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I DONT UPDATE THIS MAP ANY MORE. SORRY FOLKS
check yabot or other trainer maps if this one doesnt work for you. sorry forgot to edit this for long time.
BOTV2 This Build Order Tester started from qxc focus on improve and test your own Buildorder.
Download Stable: V 2.5 see ->changelog | Update : 12.06 http://hoel.us/buildtester/BOTV2_5.SC2Map
Screenshot
News: 12.06 V 2.5 is out 11.06 I have teamed up with the author of YABOT on Team Liquid and we have decided to work together such that the encoded build orders will work on both of our maps! Theoretically you will be able to play my map, have your build order saved, and just load up his map and see it there in your history, or vice versa! This should happen within the next week or so
BOTV2 on other Maps: + Show Spoiler + -Open Map in sc2 editor -Modules -> Trigger
FOR 2 PLAYER MAPS ONLY: -Top Left there is a var Global_Startingpoint_count change it ( right side value) from 4 -> 2
-Copy all triggers ( Ctr+A Ctrc+C) -Open ANY MEELE MAP -Modules -Trigger -Delete all Trigger ( there should be one starttrigger) -Paste (Ctr+P) -Save (Ctr+S) -Start
HAVE FUN!
Funktions + Show Spoiler + * See Stats of your Run * See Stats of all Runs in Past * See you BuildOrder list with timmings * Reset any race any startpoint * Controll over shortcuts or menu * Code is dynamic linked : YOU CAN COPY IT TO ANY MAP! * Alpa atack funktion (we focus more on stats than atacks) * Bugfree ( Our Rines killed them all if you find one let us know)
Creators + Show Spoiler + This is a new version of the original version of qxc We take isbunks version and rewrite it. Jeeks worked on it with me in the past At Moment I (skeldark) work on this map
How to Start: + Show Spoiler + Open in Mapeditor. Click SC Button.
THX : + Show Spoiler + qxc for the idea isbunk for version 1.0 of this map Thyem for his webserver and for testing
EscPlan9 for zerg timing atacks s031720 for testing ALL THE GUYS WHO POST TIMINGS
ChangeLOG + Show Spoiler + 0.X Build Tester where you can restart as any Race and see stats of your prev Run.
1.0 - Fixed localization bug where you would get weird param values - Added possibility to see what your supply, total mined gas and minerals were on your last try - Fixed gas disappearing problem - Fixed mined minerals not returning upon reset - Added "previous supply" (The supply limit you reached on your previous run)
2.0 - New Graphics and Labels -Show life worker count - Browse throw your History - Dont save History for a Run Option - Menu - Build Order List - Dynamic Point Settings (you can copy code with easy steps to every map) - Many Bugfixes - Atack Funktion ( ALPHA!) -> see AtackTimings - Total Cleand and recreated Code for multi People programming
2.1 -Bugfix bo dont show on first run -Added some zerg atacks -current stats are horizontal now
2.2 -Finally we got the lagbug and the creepcreationbug. -Rocks are back now
2.3 -Localisation fixed!!! -options added choose your race and startpoint
2.4 -Play on ANY MAP
2.5 -atack remember funktion -pause on options and bo history -cleaned code -remmeber funktion ( say -r timesek text ) to get a remember note on timesek say -rdel to remove all remembernotes
Known Bugs + Show Spoiler + Our Rines killed them all... if you find one let us know!
Mac User + Show Spoiler + Some say Mapcraft works some say it dont i dont know how to start on mac
Programming + Show Spoiler + If you want to join us, just send me a pm with what you want to do. Because there is no way of version controll we have to add our code one after another and work on diffrent folders
Timing Atacks + Show Spoiler + We are looking for Timing atacks: Pls help us by posting them here. We need the unit count and the Time when it MOVES OUT of your base Pls say what UPGRADES done when they ARRIVE AT ENEMY BASE TIMINGS WE GOT:
Zerg Timings: *6 pool / 6 lings pop @ ~2:09 *7 pool / 6 lings @ ~2:18 *8 pool / 6 lings pop @ ~2:28 *Baneling Rush / 6 Banelings and 6-8 speedlings @~4:30. 11 pool hydra rush: 6 hydras @6:29 *Sen's 1 Base Muta / 3 mutas pop @ ~7:45 (and a couple more after *Standard 6 Muta Harass / 6 mutas pop @ ~9:00
Terra Timings: 9 rax 2 marauder rush in tvt or tvp: 3:35 2 marauders are done 9 rax reaper is done: 3:15 -5 Marines 4 Marauders + stim @ 5:00 2 hellion-reactor rush: 5:19 4 hellion-reactor rush: 5:49 -1 Siege Tank,4 Marines,2 Marauders @ 6 :00 Thordrop out at 6:33 1 port 1st banshee done: 6:34 1 port 2 banshees done with cloak: 7:34
Toss Timings: -3 Zealots @3:34 (2 gate) -6 Zealots @ 4:30 dark rush: 1st gets warped in: 6:31. (3 gate robo) -6 Zealots , -3 Stalkers, -2 Sentries, -2 Inmortals @ 8min
TIMINGS WE NEED: ALL OTHER
Feel free to give us your Feedback and Suggestions here.
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First off I would like to thank qxc for the original incarnation of this map, and secondly those that have added onto it.
Have not had a chance to try your version yet but I am intrigued by the timing attack section! That could be a great addition, at certain intervals you got a warning say, "Hey this is a typical time a 6 pool will arrive, or a 4 gate push", etc etc. I could see that being amazingly useful for judging the effectiveness of your build. Can easily evaluate where you stand compared to other builds.
Further more it would be neat if there was an option to toggle an enemy force to test your build. Start up the map, check off 6 pool or something like that. Go do your build and have the pc send in some lings at designated time. Reset the map and bam try it again. That could be really neat stuff.
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first: thx
we working on it, you can actiave atacks and they come in typical time. you get a warning that i comes and then you get atacked.
in alpha for testing: bannling bust and muta atack at 10 sec. if oyu can hold it your gosu ^^ we must work on ai but it should be more a remember funktion. the ai cant micro so you must know by you own if you can hold it at this time.even when when enemy use micro
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I really should take a look at how to code using this map editor sometime. I really enjoy programming in general and I know this is a much more simplified version of it. After I give it a good look, I'll send a PM with what I would like to add/change, or at least ask how I can help this map get further developed.
In the meanwhile, can I have credit for my submitted timings? I took time to test them and publish them at a time when no one posted any timings there.
Also, regarding the Baneling Bust, they will never be arriving at 4:40. The time I provided specifically was when the speedlings were already rallied outside opponent base and then morphed into banelings. It'd be terribly inefficient to morph them in base obviously due to their slow speed compared to speedlings. At earliest they should arrive at ~5 minutes
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credit added. download map and look on tirgger-> atack its very simple look how the bannling bust starts. you can easy copy other atacks in, i just added the zerg atacks
EDIT: we spawn enemy in enemy base and let them move to your base... so what do you think is a good timing for letting them spawn in enemy base`?
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@EscPlan9 - I think we should be able to get the speedlings to start the trek from a random startpoint (other than the player's) and then have some of them morph when they get close to the player's base, just like it would happen in the game. That's probably why skeldark backed up the timing a little bit. This sort of movement of the attacks also allows the player to see if they're scouting the map properly. Thanks again for the hard work on the timings!
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sick. loved the original, will definitely check this out.
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Thank you for this. I love the sandbox ability
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Does this map use game time? or real time?
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we use gametime. think you need gametime because you can compare your build with replays...
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cant wait for some of the common builds to be set in... definitely wanna learn what others are doin right now!
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Cool, another BO tester in the forum :-)
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There is no enGB.SC2Data folder in the MPQ of the map I can download on the link... so I've got those weird parameters on my screen and the map is buggy.
Maybe is it the 1.0 version you uploaded ? thx
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Wait, so in this one does the actual HATCHERY spawn the larve so i can use sd, or do i still haev to select one of the sole 4 ones?
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Thanks much for this, another solid BO tester. If you can get those att timings down, then it will become much more interesting. Keep up the good work.
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On June 03 2010 05:55 skeldark wrote: We (Jeeks and me) created a new version of qxc Build Tester. It is released under Creative Commons by-nc-sa Feel free to join us ->Programming
Sorry, but you can't release maps under the Creative Commons license. Blizzard owns the maps you make, not you.
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On June 04 2010 01:24 BigDates wrote: Wait, so in this one does the actual HATCHERY spawn the larve so i can use sd, or do i still haev to select one of the sole 4 ones? They are spawned from the hatch. You should be able to sd the larvae into drones from the hatch.
On June 04 2010 01:32 Artosis Fan Num230!! wrote: Sorry, but you can't release maps under the Creative Commons license. Blizzard owns the maps you make, not you. We were more concerned with someone taking the map, modding it, and selling it. If they can't do that, then no biggie. In any case, that in the EULA for the map editor or something? I'd love a snippet or something.
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Great job guys!
But I do get the Param/Value-bug that I also had for a while with the older version, but the was fixed.
If image dosent work, this is the url; http://picasaweb.google.se/lh/photo/voQy4Or13eHfq4NXeRD7Nw?feat=directlink
Does it have anything to do with the way I start the map? I simply drag it onto the SC2 icon to get started, which has worked with the old ones.
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@s031720 never get it! in all testeruns try to run it normal over the editor
@Artosis Fan Num230! you sure? mh so lets wait if blizzard sells our map we sue them^^
@Wayem k we look on the localizer data....
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On June 04 2010 05:51 skeldark wrote: @s031720 never get it! in all testeruns try to run it normal over the editor
No, I still get the same problem. :/ I know this happend to many people on the old version of the maps, but I think it was resolved somehow.
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ver 2.0 includes ver 1. i know its because localisation but i dont really understand localisation system in sc2. so i will ask the isbunk who made ver 1 about it and try to fix it. we cant test it so would be nice if you or someone with the problem can help us test it later im using the us client of sc2...
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I'm using the uk client, getting the param/value error, too.
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EDIT i found the solution we have to cast all text vars to string before showing them lot of work but we will start doing it file for file .... could take some time
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Okay everyone, we have new version with the lag bug fixed. Let us know if the lag is not resolved for you in this version. skeldark will update the thread later.
Build Tester 2.2: <link outdated and removed, see main post for latest link>
Note that localization is NOT fixed in this version. Exporting all of the text we use to strings and then using those strings instead of just typing in text is going to be a real pain.
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Alright, somebody send me the link to the version of the map you want localized. I'll get it done in a jiffy.
EDIT: Done, with the link from the above post. I think I did it correctly, at least. I did the exact same thing I did to fix isbunk's version. It should be fully localized for all versions of the SC2 client, unless I forgot about them ^_^
Link - Clicky!
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On June 04 2010 12:37 Jeeks wrote:Okay everyone, we have new version with the lag bug fixed. Let us know if the lag is not resolved for you in this version. skeldark will update the thread later. Build Tester 2.2: http://bit.ly/dd8v9CNote that localization is NOT fixed in this version. Exporting all of the text we use to strings and then using those strings instead of just typing in text is going to be a real pain.
Link is broken
Oh and is it normal that there is no blocking rocks on the second entrance of the starting base?
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+ Show Spoiler +On June 04 2010 12:54 Zeke50100 wrote:Alright, somebody send me the link to the version of the map you want localized. I'll get it done in a jiffy. EDIT: Done, with the link from the above post. I think I did it correctly, at least. I did the exact same thing I did to fix isbunk's version. It should be fully localized for all versions of the SC2 client, unless I forgot about them ^_^ Link - Clicky!
Thank you Zeke, I tried it but I still get the same param value error.
On June 04 2010 14:30 poboxy wrote:
Oh and is it normal that there is no blocking rocks on the second entrance of the starting base?
Yes, that was the same for me btw, no destroyable rocks on Kulas, but maybe its from the patch 15? I havent tried that one yet.
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s031720 can you test version 2.2a with patch 15 and say if it work and when dont can you link a screenshot so i see what vars dont work... thx i fix the rocks. but we dont recreate them every run at moment like the mins
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On June 04 2010 17:54 s031720 wrote:+ Show Spoiler +On June 04 2010 12:54 Zeke50100 wrote:Alright, somebody send me the link to the version of the map you want localized. I'll get it done in a jiffy. EDIT: Done, with the link from the above post. I think I did it correctly, at least. I did the exact same thing I did to fix isbunk's version. It should be fully localized for all versions of the SC2 client, unless I forgot about them ^_^ Link - Clicky! Thank you Zeke, I tried it but I still get the same param value error. Show nested quote +On June 04 2010 14:30 poboxy wrote:
Oh and is it normal that there is no blocking rocks on the second entrance of the starting base? Yes, that was the same for me btw, no destroyable rocks on Kulas, but maybe its from the patch 15? I havent tried that one yet.
Hmm, that's strange...
http://www.mediafire.com/?ynmyvnoxumo
Try that link. I changed one small thing, and I don't think it will matter, but it might.
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thank you! you see the current stats now this means the cast to string works so we have to cast everyting to string....
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Hey guys!
So how are you doing, solved the param-value thingy yet? Im eager to try it out while beta is down. Cheero
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On June 05 2010 19:58 skeldark wrote: thank you! you see the current stats now this means the cast to string works so we have to cast everyting to string....
That's really strange, because all other maps (as well as the previous version) were fixed by simply adding in the locales into the MPQ files. I'll try to look into it, just in case you don't want to spend forever localizing it.
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i did my projekt today now i have some time only 2-3 vars to loc but one of it have 40 parameters and you CANT copy paste parameters in the editor Btw do you guys have suggestion what to work on now? bedder ai for atack , option panel for tips like spawn larve reminder or focus on put it on other maps?
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Personally, once it works for me, id like to have diffrent maps. I havent seen how you solved the buildorder thingy yet, but that would be priority 1 for me if its not solved yet.
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the problem is: some funktions only return text, so i cant do the string cast trick searching for a other trick to fix it and we work on recreate rocks and all other mapunits
last think is same as easy change map. we want everything dynamic so we only have to copy&paste all triggers....
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mh dam it look like same projekt... i will contact him
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i found a way . Localisation should work fine now. download 2.3
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skeldark,
I'am still getting parameter errors in the attack menu.The message in the chat are also parameters. The weard ting is the 6pool seems to work just fine.
I've included a picture here
Anyways big TNX for al you programming work.
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fixed! i work on dynmaik reset map to easy copy code in other maps but have big problems map editor is really beta....
thx to you for testing
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k got a timing for you: with 11 gate + 13 gate 3 zealots leave the base at 3:34. with with 10 and 12 gate it would be a little earlier
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thx version 2.4 out in 2 min Oo i should stop upload any step here .... now you could play it on ANY MAP so i say 3 zelot rush 3:25 k ?
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I just practiced a rush to 5 Broodlords and couldn't get under 11:04. Now I know this is pointless info but o well I have time to kill lol. Can anyone else get lower than that?
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"Rush" to highest tier units aren't ever going to be realistic. You would have to play a completely passive game with your opponent to do so.
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i thinking over the way the map should go. jeeks dont have any time to prog anymore so im alone at moment. Yabot have a bedder atack system than me and im thinking over removeing my because i dont see a point to make something thats allready there. But they focus more one copy bo of other people, my idea was more the TEST your own bo. so i thinking over what to make next. i have all stats you need i think and i did the any map integration.
So i can go on with the TEST idea and work on more output like save your bo compare a run with a other
or i switch to the LEARN Idea and work on some remind funktions thats help you if there are timing holes in your bo like build worker use croneboost injekt lara.
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Great idea, I'd like to contribute as I can (criticize me but please don't be too harsh, I'm silver and started to play online RTS with this beta) As Terran I can have in my base ready to attack (so the travel time to the enemy's base should be added) using the time counter provided in the map:
@ 5 minutes: -5 Marines -4 Marauders Steam around 70% completed
@ 6 minutes: -1 Siege Tank -4 Marines -2 Marauders
@ 10 minutes: -5 o 7 Marines -4 o 6 Marauders -3 Siege Tanks -2 Vikings
As Protoss:
@ 4 minutes (2 gate) -4 Zealots
@ 4:30 minutes (2 gate) -6 Zealots
@ 5 minutes (2 gate) -7 o 8 Zealots
@ 8 minutes (3 gate robo) -6 Zealots -3 Stalkers -2 Sentries -2 Inmortals o @ 8 minutes (3 gate robo) -3 Zealots -5 Stalkers -3 Sentries -2 Inmortals
Edit: Added toss timings.
I hope this to be helpful.
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Not sure if this concern has been raised before or not, but I feel like creep doesn't spread as quickly or I don't start with as much when spawning as zerg. I ALWAYS put the spawning pool behind my mineral line when online and I can't do that on the BO tester. Maybe my timings are just a little faster because there is zero lag, but it doesn't seem quite right to me.
EDIT: Nevermind, I was using the Desert Oasis map, and that one was giving me problems, the new version 2.4 has creep back far enough. Sorry for crying wolf
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ok why does this not work for me? I open map editor with this map and I press the SC button. SC loads and opens the map, but everything is blank. I do not get any menus, dont see any units or anything. Why arent the triggers working?
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@neans nobody said this before. do you can start other use map settings maps? do dont see thel option panel`? do you see the welcome message? try to hit F9 or ctrl+X
@zerluth thx i add the 3 zelot not your 4 zelot because i think 3 zelots faster are harder to deal with than 4 zelots little bit later. ( they can kill rines and queen and lings)
timings over 9 min are to late i think. i can add it . say me when you can beat yourself. exact timing is nice not ~5 terra has so many timingpushs...
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9 rax 2 marauder rush in tvt or tvp: 3:35 2 marauders are done 9 rax reaper is done: 3:15 2 hellion-reactor rush: 5:19 4 hellion-reactor rush: 5:49 1 port 1st banshee done: 6:34 1 port 2 banshees done with cloak: 7:34
Protoss 10gate zeal rush pvz: 1st zeal done at 3:00. Arrives at the other nat at around 3:25 dark rush: 1st gets warped in: 6:31.
Zerg 11 pool hydra rush: 6 hydras done at 6:29
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thx alot how many rines could you make with the hellion rush? how long for 3 reaper ?
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Agreed, 3 fast Zealots are harder. Testing a little more I can have 2 immortals and 10 gateway units (I prefer 3 Zealots, 3 sentries and 4 stalkers but I'm awful and it can be better) at 7:20. If the first reaper comes out at 3:15, at 4:35 you'll have 3 (my timing is 10 secs later for the reason I mention above ). Note that you can have 4 AND the speed upgrade at 4:55.
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check out news. the maker of yambot and me will make the same save system so you can load and save your BO in both maps!
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might want to note that the mac version of the launcher doesn't work anymore (due to the phase of beta ending)
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oh sorry to hear this. is there no other way to start it on mac?
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On June 10 2010 20:38 skeldark wrote: @neans nobody said this before. do you can start other use map settings maps? do dont see thel option panel`? do you see the welcome message? try to hit F9 or ctrl+X
No I don't see anything. I can't type in -reset t and pressing f9 and ctrl+x does nothing. I start the map by going into starcraft map editor. I'm not sure what I'm doing wrong but I can't start the map with the triggers. This happens with other test maps too.
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looks like your sc is crashed.... reinstall ? find patches...
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On June 11 2010 17:31 skeldark wrote: oh sorry to hear this. is there no other way to start it on mac?
not that I know of...
a dev of mapcraft said it wouldn't work at all anymore on the help forum... he sounded pretty discouraged about it too, so I'm going to assume mac users won't be able to do build order tests/watch replays at all until the next phase of beta starts.
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when i download from you link in the first post, i get a map only with attack triggers for zerg. is this common? and do i need to add the missing triggers for other races by myself?
a little instruction for that would be very nice (if even possible only with sc2 editor)
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On June 11 2010 18:09 Allitnil wrote:Show nested quote +On June 11 2010 17:31 skeldark wrote: oh sorry to hear this. is there no other way to start it on mac?
not that I know of... a dev of mapcraft said it wouldn't work at all anymore on the help forum... he sounded pretty discouraged about it too, so I'm going to assume mac users won't be able to do build order tests/watch replays at all until the next phase of beta starts.
How can PC users test build orders or watch replays right now?
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@ tenno thats because i dont had the time to add them i thinking i get rid of all atacks and show warnings insteed. the ai cant micro and everyone could kill them easy. so you have to know from yourself if you can hold it at this time. i will add all waves soon but only as text.
@spiderwaffle dl the map open it in the mapeditor and klick the SC button PS: read start in the Topic oO
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BUG: playing as terran, when you wall off against the baneling bust, the lings continue to attack the wall until they break through, but the banelings just completely stop, they don't even target the units that attack them even before/after the wall is down.
don't know if this happens for other mu's.
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no bug. no ai! bannlings dont atack buildings.... atacks dont have ai in current map editor the ai is totaly messed up perhaps you can wirte a ai for bannling bust but you cant write one for thordrop....
i will stop sending units because of this. i will just show the text of what are comming on what time and you have to think over it if you can hold it. Like: bannling bust: when you have a depo in your wall at this time you are death against a good micro zerg.
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On June 11 2010 18:09 Allitnil wrote:Show nested quote +On June 11 2010 17:31 skeldark wrote: oh sorry to hear this. is there no other way to start it on mac?
not that I know of... a dev of mapcraft said it wouldn't work at all anymore on the help forum... he sounded pretty discouraged about it too, so I'm going to assume mac users won't be able to do build order tests/watch replays at all until the next phase of beta starts.
YOBOT works fine for me, but this one won't load -- I get "Unable to load map."
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this is strange i dont know what trigger makes problems on a mac
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On June 12 2010 02:33 Graven wrote:Show nested quote +On June 11 2010 18:09 Allitnil wrote:On June 11 2010 17:31 skeldark wrote: oh sorry to hear this. is there no other way to start it on mac?
not that I know of... a dev of mapcraft said it wouldn't work at all anymore on the help forum... he sounded pretty discouraged about it too, so I'm going to assume mac users won't be able to do build order tests/watch replays at all until the next phase of beta starts. YOBOT works fine for me, but this one won't load -- I get "Unable to load map."
really? it doesn't work for me (and a slew of other people). you're using mapcraft, right? have you tried it in the last few days? which version of yabot/mapcraft are you using?
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2.5 is out! i talk to maker of yambot to find out if its runs really on mac and how.... could be the map try to copy the code (see manypost-> other maps) on a other meele map that works with mac
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4 gate push: 5:33 for 4 stalkers and warp gate tech.
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ATACK FUNKTION QUESTION: i need some feedback on atack funktion. i think you only need it as an remember funktion because the ai cant micro and if you can hold the ai this dont mean you can hold it in real game beacause real game will mirco good and send reinforcement. but most of the feedback i get is over the atack funktion not the stats and the records things. so do you think real ai controlled atack funktions are important to improve your bo? let me know thx skeldark
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This is how you use this on Mac:
1) Copy the map to ~/Documents/Blizzard/Starcraft II Beta/Maps ( you may have to create the folder ) 2) Download mapcraft at http://www.sc2mapster.com/assets/mapcraft/ 3) Launch mapcraft & Select the map from the maps folder we create above & Click Launch.
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so.. is there an europe version
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europe version? dont it run on eu version? i thought i make the var totaly localised what is you problem on a eu version?
xal i copy your ind. hope it really works we will see^^
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On June 10 2010 10:39 Zerluth wrote:
@ 5 minutes: -5 Marines -4 Marauders Steam around 70% completed
Just tested it. There is no way you can have all those in 5 minutes. Suggest it gets removed from the timings.
Edit: 6marine+4marauder+90%stim: 6:08 (standard 12 rax into 16 rax)
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Okay kind of a noob so cut me some slack if this is a stupid question. When i open the map with map editor, the map refuses to load map setting. i get nothing, no minerals, no scv (drones, etc.). I have nothing, just the terrain and the fog o' war to keep me company. anyone know what i missed?
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thanks a lot for this. it's quite helpful.
just wondering if there is anyway to have the hatchery's initial 3 larva be on the map at the time of spawn, so you can more quickly sd. or is this a bug in my map?
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Hi. I'm sorry if this question has been asked. I tried reading through the first, second, and this thread on the bot and can't figure out what I'm doing wrong. When I click the sc"test document" button in the editor, it just minimizes the editor. I've tried it with and without scII running. I can't seem to find info on this anywhere. Clearly I'm missing something. Any help?
I dl'd the version at the start of this thread btw.
thanks
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On August 12 2010 00:42 sketch.one wrote: thanks a lot for this. it's quite helpful.
just wondering if there is anyway to have the hatchery's initial 3 larva be on the map at the time of spawn, so you can more quickly sd. or is this a bug in my map?
This! It persisted from isbunk's version lol. Guess there are no other zerg players using the BOT since this wasn't noticed earlier.
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edit: sorry, i made a mistake
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issue. zerg starts wtih 0 larvae instead of 3.
there are also strange markers, decals, beacons as zerg.
u also might want to label the timer as "GTS" (game time seconds). i'm sure people will confuse it for real time seconds. even without labels, there is enough confusion and discrepancy of ppl calling both untis of measurement "seconds" already.
in the hitsory window, it also says "run 1/1 2/2 3/3 4/4".... instead of "1/4 2/4 3/4 4/4"
the reset keystroke (ctrl x or ctrl alt x) don't always seem to to work. some times i have to press it 5 times. i wonder what causes it not to respond 100%.
it would be a good idea to have all the keystroke commands in the F12 "tips" area.
also it would be good not to use F9 as a keystroke.
the order of display on the menu is messed up, and there are spelling errors on it too. "random 1,2,3,4" "attacks" with two T's.
have attacks of ofher races, not just zerg.
the attakc timings are very specific, but it varies accoridng to rush distances. there needs to be a way to account for that cz the attacks aren't always going to come at the specified nominal time.
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the bottom left time count faster than the top right time..
its a bit confusing because you don't know which time is the real ingame time
maybe you can fix it
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