Unit Tester
A map where you can easily create and test out units. Get to know exactly what composition works great against what!
Unit Tester Online v0.97 - updated Dec 17, 2011
Unit tester for one or two players. Easy to use unit creator, resource spending tracker, different arenas, and many options. Compare unit compositions and costs, or practice your micro with friends.
To play the map online:
- Search for keyword "online"
- NA server: "Unit Tester Online" published by Killer
- EU server: "[Official] Unit Tester Online" published by Westberg
- SEA server: "[Official] Unit Tester" published by EpicZergling
- other server: We need help publishing! Contact me for latest versions!
To play the map offline:
- Download TheUnitTester.SC2Map from the right side.
- Choose from "North America" or "International" versions, depending on your client.
- Drag TheUnitTester.SCMap over Starcraft II to open with the Blizzard Launcher
Screenshots
Credits
- XGDragon - original map author, created map during Beta
- EyeSeeEm - updated map from Beta to Release
- Trylobot - reused some of his excellent code from Mock Battle
- Hunter - updated map from Release to current
Contact
Email comments and suggestions to [email protected].
It would be realy cool if you could make this map multiplayer once Blizzard enables map submitting on B.net (sth lke customizable micro wars).My idea is, the player who started the map gets to control all the controll stuff (terain etc) + placement of blue units and second player can just place the red units. Then they can control their units and battle it out micro style.
If you decide to implement this, there should also be some button to set energy of spellcasters to certain level.
(posting the same on curse, not sure if you watch it there)
Incredibly helpful!. Thanks dude.
Absolutely INCREDIBLE work! This is exactly the kind of thing I had been hoping for - you even include the total army cost of each army, which is an excellent way to compare the effectiveness of different army compositions :).
My only real suggestion is to increase the size of the battlefield, because it's difficult to test large armies.
Also, the Marauder's mineral cost is double what it should be. :]
Thank you so much for making this, and keep up the great work!
No locale for enGB at least :s
Great work on this map, it works quite well :)
There's a respawn button for that.
Excellent! You have basically created DoBRP. Just make bigger maps. And allow us to go back into the Unit Creator without killing everyone. Great Job though!
this map is awesome! i just played 1 ultralisk vs 400 zergling and the ultralisk won! and i found a bug about the carrier, everytime i createed a carrier, it will come with another 4 interceptors.this 4 intercepors it's not in the carrier,you move over the carrier,you will see them,and it will attack too,if you hit the button.
This map is AMAZING! I was thinking of making the same thing but I'm glad you did first. lol Honestly this is my favorite custom map so far! I love doing unit vs unit battles in the editor and this makes it so much easier. AWESOME JOB!
Suggestions:
- Increase the vertical play area by double, or even triple, and slightly horizontally. It's to small for large battles and massive units like thors block everything.
- Increase building size by at least double or to the original size, they are hard to select and zerg buildings are hard to distinguish even on my 24" monitor. Also, move them further away from the test area because they might cause a little lag during battles compared to battles when viewing the left side of the map.
- Decrease the size of the "Starting Units" area horizontally so that the text is squished together more and so the border is close to the text thus giving more screen area without having to minimize it. Make the entire are of "Starting Units" window bar clickable to minimize instead of the small green square.
- Give all units their abilities that require energy or are manually controlled by default. There is NO POINT in needing them to be upgraded manually because there's no AI and you control weather they cast an ability or not anyways. This also aplies to things like siege mode, stim packs, all manual controlled abilities. But not weapon upgrades or passive upgrades like shields, zerglings wings, etc.
- Add "Research Upgrades" button. This gives all units ALL research such as passive upgrades like zergling wings, AND attack/armor/shields upgrades to level 3.
- This isnt necessary but it would make it more intuitive. Remove the "kills all units" action from the "Back to unit creation" and add a "Kill All Units" Button in the unit selection menu above or below the vertical "respawn" button. This is because I might want to go back into the main menu and add some units to what I already created. I figured out that you can add more units by going to the "Back to" menu and clicking respawn then add more which was kinda weird but not a big deal once you figure it out.
- Remove energy button and give all units full energy by default. But not unlimited. Make respawn units to have full energy again. There no reason to have a button because you are going to just push it anyways and by the time units are in battle, they will likely have full energy anyways.
- Move the "Back to race selection" button to the top left of the selection menu beside the "Left" button. It's weird being in the unit selection area.
- Add an a supply indicator under the resources in the "Starting Units" window for the total amount of supply for each player (not for individual units).
- Make the "Starting Units" window automatically minimize when you push "Start" button, then it automatically open again when you go back to unit creation. Still allow it to be opened manually when not in the unit creation window.
- When creating a zergling have it create two because that's what you have to do in melee it's annoying creating a ton of zerglings 1 at a time.
- Allow workers to build and have buildings build right away because might want to build static defenses in a certain position and just placing them from the unit menu doesnt allow that.
- Put the "Create Units" window in the centre of the screen. This way you have view of of both players that you are creating units for instead of just the right side. Also, make the indicator for what player you are making units for more noticeable. Maybe bold the letters or add some kind of effect, I have made units for just one when I meant to for both a few times.
I've been writing this off and on for over 4 hours between testing so you know how much I like it lol. Great map!
Another idea, since in actual melee maps, there is going to be variation in terrain. There should be sections where you can choose where to spawn. One section with just open terrain, one section with a bridge in the middle of the spawns, one with a spawn on high and low ground with a ramp. This will better simulate different situations on melee maps. If you want and with your permission, I would happily create this in addition to the "open terrain section" that you have made.
Found a bug, medivacs healing at the start location after they where destroyed. Not a big deal if the battle keeps taking place in the middle though. Medivac Bug
Hope you implement my suggestions and let me know if you like my idea and want to work together on terrains or something. :D
Love this! May i suggest some things? :) +Add some sort of creep thing to make on one side or the entire side +Make it a tad bigger or make other areas so its not so much like a choke
This is a great map with an intuitive interface =]
couple complaints:
-can you make it so that you can reset upgrades
-could you please remove the crane doodad in the front center? blocks view of units fighting in the middle sometimes
Nice work, I just had a video of your map submitted to me. I'll provide you the link once I get around to uploading it.
And just as I update I find a bug. Bleh, I'll update when there are bigger problem. (Resetting while having Carriers will still increase the minerals by 100 (4 interceptors).
Updated oncemore.
Turrets do not have costs.
If someone wants to test Carriers and they're ability to rebuild Interceptors while in combat or anything, I'd affect that very specific test. I'll get the Energy button to also max interceptors.
Instant upgrades would require me to tweak every upgrade out there to 0 seconds instead of the current 1 second duration. Between killing myself and doing that, I'd pick killing myself.
How many air units did you create before they could reach each other?
Cool stuff! I have a couple of minor suggestions:
1. Have carriers start out with their maximum complement of interceptors.
2. Maybe have the units start out holding fire and holding their ground before the attack command is issued? This is mostly an issue with air units.
3. Instant upgrades (if possible)
Updated including your requests!
Most excellent! Great map! I only have 3 problems: 1. Make it possible to create the Mothership. I tried using the nexus since it wasn't in the little menu, but the ones created at the nexus you can't control for some reason. 2. Photon Cannons don't work because they are unpowered, except for a small spot on the right that is close to a pylon. 3. This is just a suggestion, but I would make the map a little bit bigger so that you have space to arrange the units how you like when conducting exercises. Thanks for making this awesome test map!