First version of this map is finished and ready to go.
Micro Management Tester (v1.7)
Purpose
The purpose of this map is to allow quick, easy unit production and upgrades for the purpose of practicing army composition and micro-management tactics for the game of Starcraft 2. Unlimited resources, invulnerable buildings, and kill zones (places where you can send unneeded units to die) allow you to test various aspects of armies and micro without limit. Use the Terrain to your advantage and learn the intricacies of tactics in Starcraft 2. This map is meant for two players, each opposing each other in builds. Players can easily communicate and see each other's armies so that they can test things like "How many phoenixes do I need to kill 10 mutalisks" and much more.
Features
Instant unit creation of any unit in any of the 3 races
Instant upgrades for all unit-related upgrades.
All energy-using units start at full energy
2 Kill Zones to dispose of units you no longer need to test
Destructible rocks for DPS testing
Varied Terrain for testing cliff pathing and battle advantages/disadvantages
Choke Points
Buildings are invulnerable, and kill zones around each base so that you cannot be easily camped
20,000 of each resource type every 30 seconds is what is set for each player
Entire map is revealed so that you can manage your armies for quickest points of contact
Future Releases/
Adding a computer AI for when players wish to test solo
Fog of War now toggleable for both players
Warning at the beginning about kill zones for players that invade each other's bases
Wider middle road in the center of the map
Wider ramps for the ramps facing player's bases
Some basic terrain edits
Added support for generating AI units in the center of the map
Changed the toggle button for Game Menu to F8
Made various script changes to streamline the script
Added small dirt circles in each base which allows you to transport units to kill zones faster
Also, looking for someone who is very well acquainted with AI scripts, as I'd like to implement levels of difficulty where the generated AI get better by the difficulty. At the lowest level of difficulty the AI would act as they do now except they wouldn't be on a leash to their spawn point. At their highest level of difficulty they would focus fire, kite, and attempt to snipe more dangerous units first.
First version of this map is finished and ready to go.
Micro Management Tester (v1.7)
Purpose
The purpose of this map is to allow quick, easy unit production and upgrades for the purpose of practicing army composition and micro-management tactics for the game of Starcraft 2. Unlimited resources, invulnerable buildings, and kill zones (places where you can send unneeded units to die) allow you to test various aspects of armies and micro without limit. Use the Terrain to your advantage and learn the intricacies of tactics in Starcraft 2. This map is meant for two players, each opposing each other in builds. Players can easily communicate and see each other's armies so that they can test things like "How many phoenixes do I need to kill 10 mutalisks" and much more.
Features
Instant unit creation of any unit in any of the 3 races
Instant upgrades for all unit-related upgrades.
All energy-using units start at full energy
2 Kill Zones to dispose of units you no longer need to test
Destructible rocks for DPS testing
Varied Terrain for testing cliff pathing and battle advantages/disadvantages
Choke Points
Buildings are invulnerable, and kill zones around each base so that you cannot be easily camped
20,000 of each resource type every 30 seconds is what is set for each player
Entire map is revealed so that you can manage your armies for quickest points of contact
Future Releases/
Adding a computer AI for when players wish to test solo
Feel free to add suggestions or comments here.
The link is invalid. You might want to fix that. :)
Even better, I attached it directly to the post! Let me know if there are any other issues. Thanks.
Uploaded another version.
Version Changes:
Fog of War now toggleable for both players
Warning at the beginning about kill zones for players that invade each other's bases
Wider middle road in the center of the map
Wider ramps for the ramps facing player's bases
Some basic terrain edits
Uploaded another version.
Version Changes:
Also, looking for someone who is very well acquainted with AI scripts, as I'd like to implement levels of difficulty where the generated AI get better by the difficulty. At the lowest level of difficulty the AI would act as they do now except they wouldn't be on a leash to their spawn point. At their highest level of difficulty they would focus fire, kite, and attempt to snipe more dangerous units first.
Edit: Map in action...