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**edit January 30th 2011 - I uploaded the build order tester to europe for use there. The map is called Build Order Tester by qxc - if you search for qxc you'll find it.**
You get a CC and 6 scv's and a set of mineral patches and geysers. Nearby there is an empty expansion.
When you type -reset the minerals/gas all reset and all your units are removed. You are then given another CC and 6 scv's. Also the time elapsed is displayed upon reset.
Thus this allows you to easily and quickly test a build order over and over without having to reload the page. Also since it gives you the time elapsed (in seconds) it allows easy comparison.
***Terran/Protoss/Zerg Supported***
-reset T -reset P -reset Z
give you a T/P/Z starting base + workers respectively.
I also moved the expo further away to prevent weird auto mining stuff
Download below w/ reset hotkeys enabled [url blocked]
w/ reset hotkeys disabled [url blocked]
**** New version uses terrain as provided by superior wolf as well as the introduction of timer. Also supports all 3 races. Download link updated.
****2.2 Now resets research when using the -reset commands
****2.3 Reset now removes units instead of killing them Zerg hotkey now restarts the game added support for hotkeys Changed the reset commands
*** New reset hotkeys *** Typing T/P/Z will reset for the given race respectively Shift+1 / Shift+2 / Shift+3 also reset the game for P/T/Z respectively (it's alphabetical)
****2.4
fixed problem where geysers were being removed upon reset
***************************************************************************************************************** Update May30th | Thanks to all the positive feedback thus far. I created this map originally as a tool to help me practice builds in an efficient manner. Due to RL stuff + various sc2 competitions I have no further plans to update and/or maintain the build order tester. Please see isbunk's thread for the newest updates at http://www.teamliquid.net/forum/viewmessage.php?topic_id=127833.
Notable changes include that the tester is now on real maps such as desert oasis and kulas ravine.
Interested in seeing more of my maps in the future? I post all my creations on my twitter qxc0000. http://twitter.com/qxc0000
Previous maps include The set of Terran micro maps below http://www.teamliquid.net/forum/viewmessage.php?topic_id=125866
And the emp challenge map http://www.teamliquid.net/forum/viewmessage.php?topic_id=122483
*****************************************************************************************************************
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Ooh, this should be really helpful. I've got all sorts of silly cheeses that I've been meaning to perfect. I'll try it out soon, thanks a lot.
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there is no place for racism on this forum!!! Add toss and zerg!
good idea for a simple training map though, props.
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I would test this if it weren't so late here but does the map inherently come with a timer display? That is while you're testing the build is there a clock somewhere ticking away so you know that at exactly 5 minutes you have your first ultralisk out (lol) ?
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I couldn't figure out how to make the timer work and didn't feel like investigating further. When I tried to start a timer via trigger and have it display said timer it would just display a timer window with 0 seconds displayed and it would never tick. If someone knows what the deal is with timers I'll fix it...
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I've been looking for something like this. Could you please add the other 2 races as well? not all of us main Terran
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This sounds good. It's a good substitute for many people.
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I have an issue with scvs going to mine the far away minerals for the expo after i get an scv on each mineral patch or if i screw up my split a little bit and send 4 scvs to the top mineral patch. Simple fix, just put a cliff or make the other mineral fields farther away. And is there any way to change the speed to faster, i feel like my scvs are crawling towards the minerals.
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New version up that supports p/z... check the original post for link
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Wow, this is awesome! Thank you o.o
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Awesome, will definitely try this out to polish up on my build orders
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thx, only problem that needs to be fixed is zerg doesnt start with an ovy and can you change the game speed setting seems kind of slow
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This is a great map for practice! Thx a lot bud .
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Also when starting as zerg it doesn't start you with 3 larva, only one.
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Aw man, I just spent an hour making the map pretty and making it Zerg version with an additional timer that shows time elapsed each time after a reset and then making all the minerals reset amount of resources too... only to come back and find out that you just made a zerg version! Anyway, if anyone wants to see what I did with the map... (basically just made it zerg version, new timer, 3 larva on spawn (not attached to hatch though), terrain and new expo layout (7 mineral natural), no broodlings spawn after buildings die, fixed pan camera, all resource reset, game speed default set to faster, etc)
On May 23 2010 14:50 qxc wrote: I couldn't figure out how to make the timer work and didn't feel like investigating further. When I tried to start a timer via trigger and have it display said timer it would just display a timer window with 0 seconds displayed and it would never tick. If someone knows what the deal is with timers I'll fix it... qxc, this can show you how to make the timer window and timer click you need to use a variable and i used three triggers [url blocked]
thanks for making the map qxc! i had some fun wasting time and im not a very good mapmaker so it was cool to see how you made some triggers (i had no idea how to kill all units on map until now, i was trying to do that earlier but they didnt have a specific trigger like in old SCedit.) Also it let me see all the improvements made to the editor (now I can open a file directly and also the data editor is much more organized!) xD
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This is such a great idea . . . thank you!!
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I tried searching for the answer, but how do I install and create a game with this map?
I found a maps folder in documents/sc2beta/maps so I put it there, but when I go to create a game, I don't have an option to search by folder or anything.
I looked on other maps websites and couldn't find the answer, but perhaps I am just not looking hard enough.
Will someone please assist me?
Also, thank you very much for making this map. I'm sure when I figure out how to use it it'll be exactly what I'm looking for.
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Open the map with the map editor found in the same directory as sc2.exe, then ctrl-F9 to test the document.
To run the map faster go to File>Preferences>Test Document>Game Speed
EDIT: Forgot to thank the OP for their hard work, ty.
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This is really great. I am using it constantly, and really shaving precious seconds off of my first stalker.
A quick note, though: There is a small bug. The probe I have in the assimilator when I type -reset p isn't destroyed so I end up with 7 probes (one is hanging out by the geyser). It's not a big deal since all I have to do is not use that probe, but it does show up in my food count which can throw me off if I don't remember that there is an extra probe. And of course you can just hit -reset p twice. Also, for some reason, the gas isn't being reset when i -reset p.
All in all, though, a seriously awesome whosawhatsit
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another update provided thanks to superior wolf. Now supports all 3 races and has an OV + larva for z.
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On May 23 2010 17:31 burbs wrote: Open the map with the map editor found in the same directory as sc2.exe, then ctrl-F9 to test the document.
To run the map faster go to File>Preferences>Test Document>Game Speed
EDIT: Forgot to thank the OP for their hard work, ty.
thank you very much
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On May 23 2010 18:33 mlbrandow wrote:Show nested quote +On May 23 2010 17:31 burbs wrote: Open the map with the map editor found in the same directory as sc2.exe, then ctrl-F9 to test the document.
To run the map faster go to File>Preferences>Test Document>Game Speed
EDIT: Forgot to thank the OP for their hard work, ty. thank you very much
I had the same question thanks!
gj qxc
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Doesn't work for me ... as soon as I type -reset p it just freezes and crashes. Since all the other people in this thread seem to be North Americans, I'd assume it has something to do with the localized client.
On May 23 2010 17:08 mlbrandow wrote: I tried searching for the answer, but how do I install and create a game with this map?
I found a maps folder in documents/sc2beta/maps so I put it there, but when I go to create a game, I don't have an option to search by folder or anything.
I looked on other maps websites and couldn't find the answer, but perhaps I am just not looking hard enough.
Will someone please assist me?
Also, thank you very much for making this map. I'm sure when I figure out how to use it it'll be exactly what I'm looking for.
You can just drag and drop the map file icon on the SC2B start exe.
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this map is AWESOME for someone like me who's really knowledgeable but has terrible mechanics. Though for Zerg is it at all possible to add a version with a 3rd. If you do I will host it on my own site and you dont need to use megaupload
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damn thats neat! Awesome stuff QXC!
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Sweet! Would be fantastic if one could choose/write a command to get attacked by a common push (for instance an option to spawn units that a a player who went 4-gate generally would have when they push out, and have them a-move into you)
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woah this is awesome, thanks qxc
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I'm having troubles downloading from megaupload, the page seems to timeout somehow, would it be possible to provide a different link?
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On May 23 2010 19:45 Bloodash wrote: I'm having troubles downloading from megaupload, the page seems to timeout somehow, would it be possible to provide a different link?
damnit you're right thats weird, I've never had problems with megaupload before omg I'm a guardian
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reset command freezes the game for me
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I believe this had to do with a command I added to remove creep. newest version should work. Link in OP updated.
[url blocked]
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Awesome work, this is really helpul for me :D
A small suggestion if you are thinking of making anymore future additions- maybe you could add ramps in all 4 differections so can practise wall offs aswell?
Nevertheless, great job, its an awesome map
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Sweet, it is quite useful. Thanks sir!
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This is really great man, awesome.
However, one small thing. I dont know if it's the same for all upgrades, but warpgate tech was not re-researchable after a reset.
Also, as someone else mentioned, workers inside gass do not get destroyed on reset.
This is so awesome though, thank you very very much
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Been waiting for something like this to show up! Awesome.
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Thanks a lot, this is a great help
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The new version works now!
Though there is a problem in that when you change races it is still using the Zerg voice. My only suggestion would be make an area in the map where something chases your worker so u have to micro your worker while testing the build order.
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I never considered the fact that researches stay researched. I'm having a tough time figuring out how to have it keep track of what researches have completed thus far. The alternative would be to just set all techs to unresearched status upon reset but I feel like there's an easier way.
This feature will make it into the next version either when someone/I find a good way to do it or I decide to just create a manual reset that sets all techs to zero.
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Hey i made something similar and put it on Kulas ravine as well as a testmap i made myself. Tech resets, but it's just the -1 to every tech on reset. German editor is missing some functions (they aren't labeled). So i guess those Tech things I was looking for were missing. Timer resets on respawn. Did you also create triggers to replace mined out minerals? I mean normally you shouldn't have such a long build order ^^. Rocks blocking paths also come to mind. But interesting to see someone else did nearly the same thing . Except i did it with typing "reset" and then pressing one of three buttons labeled Terran/Zerg/Protoss.
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Great, will make use of it.
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how do you do -1 to all tech on reset? Also I didn't bother to replace mined out minerals. At that point you're not doing a build order. You're running a marathon
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Ah there's one thing that came to my mind as well. When you run a map offline you can just hit the menu and there's a restart option. Does that take long? If not you could just use that and have the player spawn his desired race after startup.
Yes -1 on every single tech. I wanted to make a trigger that stores researched Tech into an Array upon research, but however, didn't find the function for that in German editor (It's translated weirdly as well... All the Tech functions would more sound like you're going shopping :-/ )
edit: oh i read your question wrong. Well i don't have my map here right now. The function is labeled as outdated, but it works.
edit2: I'll send you a PM
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Thank you very much for this mate! I just spent 2 hours practicing builds and making notes. Very appreciated trust me. For the upgrades i just restart through the menu, no biggie.
Especially usefull since Wedropyou.net 2.0 is unplayable for me.
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Best thread title.
Ever.
Also, Great program, although I'm going to wait until a few weeks before release to use it as a lot will probably change to screw up my build!!
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With the EU version I get the "Param/Value" error so I guess it is not localized.
edit: it seems to work just fine otherwise, just the text does not display properly
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I dont know how easy it would be to trigger, but wouldnt it be awesome if, upon resetting, a computer "ghost" (ala mario kart or any other racer) did a build order at the same time as you? Would be able to see very very fine differences between build orders that way instead of just "elapsed time vs elapsed time".
Also, a suggestion to anyone using this, pull off a worker or whatever at regular time to scout. Not scouting can give you a few seconds advantage mineral wise, but may be slightly unrealistic.
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That's deffinitely the next step, making an opponent AI follow a preset BO. This shit has potential!
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just making a ghost for the buildings would not be that hard i guess. But for every single unit :-/ Sounds like a lot of work.
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On May 23 2010 21:54 NeonGenesis wrote:That's deffinitely the next step, making an opponent AI follow a preset BO. This shit has potential! Yes, and being able to "record" that AI to play against say a 10 pool or something. Then adding all those recordings to the map and make them available through pulldown menu ^^ But someone who has greater knowledge with the editor than me would be required
It would be quite easy to just give out textmessages of the timings in your last run however. I also considered displaying textmessages like "10 Pool would arrive now (6 Zergling)" or something like that. So you know how viable that would be against aggressive builds.
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if anyone knows/has an idea of how to do 'ghost' build orders... that sounds pretty sick. I don't really have a clue how you would record all the actions and such. I suppose you could just keep track of when buildings are started and total minerals/gas mined + unit count. That probably wouldn't be too tough and then the info could be displayed in some kind of scoreboard ala the replay stuff already implemented.
Anyone wants to take a stab at this go for it. Not sure if I'll get around to it soon / at all tbh.
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i guess actually displaying the buildings in ther position would be too confusing after all. The "unitcountingstation" from the replays would be enough i guess.
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UPDATE: Apperently, the new version fixed this! Thank you
I get this error
ACCESS_VIOLATION (0xC0000005) occurred at 001B:00B3CF0A. The memory at '0x00000000' could not be read.
I get it when I write "-reset t" Anyone else get that?
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Version 2.2 released
[url blocked]
changes include - All tech reset when using the reset commands Dunno? I might have changed something else but this is the most significant
original post edited as well
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The text messages would be an easy solution, I guess. Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build. A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate.
I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well.
Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive.
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On May 23 2010 22:10 DarQraven wrote: The text messages would be an easy solution, I guess. Still, against some BO's it's not very realistic. If someone sends a bunch of zerglings into my base early on, I'll be sure to lose some probes in the process of defeating them, and that is going to affect my build. A simple text message would give you a good reference point for how fast your build is, but after that first rushing opportunity, the simulation becomes less and less accurate.
I admit I have very little experience in messing around with the editor, but I'd say the earlier suggested 'spawn reasonable army' method is ideal. You can perfect the build until you are confident it's fast and then test it very quickly against a couple of different rush builds. In addition, it doesn't only allow you to test builds but building placement as well.
Then again, until better AI is implemented this would be mostly useless. The current AI just runs their zerglings to their deaths instead of doing anything productive.
Well that's beyond a buildorder tester in my opinion. Textmessage would just be so you have a clue how fast certain things would be there. At some point you would just have to take your BO and test it with some real opponents. But you can make your timings line up nicely (E.g. one Stimpack/combatshield 4 Medivac drop i once did. I was able to cut it down by nearly 1 minute due to rearrangement in the buildorder)
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awesome! totally using this, although is there any way to make a hard AI to play against that micros, etc or would that be very advanced
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On May 23 2010 22:21 NuKedUFirst wrote: awesome! totally using this, although is there any way to make a hard AI to play against that micros, etc or would that be very advanced
Just play on the internet if you are seeking this kind of challenge. I use this to test my macro and seeing the time is very very nice.
Awesome map, this sure as hell helps me out a bit.
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kk, How do I change the game speed so this map isn't on "fast"?
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there's a trigger that sets the gamespeed to faster. You want it slower? Probably would have to delete the trigger.
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Really really nice
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Indeed, I understand that once you add all other kinds off stuff in, you're essentially creating botmatch from scratch. The timing text messages would be perfect, I guess, and could be expanded on quite easily. For example, choose between 'show rush/attack timings' and 'show opponent timing windows', like for instance when you'd have to have your first tank done to exploit a weakness in common zerg builds.
Dunno, I can easily see a map like this expanded to functions like that. But that's definitely something for further down the road, if at all.
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Great map overall! However, when you try to -reset z after playing as Zerg, it's a little buggy. It looks like it's back to the usual start of hatch, ovie, 6 drones, 3 larva, however when you hotkey the hatchery, the larva are not "connected" to it. So when you click the hatchery and press 's' it doesn't select larva even though it's available. You have to manually select the larva yourself.
It works perfectly before issuing the -reset z command though
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reset commands doesnt reset upgrades for units =/ .. what is kinda important in timing builds.
Fast fix for anyone who needs to reset some of them before we get update: - open map in editor - press F6 to open Triggers - from left list pick reset for your race - in left tree right click on Actions and pick "New Element" - on left pick "TechTree", then on right double-click "Set Upgrade Level for Player" - now sellect added item on Tree, and look at buttom of window. You should have: "Set Upgrade upgrade level to 1 for player 1" - click on Upgrade, then set "Value", filter your race and pick upgrade you want to set.. press OK - set upgrade level to 0, so command looks like : "Set <name of upgrade> upgrade level to 0 for player 1"
.. atm i have to reset each upgrade one by one .. probably author know way to reset them all at once -_-
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Thank you very much for this. It's excellent.
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So this is what qxc uses for his refined turtle play. =P
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Hey when i type reset, the minerals don't reset. Just a note.
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Is there no way for a mac user to run these since we don't have the editor available to us? That would kinda suck.
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This is awesome! Mostly I like the timer... I always feel like I am macroing like a champ in games, then I see that I only have a decent amount of units at the 10minute mark.
Also noticed the issues for Zerg. I just hit F10 -> CTRL-R to reset the map. Works about as quickly as -reset z
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There is a little bug when I reset to zerg - the select larva hotkey doesn't work. Although in the bottom right panel the larva symbol flashes when I press the key, no larva is selected.
No problem however, since zerg is default, I can simply use the game's restart function.
Many thanks to qxc, this is really useful and fun.
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<3 qxc. Now I can stop trying to use my ipod to get timings on bo's and forgetting to start the timer half the time.
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On May 23 2010 22:21 NuKedUFirst wrote: awesome! totally using this, although is there any way to make a hard AI to play against that micros, etc or would that be very advanced
There are some third-party launchers out there that have tough AI and don't require Battle.net. The StarCrack AI pack provided a good challenge for me. It isn't a real opponent but it will macro quite quickly and attack. Keeps you from getting lulled into the "I've got this down!" mentality when a swarm of early marines rains on your parade. Of course I'm a noob, so your mileage may vary.
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The newest version on the front page resets tech correctly. Make sure you're using at least v2.2.
If anyone knows how to attach larva to a hatchery let me know.
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if you sneaked in an in game timer that is continuously being displayed, that would be perfect
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On May 24 2010 06:23 qxc wrote: The newest version on the front page resets tech correctly. Make sure you're using at least v2.2.
If anyone knows how to attach larva to a hatchery let me know. In the multitasking trainer the guy applied the "spawn larva" spell onto the hatch. This spawns 4 larva, but it doesn't overly affect zerg openings (AFAIK), and if it does, you could spawn the 4, and then remove 1.
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Excellent map, but it's slightly unrealistic. The latency is perfect.
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I just used it, excellent tool
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v2.3 is up. check original post for details
thanks to isbunk for help on fixing larva and setting up the hotkeys
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Shift+1 / Shift+2 / Shift+3 also reset the game for P/T/Z respectively (it's alphabetical)
Is there a way to disable this. I use those combos for a lot of other things throughout the game.
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Yea. There's two versions. One doesn't have those hotkeys enabled. Check the original post
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Awesome idea. Love these "practice" maps. Really helpful.
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wow, the timer seems way off. Does it go by real time or something? Because somehow I managed 6 banes and 18 lings before the 4:00 mark...
EDIT: nvm, looked at the triggers, it does go by real time. Easy to change it to game time though.
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Thank you sir very helpful. You are a gentleman and a scholar.
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QXC is the MAN! Good player and does all kind of shit for the community. What a baller!
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it's been unavailable for some hours =/ anybody got another link?
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It's the zerg sound effects for all races. Could you please make it terran or protoss?
NOT ENOUGH MINERALSSSSS is killing me.
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United States4126 Posts
Is it just me or do some mineral patches/gas disappear when you reset?
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hey, I'm getting "could not load dependency data" error when I try to open the map. I've looked around but can't find ways around the problem, anyone know what to do?
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Thanks qxc this will be insanely useful.
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On May 25 2010 07:20 Kinky wrote: Is it just me or do some mineral patches/gas disappear when you reset?
This happened to me as well. By clicking menu-restart, it will clear up the issue. Hope this helps.
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Maybe this is a stupid question, but can you load the official sc2 maps from the editor? I like this test map, but it seems like it would be more useful if we could test our builds on the actual sc2 maps. Is this possible at all, or am I just dreaming?
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I remember back with SC1 there used to be a program called BWCoach that would allow importing of text files in a certain format for "coaching" you through the build during the game. It would tell you what needs to be made at what time. It's a good way to "ghost" yourself against the ideal time. If a feature like that could be implemented - awesome!
On a simpler matter, changing the time from Real Time to Game Time would be really helpful
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if you're wanting to get saucy with it, add milliseconds to help with worker splitting techniques
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Any chance of getting something displaying total minerals/gas mined and their collection rates below the timer? It would help with getting an idea of what sort of economy various build orders end up with.
I tried to edit the map to do it myself, but I couldn't get leaderboards working correctly.
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Fixed a bug where geysers were being removed.
v2.4 in original post
No hotkeys
[url blocked]
w/ hotkeys
[url blocked]
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Maybe you could at some point accomodate proxy builds by making the map bigger and adding another main in an average two player map distance. Since early timings are crucial in such builds, it would be useful to be able to work on them with a tool like this.
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Hi everyone. I made some more changes to the awesome "qxc build trainer". Here is a list of changes along with a download link:
Download links: Desert Oasis: v0.13 - Download link: + Show Spoiler +Changes: - Added "previous supply" (The supply limit you reached on your previous run) + Show Spoiler +
--- Older Versions ---
Desert Oasis: v0.12 - Fixed and locked speed as "faster"
Desert Oasis: v0.11 Added: -Original maps with multiple spawnpoints: * Desert oasis - Spawns are now map-originals and not modified (faster and 100% accurate to the maps) - Support for zerg (no need to restart map) - Timer along with timer for the previous run (so that u can see how much u improved): + Show Spoiler +
Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint
Or no hotkeys: Type z and press enter = Restart as zerg (on current spawnpoint) Type p and press enter = Restart as protoss (on current spawnpoint) Type t and press enter = Restart as terran (on current spawnpoint) Type re and press enter = Restart map for new random spawnpoint
If there is a need and there are no bugs, ill add even more maps!
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On May 26 2010 02:13 isbunk wrote:Hi everyone. I made some more changes to the awesome "qxc build trainer". Here is a list of changes along with a download link: Download links: Desert Oasis:+ Show Spoiler +Added: -Original maps with multiple spawnpoints: * Desert oasis - Spawns are now map-originals and not modified (faster and 100% accurate to the maps) - Support for zerg (no need to restart map) - Timer along with timer for the previous run (so that u can see how much u improved): + Show Spoiler +Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint Or no hotkeys: Type z and press enter = Restart as zerg (on current spawnpoint) Type p and press enter = Restart as protoss (on current spawnpoint) Type t and press enter = Restart as terran (on current spawnpoint) Type re and press enter = Restart map for new random spawnpoint If there is a need and there are no bugs, ill add even more maps!
Holy fuck Isbunk you are a god testing now before I go back to work and thank you for the original qxc it has been quite usefull to me.
EDIT: Just quickly gave it a try
The timer itself works fine however (not a big problem as its easy to tell which is which just aesthetic value really) the different portions of the timer appear to be labeled oddly, unless its just an error on my end, and for some reason when I reset it does not get rid of the gases that I make, other than that it worked great, I would like to humbly request an LT version if you have the time please
EDIT OF MY EDIT:
Just wondering would it be possible to add in a "what your supply was at this time last go" counter? or something to that degree? obviously not named like that but you get the picture
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I like it Isbunk. It's nice to be able to test on a real map.
And yes, please do this for all the other maps, that would be awesome. It would allow us to practice our builds when the beta goes down for a few weeks.
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On May 26 2010 03:26 Manbear wrote:Show nested quote +On May 26 2010 02:13 isbunk wrote:Hi everyone. I made some more changes to the awesome "qxc build trainer". Here is a list of changes along with a download link: Download links: Desert Oasis:+ Show Spoiler +Added: -Original maps with multiple spawnpoints: * Desert oasis - Spawns are now map-originals and not modified (faster and 100% accurate to the maps) - Support for zerg (no need to restart map) - Timer along with timer for the previous run (so that u can see how much u improved): + Show Spoiler +Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint Or no hotkeys: Type z and press enter = Restart as zerg (on current spawnpoint) Type p and press enter = Restart as protoss (on current spawnpoint) Type t and press enter = Restart as terran (on current spawnpoint) Type re and press enter = Restart map for new random spawnpoint If there is a need and there are no bugs, ill add even more maps! Holy fuck Isbunk you are a god testing now before I go back to work and thank you for the original qxc it has been quite usefull to me. EDIT: Just quickly gave it a try The timer itself works fine however (not a big problem as its easy to tell which is which just aesthetic value really) the different portions of the timer appear to be labeled oddly, unless its just an error on my end, and for some reason when I reset it does not get rid of the gases that I make, other than that it worked great, I would like to humbly request an LT version if you have the time please EDIT OF MY EDIT: Just wondering would it be possible to add in a "what your supply was at this time last go" counter? or something to that degree? obviously not named like that but you get the picture
That looks really wierd. I just uploaded a newer version with faster speed fixed. I'll check and see if I can add the supply thingy right away and then i can get to work on LT. This is how it looks on my end: + Show Spoiler +
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Updated: - Added Lost Temple - Added Steppes of war
Download links: Desert Oasis: v0.13: + Show Spoiler +Lost Temple: v0.13: + Show Spoiler +Steppes of war: v0.13: + Show Spoiler + Changes: - Added "previous supply" (The supply limit you reached on your previous run) + Show Spoiler +
--- Older Versions --- Desert Oasis: v0.12 - Fixed and locked speed as "faster"
Desert Oasis: v0.11 Added: -Original maps with multiple spawnpoints: * Desert oasis - Spawns are now map-originals and not modified (faster and 100% accurate to the maps) - Support for zerg (no need to restart map) - Timer along with timer for the previous run (so that u can see how much u improved): + Show Spoiler +
Hotkeys: ctrl + z = Restart as zerg (on current spawnpoint) ctrl + x = Restart as terran (on current spawnpoint) ctrl + c = Restart as protoss (on current spawnpoint) ctrl + v = Restart map for new random spawnpoint
Or no hotkeys: Type z and press enter = Restart as zerg (on current spawnpoint) Type p and press enter = Restart as protoss (on current spawnpoint) Type t and press enter = Restart as terran (on current spawnpoint) Type re and press enter = Restart map for new random spawnpoint
If there is a need and there are no bugs, ill add even more maps!
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I believe the weird timer naming is related to the difference between the EU and US clients. I recall seeing something about it somewhere, but I can't recall where, so I apologise as I am unable to provide a source. Seeing as one of you is from Sweden and the other from Canada it could be the case.
Any chance for a collection rate or total collected box similar to the supply count? (Asking twice isn't being a broken record right?)
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On May 26 2010 07:14 Mizzles wrote: I believe the weird timer naming is related to the difference between the EU and US clients. I recall seeing something about it somewhere, but I can't recall where, so I apologise as I am unable to provide a source. Seeing as one of you is from Sweden and the other from Canada it could be the case.
Any chance for a collection rate or total collected box similar to the supply count? (Asking twice isn't being a broken record right?)
Yeah this looks like lack of "localization", http://www.sc2mapster.com/ has some articles about it.
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Thank you isbunk, that's really cool!
Some bug reporting: I also get the "param/value/..." labeling like in the screenshot above. I always thought that had something to do with me using a localized (German) client, as in the actual game some things are similarly oddly labeled (or rather not labeled). I always thought that the software is supposed to insert a German term there that hasn't been defined yet in the localized client.
The second thing is that upon reset, the fog of war doesn't reset. The lighter trace where units have been moving remains.
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On May 26 2010 07:14 Mizzles wrote: I believe the weird timer naming is related to the difference between the EU and US clients. I recall seeing something about it somewhere, but I can't recall where, so I apologise as I am unable to provide a source. Seeing as one of you is from Sweden and the other from Canada it could be the case.
Any chance for a collection rate or total collected box similar to the supply count? (Asking twice isn't being a broken record right?) I'll get on it right away and see what I can do. I'm prolly going to make a new thread. It'll be easier to update and maintain.
Localization you say? I'll see what I can do!
P.s. If anyone who has the param value-error want to help me test pm me your msn and I'll add you!
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I love you for creating an LT version however did you manage to look into the gas problem I was asking about or was that addressed somewhere else in the thread that I missed lol
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you guys are awesome, these are fantastic for learning new builds with a race you're unfamiliar with.
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On May 26 2010 08:17 Manbear wrote: I love you for creating an LT version however did you manage to look into the gas problem I was asking about or was that addressed somewhere else in the thread that I missed lol If you are refering to the gas disappearing the answer is yes - fixed!
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Holy shit. At first I thought it was some kind of bug, cause it felt like units started building before I even clicked... But then I realized, THIS is what lag-free play is like. Oh, my, god. I don't wanna play on b.net now.
Oh btw, isbunk, none of your maps works. At all.
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On May 26 2010 09:07 HeyheyLBJ wrote: Holy shit. At first I thought it was some kind of bug, cause it felt like units started building before I even clicked... But then I realized, THIS is what lag-free play is like. Oh, my, god. I don't wanna play on b.net now.
Oh btw, isbunk, none of your maps works. At all.
In what way don't they work for you?
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On May 26 2010 09:36 isbunk wrote:Show nested quote +On May 26 2010 09:07 HeyheyLBJ wrote: Holy shit. At first I thought it was some kind of bug, cause it felt like units started building before I even clicked... But then I realized, THIS is what lag-free play is like. Oh, my, god. I don't wanna play on b.net now.
Oh btw, isbunk, none of your maps works. At all.
In what way don't they work for you?
I don't really know. I can't even open them in the editor. No error message or anything, it just opens an empty terrain.
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On May 26 2010 09:44 HeyheyLBJ wrote:Show nested quote +On May 26 2010 09:36 isbunk wrote:On May 26 2010 09:07 HeyheyLBJ wrote: Holy shit. At first I thought it was some kind of bug, cause it felt like units started building before I even clicked... But then I realized, THIS is what lag-free play is like. Oh, my, god. I don't wanna play on b.net now.
Oh btw, isbunk, none of your maps works. At all.
In what way don't they work for you? I don't really know. I can't even open them in the editor. No error message or anything, it just opens an empty terrain. Are u opening them using the "open map"-command in the editor or just double clicking them?
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Signed up just to say thanks qxc, this has already paid dividends for my basic build and split start!
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Can't get the reset commands to work.
Edit: The link with the hotkeys says hotkeys aren't enabled.
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On May 26 2010 10:19 Chaoz wrote: Can't get the reset commands to work.
Edit: The link with the hotkeys says hotkeys aren't enabled. K, im adding some more stuff. I'll check into that asap.
Edit: It's 4am and I still have a few more bugs but for now its bedtime. Will continue tomorrow!
Update 2: Have to go to work now, but I have a solution for the gas & the reset of the map. Also added total resources mined this run (live update ingame). Previous run: time / supply / Total mins/gas.
Have one more bug to fix and that's the part of the minerals that have been mined out. They don't get restored unless you reset the map. But then again, maybe that isn't an issue at all since I guess u could just take note on how much you mined last time. Anyway, ill work on that as soon as im back from work.
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Haha I can't be the only one who thought this was a topic about Tester's build orders (the player)!
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Thanks for this qxc <3 I wonder though.. will I be able to play this map when the beta is closed?
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This is an amazingly useful map, huge thanks to qxc. Is there a map like this available for broodwar somewhere? I'm planning on trying to make it past D rank on iccup before Sc2 is released, and would love to be able to practice build orders and timings just like this. I could just fail at searching but so far i've only been able to find Micro practice UMS stuff.
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Amazing! thank you so much.
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You should be able to play these maps when beta is closed since they don't (I'm pretty sure at least) rely on connecting to Battle.Net to use them.
edit: I also get the Param/Value timer "bug". Looking forward to the new version!
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This is just awesome! Helped me so much
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Awesome map m8, saves so much time trying to refine early play.
Any chance you can have it send in some AI units for a few typical rushes i.e.
6lings with 6 pool timing 2gate lots 2gate -> 4gate lots&stalkers reapers fast v-ray bunker rush marine bunker rush reaper
I think it would become the most important UMS training map ever if you can do that. It'll help a lot of ppl being able to try to defend simple ai controlled rushes coming in time and again rather then trying to find a practice partner to 2gate you 10-20times in row.
Maybe have a list of rushes show up in text and typing 1,2,3,4,.... for which rush you want to come in and have those units just spawn in and attack.
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On May 28 2010 06:31 Adeeler wrote: Awesome map m8, saves so much time trying to refine early play.
Any chance you can have it send in some AI units for a few typical rushes i.e.
6lings with 6 pool timing 2gate lots 2gate -> 4gate lots&stalkers reapers fast v-ray bunker rush marine bunker rush reaper
I think it would become the most important UMS training map ever if you can do that. It'll help a lot of ppl being able to try to defend simple ai controlled rushes coming in time and again rather then trying to find a practice partner to 2gate you 10-20times in row.
Maybe have a list of rushes show up in text and typing 1,2,3,4,.... for which rush you want to come in and have those units just spawn in and attack. I think that might be possible to do, i made a new thread so that it's easier to update and post updates - http://www.teamliquid.net/forum/viewmessage.php?topic_id=127833
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What about adding a "Minerals/Gas overall earned Counter" to adjust ecobased builds? So I can see the difference between Chronoboosts, far away buildings, different Nexustimings, different scoutingtimings etc.
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Thx a lot this is an amazing useful tool, no doubt about it. Thx QXC
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Amazing! Love this map QXC!
Howerever, what's weird is that, when I go SHIFT+3, for Z, i get the loading screen. But never on SHIFT+1 and SHIFT+2. I could also swap quickly between T&P and never get loading screen, but not for Z.
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Is there a way to work this on a Mac?
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your version without hotkeys totally has hotkeys =\
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This is perfect, Thanks! Well almost perfect. It would be cool as mentioned before if there was a status box (counting station) so we can monitor different things like income and how bad our cheese is destroying our economy. Would be nice to refine my defensive builds also knowing how bad its setting me back and narrow it down with the least sacrifice.
Thanks again!
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On May 28 2010 12:10 TheElitists wrote: your version without hotkeys totally has hotkeys =\
Fix:
a) Open up the file with the editor. b) Click Modules/Triggers c) Find the hotkey entries on left pane/right click/uncheck enable
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This is an awesome tool. Thanks QXC for developing it. I kinda wish the in-game clock ran at the same speed as the replay clock, however. All my previous build order testing has been based on the replay clock, which seems to run 30-40% faster than the in-game clock.
Think there is a way to have them run at the same speed?
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On May 28 2010 13:15 Kostamojen wrote: This is an awesome tool. Thanks QXC for developing it. I kinda wish the in-game clock ran at the same speed as the replay clock, however. All my previous build order testing has been based on the replay clock, which seems to run 30-40% faster than the in-game clock.
Think there is a way to have them run at the same speed?
Changing the timer type from "Real Time" to "Game Time" would do the trick.
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Any of you guys know how to add an APM counter to the maps?
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Can you update the first post with what to do after you download the file for noobs like myself. Thanks.
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@qxc:
if you mine out a mineral patch and reset the map the mineral patches that use to be there, doesn't show up anymore.
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i WOULD LOVE TO TEST THIS out on a map with less rush distance, like stepps of war or incineration zone to get that really good grasp of just how fast things can reach your main. Props to the creator btw, its really nice.
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Please edit the outdated information from the original post about the reset commands, as they no longer work. An impatient person like me just reads to the point where download urls are given and then goes to play, only finding that "-reset P" does nothing.
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Wonderful map, using this. Good job qxc
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This is really awesome.
Somehow create and add a rewind feature and it would be the best thing ever.
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Setting the timer to "game time" by default would be slightly helpful. I think most people probably prefer this, since I think most people make notes of times while watching replays (which use game time). It's fairly easy to fix yourself, but it confused me a little since I didn't notice it until I actually watched a replay of my build order.
I noticed this last night, while I was watching a replay of a game and noted that an early rush took place at about 7 min 30 sec. I was like "wtf" I should have had a much larger force by then. I looked at the build order replay and noted that 7 min 30 sec of replay time was about 5 min 40 sec of real time!
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On May 28 2010 13:53 wonksaggin wrote: @qxc:
if you mine out a mineral patch and reset the map the mineral patches that use to be there, doesn't show up anymore.
I noticed the same thing as well. But guess what? Just load zerg then back to terran or protoss (whichever you were testing) and the mineral patches will be back! Loading zerg does reload the map.
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Wow. This is simply amazing. My friends and I are indebted to you for this.
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This is such an awesome creation, really really great stuff. Anyone reading this that has yet to try it needs to go now because it makes it so easy to perfect your timings.
I was wondering if maybe someone could build on this and add something like scenarios that will simulate a timing attack like a maurader rush or a reaper rush(might be hard because rly micro intensive) or a ling rush ect, 4 gate push ect, just to test our builds against common openings
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you guys are aware that the mac version still has no editor yo we can't use such maps at all? any idea how to still "install" it?
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On May 29 2010 02:33 woolly wrote: Setting the timer to "game time" by default would be slightly helpful. I think most people probably prefer this, since I think most people make notes of times while watching replays (which use game time). It's fairly easy to fix yourself, but it confused me a little since I didn't notice it until I actually watched a replay of my build order.
I noticed this last night, while I was watching a replay of a game and noted that an early rush took place at about 7 min 30 sec. I was like "wtf" I should have had a much larger force by then. I looked at the build order replay and noted that 7 min 30 sec of replay time was about 5 min 40 sec of real time!
So how did you change it to game time? I would like to do this as well.
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I have to say that I'm really liking this map so far. As of yet, I've repeated my split ~300 times or so, giving me 300 games worth of start-up micro practice in a ridiculously small amount of time. It's truly an incredible time saver, and is an easy way to get practice in w/o the necessity of a practice partner or laddering to practice the mundane stuff.
Thank you a thousand times qxc.
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Good choice in not naming the thread "BO Tester" =P
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On May 29 2010 09:04 Watsonator wrote:Show nested quote +On May 29 2010 02:33 woolly wrote: Setting the timer to "game time" by default would be slightly helpful. I think most people probably prefer this, since I think most people make notes of times while watching replays (which use game time). It's fairly easy to fix yourself, but it confused me a little since I didn't notice it until I actually watched a replay of my build order.
I noticed this last night, while I was watching a replay of a game and noted that an early rush took place at about 7 min 30 sec. I was like "wtf" I should have had a much larger force by then. I looked at the build order replay and noted that 7 min 30 sec of replay time was about 5 min 40 sec of real time! So how did you change it to game time? I would like to do this as well.
I would like to know, too.
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How do I get it working. Also, where do i find the galaxy editor thing
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For Mac users, a way to launch a map without havin the editor :
simply download the map file somewhere then open a window where u can see the starcraft2 exe name is "StarCraft II.exe" then drag and drop the map file over the exe !
and voila ! have fun.
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Could you upload it to somewhere else than megaupload? It says the download limit is exceeded for me.
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This is great man thanks!
couple of suggestions for future patches:
1) not have the annoying zerg voice ("we require more minerals", "spawn more overlords") for Terran and Protoss spawns.
2) option to display either real time or game time or both.
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Thank you for this. :D
Suggestions for the future.... though I know it would be a pain in the ass.
-Text displays of some metagame builds... what they could have at what time.
like... if I am playing TvZ as Zerg.... and I enable this feature for 'Quick banshees'
I could get a text at whatever time
"1 banshee could be made now" "2 banshees could be made now" "Cloak could be finished now"
or if I was going against a quick mnm with stim...
"x marines, y marauders, and stim could be done now"
Obviously this would be very difficult... but it would be awesome to know by what time i should have a backup plan in store for certain builds i might see
-a map that has a expansion, gold, with rocks blocking it
in case you wanna practice builds based on getting quick gold... like on LT or something
:D Either way, sweet map, will see tons of use during beta downtime
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Can't get it to work for mac. I don't think the mac has the "Starcraft II.exe". Help please?
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On May 30 2010 21:57 PockyMuncher wrote: Can't get it to work for mac. I don't think the mac has the "Starcraft II.exe". Help please?
Use mapcraft to load it.
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Thanks for the map--very helpful =D
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check original post for further updates and information
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On May 29 2010 09:04 Watsonator wrote:Show nested quote +On May 29 2010 02:33 woolly wrote: Setting the timer to "game time" by default would be slightly helpful. I think most people probably prefer this, since I think most people make notes of times while watching replays (which use game time). It's fairly easy to fix yourself, but it confused me a little since I didn't notice it until I actually watched a replay of my build order.
I noticed this last night, while I was watching a replay of a game and noted that an early rush took place at about 7 min 30 sec. I was like "wtf" I should have had a much larger force by then. I looked at the build order replay and noted that 7 min 30 sec of replay time was about 5 min 40 sec of real time! So how did you change it to game time? I would like to do this as well.
Here are the steps I used to change from Real time to Game time:
1) In Map editor: Click Modules -> Triggers 2) Click on "Init" 3) Click on "Timer - Start Timer as a One Shot timer that will expire in 780.0 Game Time seconds" 4) Change time from real to game by double clicking the "time type" parameter.
Side not: I also changed the game time on the timer trigger itself, but as you've probably tried, this doesn't seem to fix it.
Hope this helps!
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On May 30 2010 23:01 Kambing wrote:Show nested quote +On May 30 2010 21:57 PockyMuncher wrote: Can't get it to work for mac. I don't think the mac has the "Starcraft II.exe". Help please? Use mapcraft to load it.
Thank you so much for this! I presumed I'd need to boot into windows for custom maps. Wonderful find!
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I'd love if you could make the option of the in-game clock display the "faster" time rather than real-time. It'd help with my timings so much.
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i show the faster time same as in replay....
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very useful tool. thanks alot for sharing
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Heard of this in the D9D, I'll try it out, thx!
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Kind of a noob question but where is the sc2 maps folder so I know where to save it to =(
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On June 04 2010 03:56 terranghost wrote: Kind of a noob question but where is the sc2 maps folder so I know where to save it to =(
What I like to do, is keep the map files in a folder on my desktop. When I want to play a map, I open up the folder, and drag the mapfile that I want on top of the SCII icon. Just drop it on top of it, and the map will load for you!
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On May 23 2010 20:50 Highways wrote: The new version works now!
Though there is a problem in that when you change races it is still using the Zerg voice. My only suggestion would be make an area in the map where something chases your worker so u have to micro your worker while testing the build order.
On May 25 2010 05:30 tYsopz wrote: It's the zerg sound effects for all races. Could you please make it terran or protoss?
NOT ENOUGH MINERALSSSSS is killing me.
To change race sound effects, voices and interface go Map -> Player Properties , select Player 1 and use drop down box on the right labeled "Race" , choose Terran or Protoss.
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EDIT: Nevermind, I got it.
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*** New reset hotkeys *** Typing T/P/Z will reset for the given race respectively Shift+1 / Shift+2 / Shift+3 also reset the game for P/T/Z respectively (it's alphabetical) Is there any way I can turn it off? Every time I try to shift-add units or buildings to the existing group I get a reset... arrrrrgh.
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How come it's all dark to me? The fog of war covers everything up. It's not particular to the map. I have trouble with YABOT, too.
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Can you please, publish this to battle.net Would be so awesome!
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Might be a silly question, but I'm kinda new. If I download this map, does it work according to the latest patch, or does it work with the build times that beta had when this map was made?
If it's not up to date, can anyone please point me to an up-to-date build order tester?
Thanks a lot.
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On July 30 2010 00:09 WilbertK wrote: Might be a silly question, but I'm kinda new. If I download this map, does it work according to the latest patch, or does it work with the build times that beta had when this map was made?
If it's not up to date, can anyone please point me to an up-to-date build order tester?
Thanks a lot.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=128752
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Thanks! I'm going to check out more of the stuff on sc2mapster.
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Just wondering, does this tester and yabot work on the latest patch?
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Very nice and useful map. You have to give Blizz props for including a very similar thing in the 'Challenges' section of the game. I like how they are making an effort to teach people how to play vs. other people.
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Would be nice to have this be a 2-player map, have the computer record what you did, and after restart on a given cue attack with everything you produced, giving you a chance to play vs an attack you constructed yourself.
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how do i download it nd get it to upload to SC II cuz i cnt get it to ne1 help me plz?
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On July 30 2010 01:59 Belegorm wrote: Just wondering, does this tester and yabot work on the latest patch?
working for me as of patch 1.1 and how sweet a map this is!
On September 05 2010 09:56 Peking) wrote: how do i download it nd get it to upload to SC II cuz i cnt get it to ne1 help me plz?
1) download map to x drive, y folder 2) double click download file (i.e. the map). this will open the SC2 map editor 3) In the SC2 map editor click the button at the top-right "test document" (or hit CTRL + f9). this loads the map in sc2.exe 4) test builds
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On September 23 2010 15:42 chrisSquire wrote:
1) download map to x drive, y folder 2) double click download file (i.e. the map). this will open the SC2 map editor 3) In the SC2 map editor click the button at the top-right "test document" (or hit CTRL + f9). this loads the map in sc2.exe 4) test builds
I must be doing something wrong over here. When I hit CTRL+F9 it starts the map but it's all fog of war, no units or buildings whatsoever.
Is there a way to fix this?
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Can someone explain why a build order tester is superior to this functionality, please?
Create a 1v1 versus an AI in single player, play in normal speed, and save the game under a new filename every 30 seconds or when you branch to a new variation. I made a great 59/59 2-Rax 8 Marine 8 Marauder 2 Medivac ~8:30 timing push build, for example, and it took me about 45 minutes to make it near-perfect. It's orders of magnitude faster than actually playing the game out repeatedly. Being able to reset doesn't fix human error when you're doing something that you're unfamiliar with. Being able to save and load does.
If a build order tester could include that, too, I'd be sold.
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This is great, thank you!!
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Megaupload is banned where I live can someone upload it to rapidshare?
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Can someone please clarify exactly how to reset? I've tried typing "-reset p" and "reset p" probably one thousand times and I am rather frustrated right now
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Update January 30th 2011 - I uploaded the build order tester to europe for use there. The map is called Build Order Tester by qxc - if you search for qxc you'll find it.
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The reset doesn't work :s
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same here! can only spawn as zerg and reset does not work! with neither race...
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Version 2.3+ has an updated comand set: "*** New reset hotkeys *** Typing T/P/Z will reset for the given race respectively Shift+1 / Shift+2 / Shift+3 also reset the game for P/T/Z respectively (it's alphabetical)"
But i still have a problem with the reset function. I cant reset to Zerg. I spawn as Zerg, when the game starts and can reset as Protoss and Terran (by typing p/t or by pressing shift+1/2) but typing z or pressing shift + 3 doesnt have any effect at all. btw: Im using version 2.4 on europe and the grid hotkey setup.
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On February 03 2011 06:50 YoTcA wrote: Version 2.3+ has an updated comand set: "*** New reset hotkeys *** Typing T/P/Z will reset for the given race respectively Shift+1 / Shift+2 / Shift+3 also reset the game for P/T/Z respectively (it's alphabetical)"
But i still have a problem with the reset function. I cant reset to Zerg. I spawn as Zerg, when the game starts and can reset as Protoss and Terran (by typing p/t or by pressing shift+1/2) but typing z or pressing shift + 3 doesnt have any effect at all. btw: Im using version 2.4 on europe and the grid hotkey setup.
Same for me, sucks. Really good and simple BO tester.
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The download links (MegaUpload.com - closed) no longer work. Is there another DL site for this?
*I know this is an old thread but watching a Day 9 episode it looks like a really good build testing mod and worth seeking out.
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