Staredit Network > Forums > SC1 Map Showcase > Topic: Angel-Serenity Defense v0.4
Angel-Serenity Defense v0.4
Sep 2 2007, 5:35 am
By: xgmx  

Sep 2 2007, 5:35 am xgmx Post #1



People please do *NOT* post here about how the lights don't work, I know already, I haven't gotten them to work at all, I plan on getting them to work in v0.5 though (though please take note that i said that about all the versions since the alpha testers and I found the glitch in v0.1).


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Post has been edited 1 time(s), last time on Sep 2 2007, 5:37 am by xgmx.



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Sep 2 2007, 8:29 am Echo Post #2



It is bugged due to the long file size name
A way to fix this is to save it under a shorter name when you guys download it.
xgmx, this map has potential but this style of map is over used. I'm sure you couldve put more work into it, like organizing the buildings better and changing unit damage and paths. If this is one of your early maps, good job I'm sure you can progress well.

Post has been edited 1 time(s), last time on Sep 2 2007, 8:33 am by EcHo.



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Sep 2 2007, 9:06 am Excalibur Post #3

The sword and the faith

Also
The distances from spawn to mid are uneven, which is pretty unfair.




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Sep 2 2007, 2:46 pm xgmx Post #4



I plan on fixing more bugs when I release v0.5 (which I have been putting off due to school [9th grade]). I guess I did rush it, I wanted to make a good map and fast, it took like 3, 4, or 5 days to make (possibly six, not really sure, I'm bad at dates). Sorry if the filename is to long, it works fine on Bnet, perhaps its just the download locations add some files letters to it or something (or most likely they put Angel-Serentiy_Defense_v0.4 instead of Angel-Serenity Defense v0.4 ([which is the file name]). Ya, that type of defense is used quite often. Also in the briefing it says v0.4 was realeased the 20th when really it was released August 21st, I made v0.3 on the 23rd, and forgot to change the date. They are uneven, I never realized that, I'll see what I can do in 0.5.


thanks everyone for your feedback



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[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
[10:54 am]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider did u watch the entire video? it's not one game. it's currently dominating the ladder at number 1 position. do ur research first!
Oops, caught me there, no I haven't. :( I was imagining how the game went. Sorry for that. Watching it now. brb
[10:52 am]
NudeRaider -- NimoStar
NimoStar shouted: They were not "Unprepared" that was their fifth loss in a row against the bot. The other replays are also available
that doesn't mean he was prepared. When humans come around with new strategies it often takes weeks until the pros figure out how to shut it down. Oh_Man that's certainly a way more convincing argument for micro being "too good to beat".
[09:43 am]
DiearAnother -- wirefram
[08:35 am]
NimoStar -- Well, pros showed that long ago... half of zerg pros just ling muta rush
[08:35 am]
NimoStar -- " its shown is that you can trade 1000's of apm to make up for lack of strategy"
[03:25 am]
Oh_Man -- https://youtu.be/R_6bsf9REkY anyone ever tried playing SC ghost?
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