Staredit Network > Forums > SC1 Map Showcase > Topic: ScourgeBall
ScourgeBall
Aug 28 2007, 5:43 pm
By: Demented Shaman  

Aug 28 2007, 5:43 pm Demented Shaman Post #1



ScourgeBall v2.3
DOWNLOAD
This map is pretty old but is still fun. Basically its a 3v3 dodgeball game and each person starts out with 3 lives.

The players control a shuttle and there are 4 balls which are scourges. When you get a ball you can unload a unit in the shuttle and the ball will go to the corresponding location on the other side. You can only hold 2 balls at a time. There are also two specialty shots which require two balls. One is a dual diagonal shot that sends two scourges to both corners. The second is a fast interceptor shot that goes to the nearest location directly across from you.

There's also the ability to catch thrown balls, through the use of the observer that follows your shuttle. If the ball touches the observer before it hits your shuttle then you gain control of the ball. If you catch the special interceptor shot then the other player who threw it loses a life.

The gas represents the anti-hold timer that starts going down once you get a ball. If you hold the ball too long it goes to the other side for the other team to get.

SCREENSHOTS








Post has been edited 3 time(s), last time on Aug 1 2009, 12:09 am by Pariah.



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Sep 6 2007, 2:03 pm Demented Shaman Post #2



UPDATE: Attached map so you can download it now



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Jul 31 2009, 11:08 pm Demented Shaman Post #3



I'm going to revisit ScourgeBall Madness now that I've figured out a solution to a problem I had a while ago that prevented me from finishing it.

Here's a preview. More balls = More fun.


The two specials will also be different and they will make use of the fact that you can now hold a ton of balls.

Also, here's the link to v2.3
http://www.staredit.net/files/294/

Post has been edited 1 time(s), last time on Aug 1 2009, 12:09 am by Pariah.



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Aug 1 2009, 2:21 am CecilSunkure Post #4



Looks fun, I'll try it.



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[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[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
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