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-=(Dominance)=- v1.2
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Filename: Dominance1.2(Volcano).scx
Filesize: 108.01KB

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File Information
General
Uploaded on:Dec 9 2008, 7:03 am
Uploaded by:StrikerX22
Author:|3149|
Downloads:295

Map-Data
Tileset:Ash World
Dimension:128x64

Forces
((Light)) *v1.2 by StrikerX22
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
))Dark(( *Volcano (core war)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Human (Zerg)
Force 3
Force 4

Map-Statistics
Units:186
Triggers:750
Locations:110
Strings:865
File Description
Dominance 1.2: Volcano by StrikerX22@USWest. This version does not have music and is 108KB (music version is also uploaded, 1.11MB).
Also check out Dominance: Facility and Dominance: Highway! Each have their own song, if you get the music versions.

Thread: http://www.staredit.net/topic/5378/

This map is open to modification. I encourage you to make other terrains with mainly the same triggers. (Use a tileset change in scmdraft2, and contact me for a list of helpful info.)

Basically, it's based off the FPS game Unreal Tournament's Domination mode. You take territories (Control Nodes), and try to keep them for points (minerals) over time. Each territory you keep as a team will give points. To win, you must either A) take all 7 territories, or B) win the point goal (currently 5000).

You select a unit at the start which you will keep throughout the game. It's a big choice, so talk to your team about it quickly. All units have weaknesses, so learn what compliments what, instead of assuming it's unbalanced.

The units are as follows:

-Ghost - Specialist - Good range, fair against infantry. Low offense, but can summon guard dogs (2 random kinds), spider mines, and has a ComSat. No ghost upgrades, so no cloak or high-distance vision. Remember, non-infantry cannot hack (with the exception of SCV's android and battle mech).
-SCV - Technician - Hacks into territory nodes about 2x as fast as normal infantry (5 seconds instead of 12). Ability to create defensive/hacking(normal speed) robots, and a tank to get in and out of (neutral when out, and cannot hack). Can build turrets and team bunkers as well. The bunkers require that only one person from the team is near them, and then it will be given to that person. They act as good doors, if used properly. Use Building Instructions (free) for more info.
-Dark Templar - Assassin - Always cloaked and with observer. Comes with the ability to teleport home and to use a 1-time-only Vitality Pill, which enhances his HP/shield and movement speed.
-Kerrigan Ghost - Sniper - Very strong against infantry. upgrades make a big difference. You have the ability to "Snipe," which involves staying in place and being given infinite energy to cloak (cannot otherwise). It will, however, drain gas, and you must press 'h' for Hold or aim manually, as ghosts don't fire while cloaked unless they're holding or you give them a specific target. You'll get the hang of this as you use it more. Focus Sight can be used once Hide is activated, and you gain an invincible observer for until you unHide. It can wander fairly far, but no upgrades.
-Marine - Shock Trooper - Like it sounds, this guy's strong against infantry. He has the ability to Stim and to cast "Grenade," a single siege tank. He also Endure (invincibility), which drains gas like mad. Weapon upgrades are a must. Counter Melee surrounds you with low-HP mines for a moment, to deal with cloaked enemies. You are invincible while they explode.
-Medic - Medic - Comes with a short-ranged attack (chooses closest first, summons a firebat attacking a P11 Lurker, can be upgraded, essentially detects). You may use heal, and research optic flare and restore. You also have Emergency Energy, Refill Energy, and Self-Heal. Use Emergency Energy when out and it's necessary, but only use Refill energy (100%) when necessary and you don't plan on dying until using it, as it's expensive.

You basically choose between heavily using spells, or upgrading early, or somewhere in between. The game will end eventually, due to points accumulating. Those who die lose 41 minerals, and the other members on their team lose 40. This effectively shows who's died the most on that team.

Have fun and spread it around! If you'd like a list of updates since "Domination v1.02", or a list of the "Did You Know?" explanations, just ask pm/e-mail.
Links:
Dominance: Facility w/ music (large map)
Dominance: Facility -no music (large map)
Dominance: Volcano w/ music (medium map)
Dominance: Volcano -no music (medium map)
Dominance: Highway w/ music (medium but tight map)
Dominance: Highway -no music (medium but tight map)

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[03:02 am]
Vrael -- which does reduce down to the same tradeoff I mentioned below, aka trading APM for time, but still interesting
[03:01 am]
Vrael -- and while the reaver was reloading it used that time to aggregate enough marine/tank to fend it off
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
[10:13 pm]
Oh_Man -- No APM in chess. Computer just outthinks the human by seeing more moves ahead and more permutations
[10:12 pm]
Oh_Man -- U reckon? Kasparov waa defeated by computer decades ago
[05:47 pm]
NimoStar -- If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
[05:34 pm]
NimoStar -- Well. The bot didn't come up with any new strategy. It just has superhuman micro. Hard to beat that. I reckon even the simplest dedicated chess engines are unbeatable for humans now.
[02:13 pm]
Oh_Man -- all g
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