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I only played the map for a bit, and while I like it I noticed some issues(only tried zerg challenges):
-Roach Burrow: I did not notice any increase in difficulty. Played to level 6 or 7, but a-moving was still enough. Does the number of marines increase? -Infestor micro: Hotkeys were the default hotkeys, not my custom hotkeys. -Deathball: The protoss attacks a bit too early. It frequently happened that I could not load banelings into the overlords before under attack. -Muta Magic box: Mutalisks start spread out, so magic box is easy. Perhaps add a few turrets between them and the thors, which you kill first. Then the mutalisks stack a bit, and one has to retreat, spread out and then engage the thors.
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On September 04 2011 21:09 Sirion wrote: -Deathball: The protoss attacks a bit too early. It frequently happened that I could not load banelings into the overlords before under attack.
There are buttons down the side which say "more time" "less time" which change the time before an engagement starts, though on occasions it won't work every now and then in my experience,
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Thanks for making such an awesome map :D. One thing I thought was missing was a ghost one for terran, maybe with some emp / snipe needed to win. And /Or feedback for high templars against ghosts, who are attempting to snipe you.
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Awesome custom game. I bookmarked it right away on NA. Hold the Ramp, Blinkstalkers, SCV Train, and Forcefield Survival for toss are amazingly beneficial.
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The forcefield madness anybody survive to level 15? tell me your maximum level ...
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just beat level 18 forcefield madness. 19 seems to hard for me
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Aaaargh why does it have infestors on 2 and army on 1 i have other way round blowing my mind here
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would be nice if you had a ratin system in game.. for challenges. like 10 is diamond 15 masters.. 20 is grand masters level . each lchallenge would have its own custom rating
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why would u make am icro trainer that isnt true to real game sitations i .e force fields reduced to 10 seconds seems like a fan boy nerf. . blizzard says force field lasts 15 seconds.. change back please!
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On September 13 2011 03:02 koonst wrote: why would u make am icro trainer that isnt true to real game sitations i .e force fields reduced to 10 seconds seems like a fan boy nerf. . blizzard says force field lasts 15 seconds.. change back please!
I think that's only for the forcefield survival challenge, because otherwise it's to easy and the purpose of this challenge is only to practice placing forcefields fast and accurate. Don't change back please.
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I can upload it on the SEA servers if you want. PM me.
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im glad he made the map i only had 1 complaint im a protoss i know the importance of knowing alot about force fielding timings and tactics. both FOR and what other players do to defeat force fields.
when u play with balance .. that challenge it no longer is training . it only fun
peace.
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I don't know if this has been posted already, but there isn't a BlueFlame option when doing the Hellion vs Zerglings trainer. Only Stim(?), Creep on, and Speed on. Just thought the OP should know, if i hasn't been brought up.
Other than that, awesome custom map man! Thanks for the time you've put into it.
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Easily my favorite custom map. Love the 1a2a3a4a challenge for a fast warm up before laddering.
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Canada41 Posts
I just found this map and it is awesome. Only bug I noticed was in the tank timing push the lings will show up 'whenever' regardless of time setting.
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This is an awsome tool, improved my micro and unit control a lot, thanks. I have an issue though. Is anyone experiencing lag on this custom map. For example when I do the stutter step challenge and right click my marines to move there will be a bit delay between the click and before they start to move. It's about half a second. I don't experience the same delay when I play a ladder map so this might be the custom map. Also this happens on the Darglein Multitasking Trainer. Any ideas anyone ?
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This is the best micro trainer I played so far... Thanks a lot! =)
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Hi Darglein,
I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all.
Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde
Very nice work on your map, it's really helpful and spot on training
On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
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I'd like a harder version of Forcefield survival, it doesn't have a way to increase the difficulty afaik (except doing it on creep with speed on).
I'd like to play something where the banelings come from multiple ramps at once/having smaller gaps between the waves.
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On October 14 2011 03:42 ZenithM wrote:Hi Darglein, I don't know if it has already been said, but in "Forcefield survival", every time you'll have to defend the bigger ramp (double forcefield), one of your sentries will gain 100 energy instead of 50. So it's a big tell and you can prepare too easily I think (even trying to ignoring it, the purple bars make it obvious): if a sentry only gain 50 after you're done defending a tiny ramp, basically it's one of the other two tiny ramps, so it's not stressful at all. Couldn't you just refill with 100 energy AFTERWARDS whenever you had to defend the big ramp and 50 if it was a tiny one? Also I would allow the banelings to go up the same ramp twice. Keeps you on the egde Very nice work on your map, it's really helpful and spot on training On another note, I'm barely cost effective in the "Blinstalkers" one. It's fucking hard, really pushes you to your limits :D
forcefield survival is a challenge for beginners, because a lot of new players lose games because they dont hit the forcefield , when there is only one ramp (main base). if the challenge is too easy for you then sorry about that, i wont make it harder.
to the thing with the energy: you need the energy before you cast the forcefields. there would be the possibilty to change it, but as mentioned above the challenge is forr beginners and they dont watch on how much energy will get.
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