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
Regarding Structure Placement: Project Thread
Just comment to say I'm impressed :) And your workaround for building placement is really clever
And could you make a video to demonstrate it? Also maybe post a thread over project workplace for more feedback/suggestion
My suggestion: Added 2 player control support so they can test out each other
Is there any way to see the building grid when placing structures? I have "display build grid" enabled but the structure placing interface doesn't seem to be a build command.
Your Turrets don't shoot at Interceptors!
Hey man, this is a great improvement upon the original, really like the setup and all the different terrain.
I have a request to make and given the editor skills you have I don't think it'd be too difficult. It would get you a huge response on the TeamLiquid.net forums. Blizzard announced some of the unit balance changes coming in patch 1.1 in mid september, for example changing Siege Tank damage from 50 to 35 +15 vs armored, among others. It would be really awesome to make these adjustments in a variation of your unit tester map. I created a thread before I discovered your map which I'll link below, as you can see the topic got about 4000 views so there is a lot of interest from players in something like this. Thanks for reading my post!
http://www.teamliquid.net/forum/viewmessage.php?topic_id=147930
This map needs to be able to change player viewpoints. You should be able to see from the eyes of the left player or the right player or both. If this feature is added it will surpass the original unit tester greatly. This version is far more organized and clean looking. This map's features look so professional I'm surprised Blizzard doesn't have an official in-game tool like this. @Author, please add player viewpoints, it's the only thing that it needs to be 100% perfect.
No it's surely not better than the Unit Tester if we're speaking about the same http://www.sc2mapster.com/maps/unit-tester/). It's not so comfortable. However the many different terrains are great! But I don't think the saving function works..or I don't get it. And what does the author want to tell us with the Attackrange-Upgrade for the Immortal? :D Why don't you get together with the Unit Tester Programmer-Team and you guys develop us the ULTIMATE UNIT TESTER TOOL EVA?! :D
I love this, so much better than Unit Tester in my opinion. The shift-click to add 5 units is brilliant and will save a lot of time. I also love how there's many areas you can choose. One suggestion is to add a clear button for each side of the forces, for example if I'm doing 40 marines vs 10 zealots + 10 stalkers and i'd like to replace the 40 marines with another force a clear forces 1 button would be great.