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
Just 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
Found 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.
Buuuuguuuuh!!
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.
Amazing map. Mostly using for marine vs baneling micro. Really thanks for putting all that time and effort into making this sweet map. :)
I 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:
Please, 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)
Yay =) Welcome back
Great can't wait!
Sorry for the lack of updates all. Been doing some consulting work, but I promise I'll get back on this soon :-)
Bugreport: Images of Armor and Weapons (when you select units) are not reset after pressing "clear".
Request:
Set gamespeed per default to faster plz and not normal :)
Request:
Ability to choose unit placement location manually.
(Background: I'm testing Protoss Wall-Ins right now and when I want to add another unit, I always have to remove my buildings so that the unit can move behind the wall -.-)
Bugreport:
- When I give a Ghost an order to Tac Nuke Strike an enemy Missile Turret and then change the vision to the enemy, then the Ghost stops without nuking!
I have this library that might help you on the structure placement thing
http://forums.sc2mapster.com/resources/trigger-libraries/11481-library-realtime-mouse-tracking-system/
It is recommended to use v1.0 version as it spawn on a per region basis, not moving them along the camera.
@fenzon - Sorry, I have no intention of making Patch changes for patch 1.1 or any other patch toggleable. It's too low-priority for me to devote any time to it.
Also, regarding the campaign upgrades: I would like to add them and make them toggleable in the same manner as the units and structures. To that end, I investigated how much work it would take to add them, and it would appear that they are not stored in the Data the same way as melee upgrades. When I figure out how they work, I will decide if it is practical to put them in or not.
'Til then, I have some high-priority updates I need to get through, such as the ability to play in 2-player mode. Campaign content was really more of a bonus than anything else. The map's original purpose was to allow a player to practice offline in preparation for League play. I don't mind expanding its purpose, but I do have to prioritize a bit (being the sole developer)
-Patch changes An option would be good. Like Auto Attack and Campaign. Sure, the patch should soon be here. But if you plan to keep updating MB then for future patches it'd be nice to be able to choose if you want patch changes in the map or not.
edit: Ah nm, didn't read the Planned for Future Release
-Campaign upgrades Did you remove them? Why not make them toggable like the units?
Bugreport:
- Vortex isn't reset after pressing "Done"
- Mothership's armor doesn't work! (At least against Corruptor)
Request:
- On Area 6 the teams should have different spawning positions.
Thanks for the updates, Trylobot; your map is the best of its kind.
I'm really looking forward to 2 player mode to practice microing with friends - can't wait until you implement that!
Oh wow you're right Origitalus! The ability to neural parasite flying units was removed in patch 5 (March 12, 2010), but it was put back in on Patch 11 (May 6, 2010). source: http://www.starcraft2patch.net/
Yes you can Dionyseus!