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Sand Castle Wars DARKČ v2.0
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Filename: Sand Castle Wars DARKČ v2.0.scx
Filesize: 116.62KB

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File Information
General
Uploaded on:Sep 5 2008, 5:48 am
Uploaded by:NudeRaider
Author:|918|
Downloads:537

Map-Data
Tileset:Badlands
Dimension:128x128

Forces
Mutant Children's Rights
Human (Zerg)
Human (Zerg)
Human (Zerg)
Legacy(U)
Computer (Protoss)
Dolphin Activists
Human (Zerg)
Human (Zerg)
Human (Zerg)
NudeRaider (v2.0)
Computer (Protoss)

Map-Statistics
Units:72
Triggers:808
Locations:79
Strings:882
File Description
You know Legacy Weapons' original Sand Castle Wars map? This is a largely improved version with lots of new player controlled units and spawn, way less bugs, more balanced units and more strategies possible. ;) Version 2.0 now features multispawns and a few other gadgets.

If you don't know it, try it!
You and your team have to balance building up economy and spawn.
Either rush your enemy with a strong builder unit and some units or wait until you have spawned a large army possibly including hero units (100 of a kind).
There are many ways to disrupt your enemy's gameplay.
Armies are auto attacking so you have to build gates to gather an army or defensive position. Holding and defending those gates is as important as to open them in the right moment. ;)
Game time may vary from 5 to over 90 minutes.

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Comments
Wormer wrote on Mar 3 2009, 9:44 am:
Nude, why is this locked? Please, delete the following labels from both Sand Castle Wars maps: sand · sand castle · nude

[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
[05:14 am]
Oh_Man -- It's EMULATING the behaviour of a control group select and move without having the actual functionality to do that
[05:13 am]
Oh_Man -- Vrael
Vrael shouted: yeah but it looks like pluto's eAPM is still 6000 based on issuing all those orders
k the APM is inflated because it issues 12 identical orders individually. Its not 12 unique orders
[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
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