Mock Battle (Unit Tester)
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
The first release was awesome but version 8 is like 100 times better. I did find a bug though, you can neural parasite flying units including the mothership, you can't do that in the current patch.
Yeah the new release fixed almost all the bugs! No more bugreports from my side :)
But some feature requests (replace the hotkeys with whatever fits better):
Some features I like in the other Unit Tester (http://www.sc2mapster.com/maps/unit-tester/):
My own ideas:
The new release is great! I love the Battle Mode UI!
Bugreport:
1. Mothership is no more :(
2. Archon has 25/35 damage, not 20/30!
3. Creep Tumors are not burrowed!
4. Ghost Academy removes nuclear missile when state is restored!
5. When I give a Changeling a move order toward the enemy and than change the vision to the enemy, then the changeling stops moving after the disguise!
I just tested a lot lot of things and had so many insights, this tool is amazing! I'm gonna make some advertising for it in my communities! :D
However, a lot of test scnarios were not possible because of the inability to cycle the vision with hotkeys (or at least to cycle it without the need to press the Done-button).
Imho this is most important feature to implement right now.
Bugreport:
Unit positions are not saved accurately. Seems like two different positions are saved and you can switch between them by pressing the "Restore State"-Button.
Request:
Please outline the quantity of the units better. Maybe the numbers with white font color on black background color in a corner of the unit image.
I must say..I would like if patch 1.1 makes this possible :D
Can you make zerg,protoss campaign units and heros too? please..
Bugreport:
- Supplycount in the Tooltip is wrong for some units.
- Supply isn't countet correctly in the "Total Army Cost"-Display.
- When I minimize SC2 with Ctrl+Esc and then return, the Ctrl-Button is like stuck so I am permanently in "Kill-Mode" until I press Ctrl once.
- Flying units can fly outside of the map.
Suggestion:
Auto-Unburrow should be integrated into save status plz
@Paranoiks: 2-player mode is planned for a future release. It is definitely do-able, but will require refactoring of some internal designs.
@AdamK117: If it is possible to detect a right-click event on a Dialog Item, I will definitely implement this... but when I looked, I wasn't able to find a way to do this. antlu65 suggested a "click/cycle" behavior which is for sure already do-able, so I may do that if the right-click thing doesn't work out.
Edit (Sep-2): I should mention that it is currently possible to remove one unit by holding CTRL when clicking a unit button. SHIFT+CTRL will remove 5. Also, if you press Backspace, you will remove all selected units & structures.
Feature request:
Right clicking on a unit removes the last added one
Example:
Press zergling 3 times (i have 3), Right click once -> Removes one of the zerglings that just spawned
Same idea for research too please, i find that i gotta clear all units then re-research stuff. If there is an easier way to unresearch things then it isnt as intuitive as right click.
is there a way to ply 1v1 on this map?
Like Khazetuha mentioned, the 6-slot bunkers do not keep track of the final two slots. Also, perhaps you could implement the following small feature: in the Upgrades dialog, you can toggle the upgrades. Clicking once will cause the upgrade to be applied to that side. Clicking again will cause the upgrade to be taken away.
This map is awesome, my main complaints about it are in the bug fixing list (building placement is spackey, multiplayer so me and a mate can test out league scenarios etc), apart from that, nice work! :D
I absolutely love this map. Got caught up for a few hours testing out various base defenses and rushes. There's one bug in particular I've noticed:
Bunkers which are upgraded to hold 6 slots will not save the unit occupying the last two slots. The unit will disappear every time "Done" is clicked or a preset is loaded.
It may be outside the timeframe of what you're currently working on, but if you could implement all the campaign units, heroes, and special upgrades into an alternate mode, that would be awesome. I'd love to see how some of the nonstandard units / upgrades really affect melee play, if for no other reason than morbid curiosity.
too bad for my own unit tester map - but this one is really good. respect!
Great work with the new structure placement mode! It helps a lot to be able to see where small structures like pylons and depots fit to block off a ramp.
It's easy enough to tell that a structure cannot be placed on a ramp right now because the 1x1 green placement grid emulation square is on a slightly lower plane (for example, placing any size structure on the ramp of Area 3), but it'd be even better if those squares were red as well. I can see red squares on cliffs, but not ramps, and trying to place a structure on a ramp places it above or below the ramp instead of giving an error sound.
Video explain the building placement system
@fenzon: Its a campaign upgrade, increase viking air range by 2, ground range by 1
Jotun Boosters Viking Lanzer Torpedoes gain 2+
What? They're nerfing the Viking too? If so where can I see the leaked patch notes with the other hundred Terran nerfs? I thought they were "only" going to nerf reaper, ST and BC.
edit: Jotun Boosters seems to be a beta upgrade, not 1.1.