Staredit Network > Forums > SC1 Map Showcase > Topic: Står Ångél CTF
Står Ångél CTF
Sep 6 2007, 3:07 pm
By: Wing-of-no-Wing  

Sep 6 2007, 3:07 pm Wing-of-no-Wing Post #1



Står Ångél CTF


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Map Description:
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Står Ångél CTF is a 3v3 capture the flag map in space. It features a combination of tactical and arena-style gameplay, with a focus on controlling individual units, but with some elements of territorial control and economics. It is designed to keep the feeling of "manual" rather than "automatic" flying, so thought alone will not result in victory on this map. It is also designed with trigger efficiency in mind: although there are still some areas where the trigger count could be reduced, by and large the map relies on Starcraft's built-in mechanics rather than triggers.



How to play-- Basics:
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The object of the game is to capture the enemy flag five times. The flag spawns after a 10 minute build-up period. To capture the flag, take it from the enemy flag point with your builder-transport and bring it back to your flag point.

There are three types of ship at your disposal (purchase them at Shipyard Coordination; if they are damaged, repair them at your team's corner structure):
-Fighter: Excels at destroying enemy ships and drones. Fires missiles.
-Bomber: Excels at destroying turrets and industrial complexes. Drops bombs.
-Builder-Transport (1/team): Builds structures, and captures flags.
You may not have more than one ship of a given type at once. In addition, if you control an industrial complex and have enough money, you can construct drones. Unlike ships, drones can be purchased in unlimited quantities, and owing to their automated piloting systems, they do not crash into asteroids.

Fighters and Bombers are both far more capable at their assigned roles when equipped with disposable ordinance. The Fighter is capable of firing missiles that destroy other air units, while the Bomber is capable of dropping bombs to destroy enemy ground units. Ordinance is purchased and deployed at Munitions Control.


How to play-- Specifics:
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Features in Står Ångel CTF are controlled from panels in the middle left region. Key bindings are as follows:
Munitions Control:
-W: Fire missiles from Fighter.
-P: Buy missiles for Fighter.
-S: Drop bomb from Bomber.  ($15)
-H: Buy bombs for Bomber.  ($15)
Shipyard Coordination:
-E: Deploy Fighter. ($25)
-I: Deploy Bomber. ($25)
-T: Deploy Builder-Transport. ($25)
In addition, the Builder-Transport can construct industrial complexes. Key bindings for the industrial complex are as follows:
-M: Produce commercial goods. (+$1)
-F: Build a Drone. ($18)



Tactics:
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1. Build an industrial complex as soon as possible so that you can start earning additional income. Use the 10 minute set-up period to build industrial complexes and defense, both for the flag (which you may want to move to a more defensible platform) and for your industrial complexes.
2. Destroy enemy industrial complexes during the set-up period. Be sure to have your team purchase both a bomber and a fighter to escort it.
3. Keep an eye on the minimap so that you can see if an asteroid is heading for one of your ships and move that ship out of the way (you hotkeyed it, right? Good!).
4. Keeping your ships together means that you can watch them all at once, which in turn means that it'll be easier to keep them from crashing. Such a move, however, also limits your tactical flexibility.
5. Drones don't crash into asteroids. Exploit this mobility wherever possible.
6. Asteroids kill, but they can also be a threatened craft's best friend. You should be able to figure out what I mean by this.
7. Don't try anything stupid, like moving support structures onto the battlefield, placing the flag point off the battlefield, or using a map-hack.
8. Coordinate with your teammates. This should be obvious, and yet so few people do it.



~~~A Wingless Production~~~



None.

Sep 6 2007, 7:49 pm Echo Post #2



Lol is this the map I played before? If it is, its a very fun and interesting game. You guys should play it.



None.

Sep 6 2007, 8:16 pm Wing-of-no-Wing Post #3



Yep, this is the one I showed you a while back. I figured, since it never had a thread when it was finished, and it was doing a good job of flying under the community's radar (so to speak), I might as well write something up for it.



None.

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[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
[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
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