Staredit Network > Forums > SC1 Map Showcase > Topic: Allied Commanders Shuttle Takedown, A SC2 Recreation!
Allied Commanders Shuttle Takedown, A SC2 Recreation!
May 23 2017, 1:37 am
By: IdealIdeas  

May 23 2017, 1:37 am IdealIdeas Post #1



Inspired by SC2's Allied Commanders maps I have made my own. It is highly similar to the one were you have to take out the shuttles but has some differences for added challenge/fun

Map is designed for 2 players! You cannot play it by yourself!


Download Link: http://www.mediafire.com/file/bfdhkuvtoyh1o62/Allied_Commanders_V1.scx

Here are all the features!

- 3 Commanders to choose from! Edmund Duke, Infested Duran, or Fenix (Dragoon)
- Each commander has 2 abilities.
- All 3 commanders join the fight! If they die, they will revive!
- Commanders should serve differently. Duke is hardcore land defense, Duran is a great shield buster, and Fenix is great at tanking damage.
- Each playthrough is different! Unlike SC2 where the shuttles always spawn in the same places, these shuttles will randomly spawn between 3 points and never spawn from the same location the next playthrough!
- The waves of land units that accompany each shuttle spawn from 3 different locations randomly as well, so defending is made more tricky.
- Just like the SC2 one, there is a completely optional objective of saving 3 crashed battlecruisers, saving them may help you in the end game.
- Destroying the computers base will actually aid you end game unlike SC2's where it means nothing.
- There is a fun, yet challenging twist at the end, just be prepared for it!
- Most text in the game is voice acted! I cant promise its good, but it should be acceptable.

I designed the map to be challenging, newer players may have difficulty playing this map. Now im not amazingly good at starcraft, but im hoping this is challenging enough for more skilled players as well and have fun with. If its not, I can make a harder version for the more skilled players if need be, just say so!

I have busted my ass for the last 3 months getting this working, so please give it a try and let me know if you like it!



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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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