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Hail To The King
Oct 14 2017, 9:16 pm
By: m.0.n.3.y  

Oct 14 2017, 9:16 pm m.0.n.3.y Post #1




A COMPETITIVE KING OF THE HILL PVP GAME

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The Rules Are Simple:

1. Each player controls a Zergling
2. Capture the Hill to earn points
3. First team to X points wins
4. Burrow your Zergling to Shoot an Enemy



INTRODUCTION
Set the initial game settings: Score to win, Allow/Prevent Auto-Targeting, Watch tutorial
Images



BASIC GAMEPLAY
Capture the Hill to earn points. Burrow your Zergling to Shoot an Enemy. Build a Reaver or Shuttle to Counter
Images



POWERUPS/DIFFERENT SHOTS
Shots act like weapon pickups. They spawn randomly on the map and in your spawn, pick them up to equip them
Images



MINIMAP
Custom terrain. There are 8 different Hill locations
Image










OVERALL

Hail To The King is a competitive PVP objective based game (unless you do Team Death Match Mode) akin to Snipers, or something similar. It requires a lot of micro and you have to be quick. Burrowing to shoot necessitates that you stop moving so you must balance shooting, dodging, and countering; all while trying to capture the Hill. PowerUps/SHOT act like weapon pickups and can greatly change the flow of the game.

I think it's my best yet, and it's a lot of fun when you get a group together. I'll gladly take feedback and bug reports here.

Overall, I hope you enjoy it.

Thanks guys!



Attachments:
Hail To The King 1.0.scx
Hits: 0 Size: 1658.01kb



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Oct 15 2017, 2:10 am Dem0n Post #2

ᕕ( ᐛ )ᕗ

Looks interesting, but I'd fix up that terrain. It's very blocky, especially the grass. I'd ask someone like Butch to help you out with that.




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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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