Spawn units, research upgrades, place structures. Take control of units from either army and test out your micro skills. Simulate base assaults. Test your best counter-armies. Compare army costs. Save configurations for later, or even share them.
Quick Help
Units Mode
- Click to spawn 1 unit.
- Shift+Click to spawn 5 units.
- Ctrl+Click to remove 1 unit.
- Shift+Ctrl+Click to remove 5 units.
- Backspace to remove all selected units.
Upgrades Mode
- Click to research an upgrade.
Structures Mode
- Click to enter placement mode.
- Click again to choose a location for the structure.
- Hold Shift to place multiple structures of the same type.
- Backspace to remove all selected structures.
Future Plans
Next Release
- Bugfix: Fix costs for morphed units (cost of morphing + unmorphed unit cost)
- Game speed set to Faster
- Lobby option defaults
Future Release (by priority)
- Bugfix: Persistent unit abilities (such as Vortex) are not Cleared
- Bugfix: Potential problem with Mothership armor (vs. Corruptor)
- Bugfix: Placed Creep Tumors are not burrowed
- Bugfix: Ghost - Tac.Nuke Strike cancels on switch vision
- Bugfix/Investigate: Unit upgrade pics do not reflect reset of army upgrades
- Multiplayer Support (2 player)
- Use progammer's Realtime Mouse-Tracking system for structure placement
- Selection Upgrade - Pop up menu displaying upgrades filtered by the selected units and owning players
- Clear Units only/Structures only/Upgrades only functions
- Hotkeys for common functions: Start, Rejuvinate, Pause, Vision
- Manually adjust unit spawn locations
- Store Orders for each Unit
- Save Force Groups other than 1 & 2 (which are reserved)
- More Flexible Auto-Issue Order system on Start
- Multiple Save Slots
- Active Unit Count legibility
- Neutral Buildings (Xel'Naga Watchtower, Mineral, Vespene Geyser)
- More Detailed Cost Statistics: Total Resources Spent (Units / Upgrades / Structures, +subtotals)
- Upgrade Button - Cycle (instead of Disable)
- Bug: Changeling stops after disguising if not sharing vision with it
- Bug: Ctrl+ESC causes Ctrl key to be temporarily "Stuck" down
- Bug: Immortal & Colossus facing angle not being restored properly
- Clean up the Campaign Unit/Hero tooltips
- Separate Area 6 spawning positions
- Campaign Upgrades
- Structure Placement Mode indistinguishable from official mode
Change Log
Release 8
- Added All Campaign Units, Heroes & Structures
- Undo - Blizzard Patch 1.1 balance change - Ultralisk "Ram" building attack reset to pre-patch
- Package Dependencies: moved Liberty Campaign to lowest priority - Melee unit stats & balance changes will always supercede Campaign units now (fixes Archon damage, among many others)
- Bugfix: Ghost Academy Nukes restored properly
- Creep Tumor Placement Footprint fixed
- Bugfix: Mothership went missing (sorry), back now
Release 7
- Bugfix: Supply Cost of units corrected
- Bugfix: Burrowed Zerg units no longer partially ignored
- Bugfix: Restored Unit Positions are more accurate
- Restricted Flying Unit Movement to Current Area
- Feature: Battle-mode minimal UI (replaced "Done" button; added Cycle Vision, Restore State and Army Value Reports)
Release 6
- Structure Placement mode: Blocking Units are now pushed out of the way; Placement Grid visualization tweaked
- Campaign Content added (Terran Units and Mercs), toggle display with checkbox
Release 5
- Structure Placement mode: Now uses official "Placement Models" where applicable; Passability and Footprint Validity checks are now 100% accurate and use the same per-grid-square Placement check as the internal game code; Placement Grid visualization is "height-locked" to the structure ghost height; Structure Ghost movement is more snappy (instantaneous, no "blend");
- Bug fix: Terran Bunker + Neosteel upgrade was not saving units occupying slots 5 & 6
Release 4
- Structure Placement mode: Placement Grid Emulation improved (placement accuracy, bugfixes, help box added)
- Structure Energy auto-filled, Ghost Academy Nuke auto-built
Release 3
- Structure Placement mode: Placement Grid Emulation added (still not perfect, but better than Release 2)
- Non-league upgrades removed (Viking - Jotun Boosters)
Release 2
- Blizzard Patch 1.1 balance changes implemented early (except for build times)
- Cycle Vision function added (cycles between Player 1, Player 2, Global Vision)
- Backspace Function - press backspace to delete all currently selected units/structures
- Any Units ordered to Hold Position will not attack by default when Auto-attack is enabled
- Carrier Interceptors fixed (pre-battle invulnerability removed completely)
- Structure Placement mode is more accurate (but still not perfect)
- Separated the Clear All button; now there are left/right Clear
- Non-league upgrades removed (Immortal - Weapon Range, Infestor - Peristalsis)
Release 1
- Provided Unit, Upgrade and Structure selection on 7 different areas. There were quite a few bugs in this release.
- Curse page
Facts
- Date created
- Aug 29, 2010
- Category
- Last update
- Sep 08, 2010
- Development stage
- Release
- Language
- enUS
- License
- All Rights Reserved
- Downloads
- 5,782
- Recent files
- R: Mock Battle (Unit Tester) - Release 8 Sep 08, 2010
- R: Mock Battle (Unit Tester) - Release 7 Sep 07, 2010
- R: Mock Battle (Unit Tester) - Release 6 Sep 03, 2010
- R: Mock Battle (Unit Tester) - Release 5 Sep 02, 2010
- R: Mock Battle (Unit Tester) - Release 4 Sep 01, 2010
- Reply
- #48
Origitalus Jan 18, 2011 at 16:13 UTC - 0 likesJust tested some Campaign Units lol Hyperion is nearly undefeatable, at least you need more than 100 mercenary Vikings and 10 BCs..or Kerrigan with her ability to oneshot mechanical units ;) ..and she is immortal :D
- Reply
- #47
Origitalus Nov 17, 2010 at 00:22 UTC - 0 likesFound a Bunker bug:
In the spawn menu for the left player make a bunker and 4 marines into the bunker.
Press START. Press the Restart-Button(on the left side of the DONE button). Press the DONE button.
-> Marines in bunker are gone.
Found an Archon cost display bug:
In the spawnmenu, spawn 2 High Templar or 2 Dark Templar and merge them to an Archon. Now when you spawn some other unit or press START, the costs are updated to the costs of 1 HT + 1 DT.
- Reply
- #46
Origitalus Nov 15, 2010 at 22:51 UTC - 0 likesBuuuuguuuuh!!
I spawned 5 Banelings, 1 Nydus worm, 1 Nydus Network for the right player and 5 Sentries for the left player. Still in the Spawnmenu I put all 5 Banelings in the Nydus Worm, then pressed START. Nothing unusual until here. Then I pressed DONE and suddenly my Nydus Network has 10 Banelings in it and the Unit Panel shows that I have 20 Banelings. When I press again START and DONE it becomes 20/40, then 40/80 and so on, until 255/510.
- Reply
- #45
GeForceFX Nov 13, 2010 at 17:11 UTC - 0 likesAmazing map. Mostly using for marine vs baneling micro. Really thanks for putting all that time and effort into making this sweet map. :)
- Reply
- #44
Origitalus Nov 11, 2010 at 19:30 UTC - 0 likesI often want to test the difference between A-click and focusfire. But sometimes it doesn't work because of APM-lack.
So my features request:
Auto Focus Fire: For each side indiviualy.
Advanced options like:
- Reply
- #43
Existor371 Oct 14, 2010 at 04:19 UTC - 0 likesPlease, fix BANELING cost.
It must include zergling cost.
Now it's 25/25 instead 50/25.
And add please function to delete upgrades (after clear button)
- Reply
- #42
aeruru Oct 09, 2010 at 17:12 UTC - 0 likesYay =) Welcome back
- Reply
- #41
Origitalus Oct 08, 2010 at 22:36 UTC - 0 likesGreat can't wait!
- Reply
- #40
Trylobot Oct 08, 2010 at 14:38 UTC - 0 likesSorry for the lack of updates all. Been doing some consulting work, but I promise I'll get back on this soon :-)
Mock Battle (Unit Tester)
- Reply
- #39
Origitalus Oct 05, 2010 at 00:33 UTC - 0 likesBugreport: Images of Armor and Weapons (when you select units) are not reset after pressing "clear".