Staredit Network > Forums > SC1 Map Showcase > Topic: WWII Italian Front v4 Stable
WWII Italian Front v4 Stable
Feb 10 2021, 6:32 am
By: Falconguy1987  

Feb 10 2021, 6:32 am Falconguy1987 Post #1



I recently finished this map I created all the way back in 2007. EVERYTHING I did myself from drawing the map (which I still believe is my best ever) to writing all the triggers and attempting to overcome well used tropes of that era.

Players:
5 Human players (Germ, Italy, Fran/USA, GB, Yugo Resistance)
1 computer Axis (Romania)

Features:
No Ships on Land
Yugoslavian Resistance spawned from Probe
Main focus is Italy, thus Germany takes a back seat
Usage of gas and trade lanes
German and British convoys of troops moving throughout the Mediterranean
A timelimit so games don't drag out forever (90minutes)
Simple mission objectives (Axis survive for 90minutes, allies take key locations)
Events are based on what players do in game such as taking Tobruk or clearing Rome of Axis troops

I never really tested it and by 2007 most of the StarCraft player base had moved on. I also wasn't confident in making BW maps and wanted to keep the focus on balancing everything with base units without cheese units. I have tried multiple times across reddit and facebook to get a few people together to test this but never seemed to work out. I am FalconGuy1987 here, on reddit and on US West if anybody is interested in putting a testing session together.

Thank you.

P.S. If your playing the game and some units come out double, that was intentional, please don't change it.

Screen Shots

https://ibb.co/ph4hJ5k

I'll add more tonight when I do another run through.

Attachments:
WWII - Italian Front v4.scm
Hits: 2 Size: 245.85kb



You can find me on Reddit.

Thank you StarCraft community for the best years of my gaming life.

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[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
[02:57 am]
Vrael -- NimoStar
NimoStar shouted: If its any consolation, the human brain would still mop the floor with this bot if it wasn't limited by the mechanical interface
I mean human brains trained the bot too, its not completely infeasible for the bot to actually be strong in certain scenarios
Please log in to shout.


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