Staredit Network > Forums > SC1 Map Showcase > Topic: Lurker Defense XYZ v.076
Lurker Defense XYZ v.076
Feb 28 2008, 8:20 pm
By: azala  

Feb 28 2008, 8:20 pm azala Post #1



empty

Post has been edited 1 time(s), last time on Jun 24 2008, 4:20 am by azala.



None.

Mar 1 2008, 4:37 pm Greo Post #2



Not bad. It's probably better than most of the D maps out there.

Post has been edited 1 time(s), last time on Apr 6 2008, 6:08 am by Syphon. Reason: Spam



None.

Mar 1 2008, 5:22 pm Falkoner Post #3



It's such a weird set-up, like you actually have a base and stuff, but it's not bad.



None.

Mar 1 2008, 8:57 pm ClansAreForGays Post #4



great job on this azala. Your map is currently the most played defense on b.net
I don't think the point system has as much to do with the success as you give it credit for. I believe it succeeds because:
1) there are not multiple versions. I have played this map many times and have only had to dl once.
2) the eco aspect. this gives players a bonus for knowing exactly how much force is needed.(Solid game design)
3) very small dl size




Mar 3 2008, 5:15 am Oyen Post #5



I played this. It is indeed very difficult and fun. This game is spreading very rapidly among battle.net.



None.

Mar 3 2008, 3:28 pm El_Minigame Post #6



its becuase every noob out there want to beat the game... i already know how its just the dont cooperate.



None.

Mar 3 2008, 7:11 pm ClansAreForGays Post #7



plz proof read minigame.




Mar 4 2008, 10:06 pm azala Post #8



Quote from ClansAreForGays
I don't think the point system has as much to do with the success as you give it credit for.
The point system is responsible for making certain determined people play for days on end in order to achieve the #1 ranking team, people who I don't think would otherwise play as often as they do. A list of these people would be the ones you see often in the "Hall of Fame" section of my website.

For normal people, you're right, the points system really isn't a motivating factor :)

Thanks for playing,
- az



None.

Mar 5 2008, 2:11 am ClansAreForGays Post #9



I actually now undertand what you mean, having just beat it (with a meager 12). Real replayablitiy after beating it, nice.

Post has been edited 1 time(s), last time on Mar 5 2008, 5:29 pm by ClansAreForGays.




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[09:53 am]
NimoStar -- ban the bot :))
[06:53 am]
TECHLANDBD -- Air Fryer Price in Bangladesh 2026 | Techland BD
[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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