Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Fortress
Hero Fortress
Nov 13 2016, 3:11 am
By: MetalGear  

Nov 13 2016, 3:11 am MetalGear Post #1




Tilset: Jungle
Size: 192*192
Players: 2 versus 2



How to Play
Choose from 1 of 9 heroes. Each team must protect its Temple. To win, destroy the enemy Temple.

Runes
There are 2 rune locations on either side of the map that spawn bounty runes, granting 150 extra gold and 150 XP.

Healing and Teleportation
You have a Robotics Facility that allows you to build a Reaver to heal and an Observer to teleport back to base (both abilities have a 3 minute cooldown).

Level up points
Every time you level up, you get to choose one of the following upgrades:
  • Raise your health.
  • Raise your mana and mana regeneration.
  • Get money. Spend on weapons and armor.
  • Unlock spells. Total of 3.

Shop
There is a shop where you can purchase up to 9 items!



Attachments:
Hero Fortress v2.2.scx
Hits: 5 Size: 551.21kb

Post has been edited 4 time(s), last time on Nov 28 2016, 5:22 am by MetalGear.



None.

May 28 2017, 2:54 am ScOULaris Post #2



So I just tried out this map with some people on the latest 1.18 patch, and we were all really impressed with it. All of the heroes and their abilities were really well-designed, and all of the DotA staples like creeps, jungle creeps, runes, and the shop were all done perfectly. I really liked the inclusion of changing quests mid-game too. This is yet another fantastic map from MetalGear.

We did encounter one issue with 1.18, however. Every now and then the sound would cut out for all of us, and we'd have to Ctrl + S twice in order to bring it back. Not sure if that happens in 1.16, but I thought I'd post about it in here in case it was something that could possibly be fixed in an update to the map.



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[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
[03:01 am]
Vrael -- like its micro vs one of the in-base reaver drops was pretty insane, basically it made the reaver spend 1 scarab per unit instead of 1 scarab for many workers/units
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