[UMS] Darglein's Multitasking Trainer - Page 2
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NeepLeZ
Canada19 Posts
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Dhalphir
Australia1305 Posts
absolutely amazing. | ||
Attsy
United States30 Posts
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voxoxo
5 Posts
I think it would be even better if there was more events, and maybe the individual events can be less frequent. Because it is not so hard to multitask predictable situations. What's really hard in a game is to multitask while dealing with the unexpected. For exemple the random templar spawns are great, but because they are regular and expected, it's easy to deal with them. Right now I can't think of anything suitable that could be added, though >.> There is a small issue with the invisible units : sometimes they spawn faster than the energy on the CC regenerates. Is it possible to give the CC 200 energy before starting the round ? I got around this by building a 2nd CC and morphing it into orbital as the round starts, but I dont think this is intended. | ||
darglein
Germany89 Posts
On August 19 2011 01:06 voxoxo wrote: Awesome map. The rare events such as the fight are useful in simulating "unexpected" situations as can happen in an actual game. I think it would be even better if there was more events, and maybe the individual events can be less frequent. Because it is not so hard to multitask predictable situations. What's really hard in a game is to multitask while dealing with the unexpected. For exemple the random templar spawns are great, but because they are regular and expected, it's easy to deal with them. Right now I can't think of anything suitable that could be added, though >.> There is a small issue with the invisible units : sometimes they spawn faster than the energy on the CC regenerates. Is it possible to give the CC 200 energy before starting the round ? I got around this by building a 2nd CC and morphing it into orbital as the round starts, but I dont think this is intended. try to emp the invisble units | ||
Not_That
287 Posts
I am curious, how does the avg APM result from doing this map with most options enabled compare to what you guys usually get in games? I just want to know if a comparison can be drawn. | ||
Yoshi Kirishima
United States10149 Posts
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ntntnghia
Vietnam3 Posts
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Undercat
Canada39 Posts
On August 21 2011 23:32 ntntnghia wrote: In the production challenge, it says queuing more than 1 unit will make you lose points, does that apply to the reactor as well, since you usually queue two units from a reactor? if that's not the case, you should fix it i think, because its natural for terran players to queue upto 4 units on a reactored building. Queing and producing are different things, you would be producing 2 hellions from the factory not producing1queuing1. | ||
ajx.Pylon
United States12 Posts
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ShaneFeit
92 Posts
I think it would be nice if you make a mineral line where the scvs goes (makes it more realistic). Also would be nice if we could use the units created and add them to the main army. It feels like the game ends just as I am getting warmed up, adding time doesnt help since the original army wont stay alive for that long. Think it would be better to train this for something like 30 minutes to increase multitasking endurance. Would love to see Select or some other PRO play this map. Thanks for making it! | ||
beverley
40 Posts
On August 29 2011 11:05 ShaneFeit wrote: Also would be nice if we could use the units created and add them to the main army. It feels like the game ends just as I am getting warmed up, adding time doesnt help since the original army wont stay alive for that long. Think it would be better to train this for something like 30 minutes to increase multitasking endurance. This is a very good idea. | ||
AGIANTSMURF
United States1232 Posts
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smocca
United States83 Posts
1) This is outdated now since the patch (on NA). It throws up some error messages and shows some type of error icons on the map. There's some slight bugginess now with the Ready button (sometimes you can ready up and it will remain there). It works fine otherwise and is still very much playable. 2) Is it pretty much impossible to get 90%+ production? You get penalized for cueing up and for having nothing producing so if the score check happens to go off just as a unit is produced it is almost impossible not to be docked. Not a big issue but I'm just curious if I'm missing something. | ||
BradPitlord
Croatia30 Posts
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slmw
Finland233 Posts
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MaV_gGSC
Canada1345 Posts
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Birkses
Australia24 Posts
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traktor
1 Post
but would be more awesome, if it would be possible for other races, (for zerg i.e) does this help u, when u play zerg? | ||
thezanursic
5478 Posts
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