Gates
Mar 30 2010, 2:50 am
By: continuumgaming  

Mar 30 2010, 2:50 am continuumgaming Post #1



This is a basic 1 on 1 melee map with a few modifications:
- Each base has a wall and two gates, once each gate is lifted, it can't be brought back
- The starting bases have no vespene
- Each player starts with 500 gas
- No ghosts or aircraft can be built (Map is Terran only)
- A base off to the side has reusable gates activated by beacons

Random Thoughts:
The reason no aircraft are allowed is because in every way I tried to allow them, it would always interfere with the gate's impact on strategy. (No point in ever opening gate)
The terrain sucks.

Pictures:
Couldn't get the image thing to work, Photobucket link:
http://s909.photobucket.com/albums/ac300/continuumgaming/Starcraft/

Attachments:
(2) Gates.scm
Hits: 3 Size: 69.32kb



None.

Mar 30 2010, 3:12 am DavidJCobb Post #2



Well, it's obvious that you're new... (I don't mean that as an insult.) I assume that the blobs of teal and blue buildings are the gates?

I would strongly recommend using the actual gate units (Units>Neutral>Doodads>Right Upper Door IIRC) from Installation's doodads. Just be mindful of their hitboxes -- the edges are non-solid. (In SCMDraft2, you can watch for this by going to Debug>Enable Debug, and then Debug>Show Unit Collision Sizes.) You can assign the units to the appropriate player, and then script a trigger to open them (Set Doodad State, Disable). This has the benefit that you can re-close them later, if necessary.

Overall, it's a good idea, but this specific map needs... polish.



None.

Apr 1 2010, 10:48 pm continuumgaming Post #3



Thanks, I actually considered using said doodads, but I wasn't sure if I could easily apply them to a separate terrain set. I also wanted the gates destroyable. I will redo the map with the gates, I suppose I can easily add some triggers to have a certain building whose destruction renders the gate unusable.

Although yes, I am a novice mapmaker, this is not my best map. I made a much better game for six players with a couple variations. I only play this map using LAN, however, and I will not post it. This is because I kind of maybe stole the actual terrain from Risk and modified it.



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[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
[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
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