks for the great map! I am in severe danger of becoming addicted to it
Is there a thread somewhere with guides on how to approach the scenarios? I searched briefly but didn't find one. I have been working on the Zerg scenarios but the help note are not really helping me much e.g. stuck on lvl 7 juicy marines and can't even beat lvl 2 deathball... tips anyone?
also is there some idea of what level you should be able to reach based on what league you are in? it'd be nice to know how my micro compares to other people in my league (diamond)... so far my highest level is the 7 on juicy marines
edit: it's funny you know... a lot of these I have never thought of as 'micro' situations... deathball vs deathball or army vs standing base I never try to approach with micro, instead I sit back and try to make more units than the opponent... it's interesting to be forced into working with what I have
edit2: LOL I can't even beat level 1 on the infestor scenario... omfg how did I get to diamond being so bad
I find the infestor scenario quite tough as well. kind of a strange one in that you don't get burrow, and infestors are never used without burrow. maybe assaulting some kind of fortified position would be a better one for infestors.
On December 12 2011 10:45 Eschaton wrote: I find the infestor scenario quite tough as well. kind of a strange one in that you don't get burrow, and infestors are never used without burrow. maybe assaulting some kind of fortified position would be a better one for infestors.
they aren't? I don't think I have ever actually researched burrow in a ladder game and yet infestor is my most used unit... maybe I should look into that >_> thanks for the suggestion!
btw still addicted to this map... slowly getting better at most of them
Hi Darglein, thank you very much for the awesome training map.
I feel that the TvP deathball scenario is only somewhat helpful right now.
I wish that you would add a few more ghosts, and add in HTs on the protoss side. I think that its pretty inaccurate to a real game engagement to have so few ghosts and to have no HTs.
Also it would be helpful if the engagement area was a little bigger, but the other 2 issues are the most important and I think (hope) pretty easy to change.
Other then that great map, very helpful for practicing my TvZ micro.
On December 10 2011 21:44 Nerv3 wrote: Seems I don't have top 3 unit control. :/ The bonus challenge is great, wonder if anyone is able to beat it, perhaps HuK or White-Ra
How many round is there? I just won the first one thinking that was the whole challenge, only to be faced by 11 stalkers instead
Hi! Just wanted to say that this ums is awesome I spend hours playing on it (and I usually really dislike playing ums) because it helps me in my game. I was just wondering if in the future you could include some sort of load out so that we could set our control groups before the units swarm in? Again, awesommmmeee map :D
I just have to say i discovered this last night, it is the most bad ass and well done solo micro trainer out there, will use all the time ^_^ thx so much for making it u the man
I'd love to see a few more mirror match-up scenarios. In my opinion zvz and pvp are the most micro intensive match-ups especially. I'd love to see some drone splitting, ling vs ling, ling vs bane, bane vs bane, all that stuff. It would seriously be helpful to be able to get a better sense of zvz micro.
Other than that fantastic map! Love the amount of detail you put into it. Huge fan!
Is there a way to change the game speed to fastest? Seems like its locked at "fast" which seems like a bad thing to practice on. There's a copy of this mod by someone who's name starts with a G. Should we just use that?
On January 09 2012 09:47 fenix404 wrote: you can change the game speed before you start the map, unfortunately, it's default is fast, not faster, which is very easy to spot.
i would like to see an 2.0 micro trainer, with different challenges and more difficult ones.
gj tho love it!
Yeah, my problem was that i was doing "join game" instead of "create game" so the game speed was locked on fast. In creat its unlocked.
Anyway, its an awesome mod. So many really great things to train. My tank/marine micro vs. muta ling bling is 500% better now!
Hey, a really nice trainer. I saw mouzMaNa playing it on his stream. However good it may be, I am using custom hotkey bindings. Does anyone know how to import custom hotkeys to singleplayer mods like this one without having to manualy reassign every key?
Hey sorry if this has been said. But when i try and paly it (EU) the game speed is set to slow. All the settings are locked and I cant change any. Am I doing something obviously wrong?
Sweet map! I look forward to what else you come up with! Some suggestions for P - vortex micro, phoenix lifting (unit choice is esp. important in PvP), feedback and spreading vs ghosts, breaking a 1-1-1 contain
On January 12 2012 01:55 Sierra1 wrote: Hey, a really nice trainer. I saw mouzMaNa playing it on his stream. However good it may be, I am using custom hotkey bindings. Does anyone know how to import custom hotkeys to singleplayer mods like this one without having to manualy reassign every key?
i just have mine set, then use create game... it should carry over.
On January 13 2012 18:06 hox wrote: Sweet map! I look forward to what else you come up with! Some suggestions for P - vortex micro, phoenix lifting (unit choice is esp. important in PvP), feedback and spreading vs ghosts, breaking a 1-1-1 contain
i would enjoy a proxy gate zealot vs zealot or a 4gate micro challenge... i'm sure zergs could use a ling/bling mirror match trainer, and terrans could use a vs terran bio/tank/viking and full mech micro.
i would also like to see macro challenges, somehow...
To the people suggesting extra challenges: you have to understand that those currently ingame, are actually very easy tasks for the cpu to perform (mostly, amoving), or very advanced and borderline impossible to beat (the blink stalker vs blink stalker mirror). Anything in between would be extremely hard to program...say, ghost vs ht, or ling/baneling mirror. Either a cpu plays perfectly or amoves simply because it can do stuff a LOT faster than any human.
Thing is it's in normal or slow speed on EU? Where can I find the fastest speed one on EU? It's a really good map, I play it a lot on NA so lots of cred too you good sir!
On January 22 2012 03:59 fjjotizz wrote: Thing is it's in normal or slow speed on EU? Where can I find the fastest speed one on EU? It's a really good map, I play it a lot on NA so lots of cred too you good sir!
it should usually be on "fast" by default. if you use create game, there should be a speed setting in the game lobby. change that to "faster"
On January 22 2012 03:59 fjjotizz wrote: Thing is it's in normal or slow speed on EU? Where can I find the fastest speed one on EU? It's a really good map, I play it a lot on NA so lots of cred too you good sir!
it should usually be on "fast" by default. if you use create game, there should be a speed setting in the game lobby. change that to "faster"
Hi realy realy good map: I'm using it for a long time now. Could you give more space for cameras. On some challenges you are at the edge of the map. not being able to scroll more to the left or xy side. Which is unnatural and hindering sometimes and you don't want to learn the map you want to learn natural micro.
As reading about the ideas of creating more challenges: here is my "demand" -protoss: fight vs roaches + baneling-bombs -Give an option to add a delay (before the attack starts) to set up your group hotkeys (for example "david kim uses a group-setup of banelings in his group of banelings")
@grimzzy hehe, of course not. he just added algorithms for unlimited levels. Testing each challenge to be possible for each level would be too much work. And I like the unlimited levels. You can just always increase. - But sometimes it's more about learning the AI behaviour than microing - for example baneling sniping on 20+ its later better to split 100%... yes the sense is to try improve sniping but just sayin..
@itisis next HuK? Hm, I reached 4x+ speed but no creep . because on creep you need tanks :D I'm not playing terran anymore so I don't train this. And it makes your hand hurt^^ Does your one hurt? ^^ Day9's 5 hand-stretches help.
On January 13 2012 18:49 Teoita wrote: To the people suggesting extra challenges: you have to understand that those currently ingame, are actually very easy tasks for the cpu to perform (mostly, amoving), or very advanced and borderline impossible to beat (the blink stalker vs blink stalker mirror). Anything in between would be extremely hard to program...say, ghost vs ht, or ling/baneling mirror. Either a cpu plays perfectly or amoves simply because it can do stuff a LOT faster than any human.
He can still adjust the numbers of enemies. Which sets the diffuculty - even if he snipes you, sniping has a minicooldown which makes it possible for you to train feedback. more for a-move. less for microed-caster units, nevertheless a protoss-AI casting storm is never perfect unless you programm him "baiting" :D So those challenges are still relativly easy to create.
This is one of the best maps, it's helped me out a lot
I would like to see: 1. improved ai micro 2. some rounds don't give you appropriate time that you've set 3. p deathball with templar & storm 4. customizeable upgrades (for ex weapon etc)
First off, great map! I use it mainly as a warmup map before I dive into ladder and it's perfect for that Would like to see one more challenge though: Baneling wars. Just the stardard ZvZ baneling madness where both have a number of zerglings and banelings. Would be great to have a map to practice those fights!
On February 21 2012 21:14 haaz wrote: Hey How can I increase game speed in this ums? It looks like I can only play it on slowest wtf O_o (cant change speed in game menu)?
are you trying to create the game, or join the game?
This is truly an awesome map, I'm using this for months now and I think it really helps me progress and become better at specific parts of the game, which can't be trained otherwise that well or repeatedly. Today I also discovered the multi task trainer by Darglein on EU. Thus imho it's great too. Check that out, guys, if you haven't already!!
You might want to edit the multi-unit control a little bit - I just realized an easy way to pretty much get to a really high level in it - simply place the forcefields down and then wait for the army to come in :X
how can i increase the speed ? i cant find the damn map when i create a game so i can only open it throu dragging it into the launcher and the default speed is kinda low .....
I would really like to see a challenge for ling/bling vs. ling/bling wars. Seems like it would be really good since a lot of people probably don't really practice it
I was told I was MC on the Forcefield Madness. however the hardest one by far is the Blink Stalker level, MKP died on lvl 5 (lol ;D) I could get to lvl 8 solidly the first time i took interest in this map, however my ego has forced me to match Kiwikaki's record of lvl 12. I am currently lvl 10, is there a cool easter egg or something to getting to lvl 13 or higher?
such an awesome map! really appreciate it. Coming from a grandmaster terran i love to use this map to warmup before tournaments both online and offline.
my request is for a chargelot kiting map! and a high templar sniping map
Don't want to necro-post the other map of this author, so, I wonder, if anyone has a direct contact to darglein? I tried to contact him in regards of other map via TL PM as well as on his YouTube channel & PM at ESL, but it seems that he is not around anymore. I'd be very grateful if anyone had a way to contact the guy (e-mail he uses, etc..)