Staredit Network > Forums > SC1 Map Showcase > Topic: Turn Defense
Turn Defense
Apr 8 2011, 1:53 pm
By: TEC_Ghost  

Apr 8 2011, 1:53 pm TEC_Ghost Post #1



This was my last completed SC1 Map before I left the scene, recently found it and decided to upload it for anyone still playing SC1.

Check it out here http://www.staredit.net/files/2366/

Quote
Turn Defense is a unique take on defense maps.

You've got to manage resource collection, combat timing and unit combination.

This is a 1-4 player map, but difficulty increases the less players you have.

Make sure to read the map briefing to better understand the gameplay mechanics.

Thinking about porting this over to SC2. Let me know what you think!

Screenshots:
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[attach=7742]
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Attachments:
Briefing.png
Hits: 1 Size: 149.53kb
ConversionList.png
Hits: 0 Size: 131.29kb
Intro.png
Hits: 0 Size: 76.42kb
Levels.png
Hits: 0 Size: 83.68kb
Lives.png
Hits: 0 Size: 94.71kb
ResourceManagement.png
Hits: 1 Size: 98kb
Upgrades.png
Hits: 0 Size: 103.62kb

Post has been edited 2 time(s), last time on Apr 8 2011, 5:56 pm by TEC_Ghost.



None.

Apr 8 2011, 4:57 pm UnholyUrine Post #2



Wanna show some screenies?



None.

Apr 8 2011, 5:57 pm TEC_Ghost Post #3



Screenshots added :)



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Apr 8 2011, 10:17 pm UnholyUrine Post #4



Okay, I gave this map a whirl

I have to say that the resource management part of the game doesn't really work for me.
I think that Minerals = vision represents a very bothersome number that players are forced to pay attention to.
it doesn't integrate well enough into the game.

Resource management is already present in the simple 1) Spend more money to build more defense or 2) Spend more money to gain more money strategy.. I think that's much more compelling that messing around with the vision...

One way you Could create a dichotomy in resources without it affecting the gamepaly too much is make Upgrades base on minerals, and Units base on Gas. Also, make it so that Minerals and Gas are interchangable with a cost.. (i.e. it is more costly to change the minerals into gas, rather than just use the resources to just mine the gas)



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[02:49 pm]
Oh_Man -- it doesnt need maphack. the person who stole it and is using it on the ladder is using it with maphack. all its training was done with normal fog of war
[01:28 pm]
NimoStar -- Unless specifically logged and retrained. But that wasn't in the original version. It just played itself
[01:28 pm]
NimoStar -- it has a static training, which is converted into weights. it doesn't actually learn from new games.
[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[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
Please log in to shout.


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