Staredit Network > Forums > SC1 Map Showcase > Topic: Hyperion 2 Multiplayer Deathmatch
Hyperion 2 Multiplayer Deathmatch
Jan 17 2015, 11:22 pm
By: zsnakezz  

Jan 17 2015, 11:22 pm zsnakezz Post #1




____________
**************(Hyperion 2)**************
Multiplayer Deathmatch
-A Multi Player Defense and Escape Experience-
------------------
_______________
~By: zsnakezz~
Multiplayer Deathmatch

Summary:
Alright, as I said before, I am going to release a multiplayer version of Hyperion 2 to follow V.10.
I went through a couple ideas of what multiplayer was going to actually be.
Originally I was just going to add more players to defend the base, which wouldn't be bad, but it would take a long time to make.
I figured an easier, yet interesting approach would to make the other player fight alongside the enemy,
mix things up for player 1, have an opponent that can think and make smart decisions.

The second player can combine certain units and make "uber" units at the warp gate.
I will probably have to balance out some things with that, but I need the map tested.
The second player has Protoss and Zerg building potentials.
Unlike Player 1, the second Player has to build a conventional base like the other enemies.
The second player, like Player 1 receives resources over time, but at a slower rate, but has
access to conventional resource gathering, which should more than make up for the difference.

I need some testers to help me balance this thing out
If anybody is interested in helping with testing leave a comment or send a message.

Most of the functionality is already complete, I just need to make sure everything is balanced out.

Release coming whenever I'm done testing and balancing, which could be from tonight, to who knows when.

More info coming soon.

For more info and versions of the Hyperion 2 project, please check out:
http://www.staredit.net/topic/16641/








I made the following maps; Hyperion 2, The Undead, The Undead Coop, Realm Rpg beta, and Overlords.

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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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