Staredit Network > Forums > SC1 Map Showcase > Topic: 2-D MARIO DEMO
2-D MARIO DEMO
Sep 4 2010, 12:50 am
By: Leeroy_Jenkins  

Sep 4 2010, 12:50 am Leeroy_Jenkins Post #1









Here's a fun map for 1-6 players. It has nice music, sound effects, and a great feel to it. There are designated 'green' squares for jumping, and 'gray' squares for falling to whatever is beneath you. When on a 'green' square, you must move your hot-keyed scourge to activate the jump. The 'gray' squares do not require your scourge to be moved, but instead your player will fall as soon as it slightly touches one. The main difficulty of this game is keeping up with the screen. It's side-scrolling, so, if you're too slow-- it's gg. This is indeed a DEMO version, so it only has one level.

While the map can be played with only one player, I recommend playing with a few other people. The many ways people can (and will) die always gives a good laugh. There's also a secret warp section in the map, see if you can find it. HINT: look at the banner











Post has been edited 2 time(s), last time on Sep 4 2010, 1:13 am by Leeroy_Jenkins.



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Sep 4 2010, 2:35 am FoxWolf1 Post #2



It's an entertaining map, whatever I may think about its appropriateness for the "Customization" contest (or lack thereof). I've seen a few SC side-scrollers over the years, and they tend be fairly amusing-- this one, thankfully, follows that pattern. Good luck with the rest of the levels!



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Sep 4 2010, 2:40 am Aristocrat Post #3



Already done before, but I think your version is pretty distinct.

(Oh wow I lost minerals for editing this post. Great.)

Attachments:
Super Mario SC 1.1.scx
Hits: 8 Size: 474.1kb



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Sep 4 2010, 3:12 am Leeroy_Jenkins Post #4



Yeah, I've seen Roy's map. I had the idea before I ever saw it though! Plus, it's so different.



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Sep 4 2010, 3:28 am FoxWolf1 Post #5



Yeah, yours has much more in common with the one that I posted on the contest thread...the control by moving a unit and the marked squares, for instance. Yours supports single-play, though, whereas that doesn't, which is a huge advantage for your map.



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Sep 4 2010, 4:16 am payne Post #6

:payne:

Nice, looks epic! :)



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Sep 5 2010, 4:00 am Roy Post #7

An artist's depiction of an Extended Unit Death

This looks/sounds just like the map I based my map on (except it used a vulture instead of a scourge for jumping). It was called Mario 2D.

Good job, Leeroy.

And Aristocrat, I hope you know that the latest version of Super Mario SC is 1.2. The link is in my signature.




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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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