Staredit Network > Forums > SC1 Map Showcase > Topic: Apocolypse Ball
Apocolypse Ball
May 11 2008, 9:49 pm
By: Rantent  

May 11 2008, 9:49 pm Rantent Post #1



Apocalypse Ball


It is the end of the world and a Demon is forcing seven average people to fight to the death using shuttles!?
Yeah, can't have much plot for a map like this.

Anyway, each player gets a shuttle and has to shoot at the other players in the game. When you hit another player with your Doom Ball, you "bag" them sending into your own personal limbo region. When you have "bagged" all the other players in the game, you win. But if you get hit with a Doom ball, all the people you had bagged are released back into the field at the spot they were hit.
This game is really only fun with four or more people. As the effects of bagging opponents become more defined as the player count goes up.
This map plays like many other dodgeball maps, yet the objectives are different, because players can come back on the field. You have to be better than everyone else (hit them all without being hit) in order to win.

I hate it in most maps like this, where players simply sit along the sidelines, only to attack the victor of all the other battles. This one makes sure that you can't simply sit everything out.
Apocalypse Ball

Post has been edited 1 time(s), last time on May 11 2008, 9:56 pm by Rantent.



None.

May 11 2008, 10:12 pm Echo Post #2



I played this! lolz



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May 12 2008, 1:01 am Clokr_ Post #3



Hah, getting used to the gameplay is a bit hard, but nonetheless the grid system works quite well. How does it work? :P



?????

May 12 2008, 1:04 am Demented Shaman Post #4



Having the crystals explode or having some other explosions would make this cooler.



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May 12 2008, 3:35 am Rantent Post #5



Quote from Clokr_
How does it work?
Just a simple mobile grid using medics and scv's. (5 and 4 respectively)
And yeah it definitely needs some more visual effects.



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May 12 2008, 3:41 am Demented Shaman Post #6



I like the effects you did in the beginning. The Demon looks very cool and I like that it has some sort of plot, lulz.



None.

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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
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