Apparently there is a minor issue, your able to set the probe to patrol in a ring around the map, he will then only get hit once in a while, spaced far enough apart that his shields regen. So essentially its set and forget
OrgaDale United States. May 20 2010 13:16. Posts 11
On May 20 2010 08:42 Altourus wrote: Apparently there is a minor issue, your able to set the probe to patrol in a ring around the map, he will then only get hit once in a while, spaced far enough apart that his shields regen. So essentially its set and forget
This sounds like an amazing tool for my friends to pratice with; many of them just don't understand the concept of multitasking or how important speed is. I'll check it out and forward it on to them. Nice work!
AWEadam United States. May 20 2010 14:37. Posts 23
having watched your success on hard mode (congratz btw) it looked rather relaxing. when i try it for protoss it gets way more hectic as i have to actually center my screen onto my base to build supply and warp in units. but awesome training map! good work there...
imagine buying a home trainer bicycle thingy, setting it to auto pedal and complain you dont lose any weight while watching the telly sitting on the couch... some people just dont make any sense at all :D
"You're not wrong Walter. You're just an asshole!" El Duderino
AWEadam United States. May 21 2010 01:58. Posts 23
On May 20 2010 21:34 torfteufel wrote: having watched your success on hard mode (congratz btw) it looked rather relaxing. when i try it for protoss it gets way more hectic as i have to actually center my screen onto my base to build supply and warp in units. but awesome training map! good work there...
imagine buying a home trainer bicycle thingy, setting it to auto pedal and complain you dont lose any weight while watching the telly sitting on the couch... some people just dont make any sense at all :D
Ah, it's still definitely hectic, because if I forget a single step, it seems to make all the difference in the end. At first I truly thought beating hard mode with zerg was impossible, especially with all those siege tanks and roaches taking 2 supply now. But after many attempts, multitasking the probe and my base became second-nature. What I suggest for Protoss is sticking to gateways and queing up units. If you're concerned about the rate of production, I think building more gateways for the sake of easier macro would definitely be worth it. In protoss late game, sometimes I prefer Gateways because it's easier to queue units from 10 gateways off 3-4 bases, giving me time to concentrate on scouting, micro, harassment, simcity, etc. But it's probably much better practice to use Warpgates in the end, since that is more difficult to multitask and will probably make you better overall.
Hurray! Uploaded version 0.9 containing a ton of changes. Read the op for details.
Biggest change is that difficulty settings are now completely customizable. I do however fear that people will end up removing any restriction they find too hard in order to get the satisfaction that they beat the map and that will result in the opposite effect of what was intended. What do you guys think? Are people aware that with great power comes great responsibility or are restrictions necessary to help people improve even if they get frustrated?
Anyway, have fun and keep the feedback coming, it's actually really hard for a single person to test all possible situations
Edit: Would a mod be kind enough to update the thread title to [UMS] Multitasking Trainer v0.9 so that people know that a new version is out?
Last edit: 2010-05-21 08:12:25
Draconicfire Canada. May 21 2010 10:03. Posts 1628
Hm.. How exactly are you supposed to keep Queen energy down? I always seem to slowly gain more energy than I spend, unless if I'm just not timing it good enough.
On May 21 2010 10:03 Draconicfire wrote: Hm.. How exactly are you supposed to keep Queen energy down? I always seem to slowly gain more energy than I spend, unless if I'm just not timing it good enough.
Creep Tumor?
The new "custom" difficult is awesome. So much work. Thanks for the new version.
You must consider that Mule cost double energy than Larvae/crono for the Hard difficult.
Last edit: 2010-05-21 12:02:41
TheAngelofDeath United States. May 21 2010 12:08. Posts 2026
On May 21 2010 10:03 Draconicfire wrote: Hm.. How exactly are you supposed to keep Queen energy down? I always seem to slowly gain more energy than I spend, unless if I'm just not timing it good enough.
Creep Tumor?
The new "custom" difficult is awesome. So much work. Thanks for the new version.
You must consider that Mule cost double energy than Larvae/crono for the Hard difficult.
Crap! I wanted to adjust the energy limits for Terran but I completely forgot. It will be fixed within the day, thanks for pointing it out.
Craton United States. May 21 2010 18:01. Posts 10142
Mm, finally beat it after 3 tries. Felt the zergling vs probe speed needs to be tweaked a bit; it's annoying that the zergling is slightly faster than the probe. If you don't cut every angle around obstacles perfectly it still catches up and gets a hit or two in, even if your probe never stops moving once.
The initial rush on normal feels a bit overdone, as well.
On May 20 2010 21:34 torfteufel wrote: having watched your success on hard mode (congratz btw) it looked rather relaxing. when i try it for protoss it gets way more hectic as i have to actually center my screen onto my base to build supply and warp in units. but awesome training map! good work there...
imagine buying a home trainer bicycle thingy, setting it to auto pedal and complain you dont lose any weight while watching the telly sitting on the couch... some people just dont make any sense at all :D
Ah, it's still definitely hectic, because if I forget a single step, it seems to make all the difference in the end. At first I truly thought beating hard mode with zerg was impossible, especially with all those siege tanks and roaches taking 2 supply now. But after many attempts, multitasking the probe and my base became second-nature. What I suggest for Protoss is sticking to gateways and queing up units. If you're concerned about the rate of production, I think building more gateways for the sake of easier macro would definitely be worth it. In protoss late game, sometimes I prefer Gateways because it's easier to queue units from 10 gateways off 3-4 bases, giving me time to concentrate on scouting, micro, harassment, simcity, etc. But it's probably much better practice to use Warpgates in the end, since that is more difficult to multitask and will probably make you better overall.
i was thinking about not upgrading to warpgates so i have an easier time. but then again as i have written in my first comment, its a training map and i would definitely not do that laddering. sure i can probably screw with the map to be able to beat it, but that is beside the point :D (hometrainer much?) my next step will be using the f5-f8 hotkeys as i am currently not using them playing (man they are soooo far away)
btw. awesome update!!! cant stress enough how cool you are making this map...
"You're not wrong Walter. You're just an asshole!" El Duderino
On May 21 2010 10:03 Draconicfire wrote: Hm.. How exactly are you supposed to keep Queen energy down? I always seem to slowly gain more energy than I spend, unless if I'm just not timing it good enough.
A solution to this problem is to build a second Hatchery. This is also what I do in multiplayer games to make up a bit for my horrible macro
Uploaded version 0.91 that fixes macro energy limits for all races as well as some minor bugs.
Biggest change imo are the difficulty settings. Since I managed to get some time to playtest the map, I think that the settings are now pretty decent and should cover a wide range of skill.