Staredit Network > Forums > SC1 Map Showcase > Topic: Khaydarin Chaos
Khaydarin Chaos
Dec 21 2008, 10:55 pm
By: Jajjang  

Dec 21 2008, 10:55 pm Jajjang Post #1



Khaydarin Chaos(2 player)
players begin with a Hero and probe. A khaydarin crystal guarded by zerg is ahead upon ruins. Bringing the crystal to a beacon gives control of surrounding buildings to current player while the crystal remains. More crystals and buildings can be found throughout the map, with various guardians. A hero healer is at center. Losing one's hero results in loss for that player. Archons are power-units, thus are difficult to acquire - needing considerable time and resources, but come with huge damage and health.
multicrystal
same premise as above, but no enemies or power-units. up to 4 players. Build times not instant[color=#DFA51C]

Attachments:
multicrystal.scx
Hits: 4 Size: 67.93kb
Khaydarin chaos V1_5.scx
Hits: 7 Size: 89.36kb

Post has been edited 7 time(s), last time on Dec 24 2008, 4:07 am by Jajjang.



None.

Dec 21 2008, 10:56 pm Devourer Post #2

Hello

Rule: requires at least one screen-shot....



Please report errors in the Staredit.Network forum.

Dec 21 2008, 11:06 pm Biophysicist Post #3



You require more description!

You must post additional details!



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Dec 21 2008, 11:08 pm ForTheSwarm Post #4



Wrong, Devourer. That's the Map Production forum. But it does require slightly more description.



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Dec 21 2008, 11:40 pm badcop Post #5



Screenshots would be nice though.



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Dec 21 2008, 11:45 pm Biophysicist Post #6



There are some more details now and it looks interesting, but can you please explain what exactly the Archons do? And what bases are there for capturing?



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Dec 22 2008, 12:32 am UnholyUrine Post #7



Map showcase is to get people's attention to the map and have them DL it.. obviously u didn't realize that =o... U could just upload it on the DLDB.

Nevertheless.. I'll give this a try =D



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Dec 22 2008, 1:16 am Kaias Post #8



Elaborating into more greater detail is a good way to get more people to try out your map.

Most people find the effort put into it's showcase thread is indicative of the work put into the map. Sadly, this is often accurate.



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Dec 22 2008, 3:21 am Jajjang Post #9



hmm... good point. Thx



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[12:16 pm]
Oh_Man -- inference vs backpropogation
[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
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