Yet Another Build Order Tester (YABOT)
Introduction
This project is series of standard 1v1 Blizzard maps adapted to include a sophisticated build order testing system. The goal is to execute the chosen build while keeping up worker production and creating the largest army possible. The AI will execute a given build order or execute a random one. At the end of the round, you are given a score which tells how well you executed the build. Also included is a "Freestyle" mode, which monitors your play and displays the build order that you performed.
After playing a freestyle, you can open your bank (save) file at My Documents/Starcraft II/Banks/YabotSettings.SC2Bank in a text editor to see the encoded build as a single line of text. This text can then be decoded and edited at sc2builds.com
News
Register today to get build orders and join the discussion at sc2builds.com
Supports YABOT Encoding Output
How To Run
Unzip to any location on your hard drive.
PC: Simply drag and drop the map onto your Starcraft II launcher -or- open with the map editor and click "Test Map"
Mac: Take a look at http://www.sc2mapster.com/assets/mapcraft/
Features
- Enter custom build orders by pasting in a YABOT encoded build text into your bank file!
- Custom build orders are saved even after closing the map!
- Freestyle mode to see your own build order and get encoded text to share!
- Attack wave settings can be changed temporarily
- Easy to use commands through chat interface
- Build orders from teamliquid.net will be included in future releases
- See chosen build order as objective list
- Score is given based on the quality of your build execution
Changelog
v1.4.3 (Mon, 21 Nov 2011)
- Updated Map Pool
- Added Abyssal Caverns
- Added Antiga Shipyard
- Added Nerazim Crypt
- Removed older maps
- Fixed a trigger error on load and when changing computer race dropdown
v1.4.2 (Mon, 20 Jun 2011)
- Added maps: Shakuras Plateau and Tal'darim Altar LE
v1.4.1 (Fri, 25 Mar 2011)
- Upgraded to Green Tea AI 0.81
- Fixed for Patch 1.3
- Optimized file sizes
v1.4 (Mon, 28 Feb 2011)
- Upgraded to Green Tea AI 0.78
- All attack waves are now controlled by Green Tea AI for a much improved experience
- Objectives are updated with time and supply value when completed
- GUI Tweaks
- Larger build selection dialog so descriptions are not truncated
- APM dialog off by default (use -a command to enable)
- Round timer is smaller an in the bottom left corner of the screen
- Maps were updated with current ladder rotation
Official Blizzard 1v1 Maps Currently Included
- Abyssal Caverns
- Antiga Shipyard
- Metalopolis
- Nerazim Crypt
- Shakuras Plateau
- Tal'darim Altar LE
- The Shattered Temple
- Xel'Naga Caverns
Known Issues
- UI race style is set by the random starting race and cannot be changed when switching race... no known fix yet.
- For construction of buildings or training of units, the build object is completed when the unit actually starts production rather than when it is queued. There may be a work-around in future versions.
- When a build objective is an upgrade, the recorded minerals and gas are after the upgrade was clicked.
- AI location is fixed until the map is completely reloaded
Chat Commands (Enter these as a standard chat message)
Chat Command | Description |
---|---|
-r | Reset the round using the same builds |
-b | Choose new builds to practice |
-s [slot#] | Instantly save the current freestyle build to a custom slot |
-e | End the round early and show the score board |
-o | Toggle visibility of the objectives list |
-p | Toggle pausing of the game |
-t | Hide/show the timer |
-a | Hide/show the APM counter |
-sc | Save a checkpoint |
-lc | Load a saved checkpoint |
-? | Show an in-game list of these commands |
Most of the time when playing zerg freestyle I get this error when gametime reaches 7:00: gt_RoundTimerExtendFunc g_ArrayIndexUnderflow And don't see the score screen
Oh, one more thing - as someone mentioned wall-offs, what about adding functionality to test if wall is complete a bit like it is in Spine Crawler TD? Just try to move an invisible unit from the choke to the base and if it fails, the wall is probably ok
Oh man, this map is getting just out of control how good it is :D However, one thing I'll change is when you select your race/BO and click start, the game just starts with default waves. The add a "Edit waves" button to the first screen so IF you want to change the waves, you can, but it does not annoy you otherwise (when I first click Start Game I just said "WTF?" as there was just too much mess on the screen :)
I'll look more in depth into this later, now i have no time :-(
I think I've fixed about 99% of the bugs and made the map about 1000% better since the last release. I need your help finding any last little bugs and then I'll release all of the Blizzard 1v1 maps. I posted a new video above in the main description to give you a better idea of all the new features.
Great job, will test 0.1.4 as soon as I get home!
hey there!
with the stopped beta phase now i tried your map, and just love it. very nice work.
i also have some suggestions or ideas..
1. a high score list would be nice to keep track of your progress..
also some kind of legend to the scores, like "if you have that score, you should try to be faster, if you have that score, youre just playing it perfect" etc.. hope u know what i mean.
2. the buildorder for protoss at least seems a little bit weird.. i dont have to stick to the supply count for the objective, i know but it gives you the points, right?
3. for the terran wall-off issue you simply could use a region placed on the choke to check if there is something built, and if yes just let the ai do something against it.. (i think you scripted the AI here, right? so this would work definitly..)
@Everyone: Later today the I'm posting the new version which will allow you to save and load in custom build orders without going through the editor. Anyone who is a platinum/diamond player who can help with build order optimization, please email me at [email protected]. I am also adding attack waves that are unique to every build, so I will also need help optimizing these.
@Phatency: Good idea... already in the process of scoring resources instead of just worker count.
@savannahcz: Unfortunately there is no good way that I know of currently to add an APM counter... I will keep an eye out for changes that would allow this though. Hiding the objectives list will be in the next version (out later today).
@Perwahls: I'll make sure these bugs are fixed and good idea to add a highscore and last run time saved for each build. That may have to wait until the next version.
Also, awesome job on this xor. It's just what I want out of this kind of map!
Some stuff I noticed: -multiple instances of the same unit/building in the BO doesn't work. For example, if the build includes zerglings at 17 and 18, you will fulfill both of them when you build the first one. -Zerg buildings are registered as being built AFTER the Drone has been removed. So a 14 pool will show up as being built at 13, since the building drone "dies".
Wishlist feature: last run time and highscores!
Simple 14 Pool 15 Hatch:
I have no idea how hard this would be to add or if someone else has allready suggested this, but it would be cool if you could save your build order from the freestyle-mode and you could practice your own build order even if it isnt on the list kind of. Or be able to make your own through some menus or something.
And one more thing that can be useful - allow to hide objectives tab and just provide final stats, so you can simulate real-game situation, where you can't have the BO displayed.
(edit: messed markup)
Would it be possible to add an APM counter as well? So you can keep track of the APM while practicing
This. Is. Awesome.
Really good update, fixed all the issues I was having :P Now this is clearly superior to that other well known build order tester ;> This is just an idea: how about not giving bonus points for the amount of workers, but the amount of minerals+gas collected total? The current system encourages zerg to spam drones at the last minute.
Hey if you need help just tell me im Diamond player 7-0 in the US SERVER i can help you to add some Build order im Random so i can help you with all races !!
msn: [email protected] email: [email protected]
xfire: Simtheleet
Add me bro or lets me a private msg for more information !! :)
I have listened to all of the excellent comments and made a nice update :)
I like this. I like this a lot. In fact, it's pretty damn close to exactly what I was looking for. I'd been looking for a way to improve my early game, and this is definitely helping.
Do you think you'll be doing more modifications to it? If so, I could make two suggestions.
1: The build order I use involves upgrades - in particular, for Terran I work to get the Marine's Combat Shield and Marauder's Stun abilities started right after getting a Tech Lab. I imagine others do similar things (Speedlings, for example). Can upgrades be cleared as well after each reset/restart?
2: It'd be really neat if there were a switch so you could make the early harassment even worse. I've had Protoss and Zerg both run a very early scout into my base and start building Extractors/Assimilators, and o'course things like the 6-Ling Rush and Cheese Reapers. Is there a way to add a "make harassment much worse" switch?
...But these are small things. I like this. I'm already practicing with it. A lot. :)
@zurrad: The build orders are really just place holders for now but I am currently working on implementing 3 builds for each race. If you're not afraid of the map editor, it is actually pretty easy to add your own builds. There is a custom action in the map called DefineTerranBuildOrders and two more for the other races. In the custom script code section, you can see how I am defining the builds. I am actually working on a piece of software to actually keep track of build orders easily and then generate this code automatically. That would allow you to keep your own library of build orders. In the next version (unreleased currently) I have already made an option to choose the computer race to match the build. I have also added more options to the attack waves setup, but it still need some work.
Well done, looks like a good map.
I have just a couple of questions though. The build-orders don't seem to be very accurate yet; protoss for example has a build which supply blocks at 18 and there is no instruction on when to make the second pylon. Is this going to be fixed in future versions?
Will it be possible to specify my own build before the game starts (at which food, what mineral and what gas amount do I make building or unit X) and make it show up as a checklist as well? I really like the checklist as oftentimes I tend to forget to build some key structure:D
Also, it might be nice to have the option to choose against which race you play and maybe even which build, so you can optimize a perfect counter for a build. So that the timed pushes and rushes will be with units that are viable for the chosen strategy.
Anyway, great job so far, I can see this become very very useful indeed.
My issues with -reset in v0.1.0: - it doesn't reset techtree. (you probably know about this, but it wasn't listed in known issues). - Sometimes it leaves a few probes from the last round and I end up starting with more than 6 probes. They seem to be next to where an assimilator was. My guess is they were probably inside it when you tried to remove all units. And sorry if these are already fixed, you release updates really fast :P