Staredit Network > Forums > SC1 Map Showcase > Topic: LotR: War for the West
LotR: War for the West
Feb 3 2014, 5:54 am
By: sigsaucy  

Feb 3 2014, 5:54 am sigsaucy Post #1




LotR: War for the West






Introduction
It is the Third Age of Middle Earth and Sauron is resurgent and the Last Alliance is no more. The Elves are diminished, Dwarves destitute, and the valor of Men forgotten.

However, there are still those who would stand against the cruelty and malice of Sauron.

Join in the battle to save or conquer Middle Earth as Man, Dwarf, Elf, Wizard, or Orc.

Map Specs:
Players: 6
Tileset: Jungle
Genre: PvP
Status: Fully Playable

Features
Confront your enemies on various battlefields
-Eriador
-Orthanc
-Osgiliath
-Mount Gunbadad

HP Leveling System

Destroy spawns to unleash your heroes true potential and progress the story.


Gameplay
-Use your Hero to aid allied armies in pushes against enemy strongholds.
-Armor capped at 35 to ensure that Heroes are never able to indefinitely hold off armies.
-Kill enemy heroes to reward your entire team and wound the enemy (-1 Health Level)

Good Heroes

Aragorn, Heir to Isildur
Unit: Zealot
Special: Spawn Dunedain Rangers

Faramir, Son of Denethor II
Unit: Goliath
Special: Place Seige Encampments

Legolas, Prince of Mirkwood
Unit: Marine
Special: Place bunkers

Gimli, Son of Gloin
Unit: Firebat
Special: Spawn Hallucinations

Gandalf
Unit: Archon
Special: TBD

Evil Heroes

Witch-King, Lord of the Nazgul
Unit: Hydralisk
Special: Lurker Attack

Khamul, Shadow of the East
Unit: Zergling
Special: Mumakil Charge

Herumor, Black Numenorean
Unit: Raynor Vulture
Special: Place Traps

Saruman, the many Colored
Unit: Tassadar
Special: Psi Storm, Hallucination

Mouth of Sauron
Unit: Seige Tank
Special: Slaves from Dale

ScreenShots


To Do List
-Implement Dungeons
-Implement Gandalf special
-Fine tune balance

Attachments:
LotR War for the West.scx
Hits: 0 Size: 265.89kb

Post has been edited 18 time(s), last time on Jul 17 2015, 5:15 pm by sigsaucy.




Feb 3 2014, 8:55 am jjf28 Post #2

Cartography Artisan

screenies plox



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Feb 4 2014, 11:03 am sigsaucy Post #3



updated with screenshots and newest version




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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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