Staredit Network > Forums > SC1 Map Showcase > Topic: [SCA] Turret Defense
[SCA] Turret Defense
Mar 12 2018, 4:58 pm
By: lifebot  

Mar 12 2018, 4:58 pm lifebot Post #1





Download Map: https://scrmaps.com/

This map supports SCA launcher which saves your progress.

You will earn EXP and will level up.

There is a global ranking which is updated live on https://SCArchive.kr

Post has been edited 16 time(s), last time on Sep 20 2020, 9:55 am by lifebot.



Warbible RPG Season 3 is live!

Check out the guide at scrmaps.com/warbible to learn how to play, then submit your save code to the Hall of Fame.

Mar 12 2018, 9:03 pm MTiger156 Post #2

Veteran Mapper

Both competitive and highly optimized. This will definitely stand out from the crowd. The only thing that could make this better is a voting system for difficulty and victory conditions.




Mar 14 2018, 4:29 am lifebot Post #3



NEW UPDATE:

32.51

-Added vote for difficulty [Easy or Normal]
-Added vote for game mode [Clear All Rounds or First to 1000 Kills]
-Added Marine Hero & Goliath Hero & Dark Archon & Dragoon Hero

Post has been edited 3 time(s), last time on Mar 16 2018, 8:02 pm by lifebot.



Warbible RPG Season 3 is live!

Check out the guide at scrmaps.com/warbible to learn how to play, then submit your save code to the Hall of Fame.

Mar 18 2018, 6:01 am Sato Post #4



The past version I played was not fun or strategic or balanced - ultimately, the one and only viable strategy to out-kill the other players was to get some Marines and spam upgrades (upgrades not going up in cost made them very spammable.) Anyone who went for anything else immediately fell behind in kills, got less money, and as a result, were never able to catch up. The rich get richer, and whoever chose Marines got rich.

This kind of game just really isn't conducive to being PVP unless everyone is getting their own separate spawn/area, IMO.

That being said, the foundation of the map is solid and is pretty close to how I would design an EUD Turret Defense if I made one. I was pretty impressed with the basics of it.

Now that there is a co-op mode, I'm interested, so I'll give it a test playthrough.

Good job on the map.



None.

Mar 18 2018, 4:31 pm lifebot Post #5



Quote from Sato
The past version I played was not fun or strategic or balanced - ultimately, the one and only viable strategy to out-kill the other players was to get some Marines and spam upgrades (upgrades not going up in cost made them very spammable.) Anyone who went for anything else immediately fell behind in kills, got less money, and as a result, were never able to catch up. The rich get richer, and whoever chose Marines got rich.

This kind of game just really isn't conducive to being PVP unless everyone is getting their own separate spawn/area, IMO.

That being said, the foundation of the map is solid and is pretty close to how I would design an EUD Turret Defense if I made one. I was pretty impressed with the basics of it.

Now that there is a co-op mode, I'm interested, so I'll give it a test playthrough.

Good job on the map.

Appreciate your feedback. Still balancing out from Round 19 to Round 25 but I'm almost there. Hard to test the later rounds for a map like this



Warbible RPG Season 3 is live!

Check out the guide at scrmaps.com/warbible to learn how to play, then submit your save code to the Hall of Fame.

Oct 27 2019, 9:25 pm DrSteele Post #6



How are you able to accomplish the native stacking support?

I tried to do this by setting the building dimensions of turrets to 0, but this makes the turret end up being invisible. Is there a way to allow stacking but buildings still show up?



None.

Sep 13 2020, 7:23 pm lifebot Post #7



Updated for SCA



Warbible RPG Season 3 is live!

Check out the guide at scrmaps.com/warbible to learn how to play, then submit your save code to the Hall of Fame.

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[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
[02:58 am]
Vrael -- all the stuff I've said below is based on the actual gameplay vs some strong human performers, seems like the bot just has unfair advantages, but its also doing some cool stuff
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