Staredit Network > Forums > SC1 Map Showcase > Topic: ResIdent Evil - Irons' Game (Newest version)
ResIdent Evil - Irons' Game (Newest version)
Jan 21 2019, 9:46 pm
By: Resguy  

Jan 21 2019, 9:46 pm Resguy Post #1

Just a random guy



RE - Irons' Game







RE - Irons' Game



Intro:
During the events of the Raccoon Incident, the Raccoon City Police Officers fought against waves of the undead. As their numbers dropped, they soon organised a plan to escape the R.P.D. However, their chief Brian Irons had turned against them, hunting them.



Map Specs:
  • Players: 6 (5 vs 1)
  • Tileset: Twilight
  • Genre: RPG/Hide and seek
  • Map Dimensions: 128 x 192
  • Trigger Count: Approximately 875
  • Location Count: 256 (All)
  • File Size: 6.87 Mb



Updates from my original map
- Reworked the terrain
- Reworked the ammo system
- Reworked the some of the pick ups
- Reworked collectible files
- Reworked the game percentage (Will always exceed 100%)
- Can now be played solo
- Fixed some random triggers
- Added some random triggers
- Added doors and keys
- Added enemies
- Added an infection rate system
- Added a common inventory for key items
- Added new features for Nemesis




Gameplay Notes:
The game is hard, playing with only a few players I would recommend playing without Force 1
  • Force 1: 1 player
    You play as the seeker, Brian Irons, and your role is to kill every R.P.D Officers. This character is played differently because your weapon is a Wraith that follows you, a Dark Archon.

  • Force 2: 5 players
    You are the hiders and at the beginning of the game you will choose between 22 different characters, all having different advantages and disadvantages. For the entire game you will have to avoid or kill Irons (Force 1) and, after the timer reaches 0, getting out.


    Feaures:
    - Healing
    - Ammunition system
    - Different floors
    - Some randomization
    - Infection rate
    - No special abilities
    - A mix of events from RE 2, RE 3, and RE Outbreak


RE - Irons' Game





I started this map back in 2007 if I recall. The original version may still even be on SEN. When the remastered SC came out, it made me want to look back at my old maps and, being a few years wiser, I decided to tinker with them. This map is one of these.

Even though I think this will be the last version, I welcome all feedback, advice, suggestions, and comments.



Resguy

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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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