Staredit Network > Starcraft I Database > File: Interval 02 - The Discovery

Sunken Treasure
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Interval 02 - The Discovery
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Filename: Interval 02 - Discovery.scm
Filesize: 277.49KB

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File Information
General
Uploaded on:Nov 18 2008, 2:04 am
Uploaded by:Lord Malvanis
Author:|3801|
Downloads:312

Map-Data
Tileset:Installation
Dimension:96x96

Forces
Interval 02
Human (Zerg)
The Discovery
Computer (Zerg)
By Lord Malvanis AKA FPS_Mast
Computer (Zerg)

Rescuable (Zerg)
Rescuable (Terran)
Rescuable (Protoss)
Rescuable (Zerg)
Rescuable (Terran)

Map-Statistics
Units:19
Triggers:17
Locations:21
Strings:923
File Description
The second mission of my five mission series.
This one is longer, harder, and has a special feature I think you'll enjoy.

A tip for the special feature - Save one for the end of the game...You'll need it
When you reach the third area, stop at the end of the hallway for it activates a cutscene. Moving out of the hallway will get you killed or ruin the game

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Comments
LokiArexon wrote on Dec 24 2008, 9:07 am:
ehhh I kinda liked the first one more, at least that one had a good boss fight. This one, I ended up just running past all the marines because none of them chase and you can teleport to the next area after picking up the health pack. Then I got vic trigger when I was halfway done killing the first zealot boss. I also didn't really get the mech cutscene. Seemed kinda random.

Lord Malvanis wrote on Nov 19 2008, 6:17 pm:
Also, Kevin, The whole thing won't be installation so look forward to some out-side stuff

Lord Malvanis wrote on Nov 19 2008, 6:15 pm:
RISKED991, If you feel this is so bad, Make a five mission series proving you can do better.

RISKED911 wrote on Nov 19 2008, 2:35 am:
TASTE IN MODERN MAPS!? HhHHHAHAAAAHAAA
This map feels like grampas map made by blizzard.

l)ark_ssj9kevin wrote on Nov 19 2008, 1:37 am:
Compared to #1, this was better.
Your grenades system was awesome too.
Installation maps are hard because its just kill -> heal -> kill more.

Lord Malvanis wrote on Nov 18 2008, 3:29 am:
I also tried to put humor in this. Via mech

Lord Malvanis wrote on Nov 18 2008, 3:29 am:
If this wasn't good you don't have a very good taste in modern maps. I would use hyper triggers but I was afraid it would screw up the other triggers.
And obviously I have brood war, what kind of map maker doesn't use brood war?

RISKED911 wrote on Nov 18 2008, 3:24 am:
Actually it wasnt gewd...pretty lame...

l)ark_ssj9kevin wrote on Nov 18 2008, 3:11 am:
For cutscene:
Make location bigger or use hyper triggers so it can auto-detect you, and death counts for waits

RISKED911 wrote on Nov 18 2008, 3:08 am:
do u have Brood war!?

RISKED911 wrote on Nov 18 2008, 3:06 am:
game was gewd...

RISKED911 wrote on Nov 18 2008, 3:06 am:
HAHAHAHA


Longer and Harder...

[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: 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
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
[09:53 am]
NimoStar -- ban the bot :))
[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
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