Staredit Network > Forums > SC1 Map Showcase > Topic: Lost in the Woods
Lost in the Woods
Oct 19 2017, 9:03 pm
By: ETEFT(U)  

Oct 19 2017, 9:03 pm ETEFT(U) Post #1




(v.3)


Story:

Officer Jake Sabatino & Officer Kevin Barrera were recently paired up to be partners, what awaited in their future no one could predict. On a regular Thursday afternoon they get a call for a suspect in a car being chased and immediately begin the trail on him. After chasing this car into the woods, the officer's crashed around a bend near a large tree, where they would be left stranded. Shocked and stunned in the after math and with no signal on their radios or cell phones, they gather their things and head out into the woods looking for anything that can help them lead their way out of this area they just stumbled onto. You now play as either Officer Jake S. or Officer Kevin B. as you uncover the dark secrets that hide in every corner of these woods.


Character's & Weapon's:

- Officer Jake S.

- Officer Kevin B.

- Dreadlord

- Dr. Isaacs


- Knife

- H&K Glock 17

- M16

- Shotgun

- Mine

- Flash Light

- Pain Pills


Game Feature's:

- Day/Night system making light essential at night when it turns dark which makes your flash light very useful.

- Multiple items to find or buy which are also shareable.

- Different enemy units and boss's with abilities.

- Ammo system with different weapons and a knife for when ever ammo runs low.


Screen Shot's:



Mini-map view.



Many items around are interactable.



Town found within the woods.




Local Diner.



First encounter with the Dreadlord.



After the crash.




Mansion Bath Room.



Part of your Inventory.


Download :



Final Thoughts:

This map took a while for me to complete, not because I worked hard on it every day but I just had very little spare time these past three years and I wanted to make sure I made this project exactly how I wanted it to come out. If any one has any questions in regards to the map with game play or just what to do next, feel free to message me. ETEFT#1777 is my bnet tag or you can just simply message me on here if you'd like. Expect new versions to come out for this map within the future, any suggestions or feed back will be greatly appreciated.


Post has been edited 3 time(s), last time on Nov 5 2017, 4:35 am by ETEFT(U).



None.

Oct 20 2017, 7:05 pm m.0.n.3.y Post #2



Looks interesting, will try it out eventually!



None.

Oct 20 2017, 8:25 pm ETEFT(U) Post #3



Quote from m.0.n.3.y
Looks interesting, will try it out eventually!

Awesome! Lmk what you think when you’re done.




Oct 21 2017, 5:52 pm m.0.n.3.y Post #4



First play through we died because we couldn't equip weapons? We were running around the whole game unarmmed lol. Unloading from dropship didn't work, and I thought we had ammo



None.

Oct 21 2017, 6:11 pm ETEFT(U) Post #5



Quote from m.0.n.3.y
First play through we died because we couldn't equip weapons? We were running around the whole game unarmmed lol. Unloading from dropship didn't work, and I thought we had ammo

Sounds like you guys never picked up your hand gun when the game first started, to do that just walk near the crashed car in the beginning and it will equip your hand gun automatically.




Oct 22 2017, 9:47 pm ETEFT(U) Post #6



Added vers .02 now in effect. Noticed some bugs with the shotgun and made some balance updates along with some new cut scenes.



None.

Oct 23 2017, 1:08 am Pauper Post #7



Sounds fun, do you have any screenshots of the night and day system with flashlight? Sounds cool



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Nov 5 2017, 4:34 am ETEFT(U) Post #8



Quote from Pauper
Sounds fun, do you have any screenshots of the night and day system with flashlight? Sounds cool

I actually don't have any with the night and day system with the flashlight but if you can imagine the vision of a burrowed unit, that is basically the area that you can see when the flashlight is on.

Side note: Uploaded the 3rd version for this map, probably will be the last version of this map for a while at least. I am comfortable and happy with the state the map is in now.



None.

Dec 21 2017, 2:04 pm TV3D Post #9



This sounds familiar o.O



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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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