Staredit Network > Forums > SC1 Map Showcase > Topic: Cannonball
Cannonball
Jun 30 2008, 4:55 am
By: Roy  

Jun 30 2008, 4:55 am Roy Post #1

An artist's depiction of an Extended Unit Death

I threw this together in about 2 hours, and spent another couple hours testing and fixing it. If you've played dodgeball, you're in good shape.

Basically, there's two teams (three max of each team). Each player has a zergling. When the game starts, you burrow to throw a cannonball at your opponents. The burrow detection trigger automatically unburrows you, but when you throw, you are vulnerable for roughly a second. You can't have two cannonballs going at the same time; you have to wait for your first one to either go out of bounds or hit someone.

There are some things just of StarCraft's nature that gives this game minor problems. For example, if someone is at the very top edge of the area, the burrow detection doesn't work. The remedy I found for this was to add a small location at the top and right side edges to prevent players from getting too close. It's not perfect, but it stops the noobs from saying "wtf, y am i remain burrowz?"

One somewhat unethical thing I added was that after a certain period of time, player 8 will have junk yard dog cannonballs running around the map. This is because the 1v1 fighting takes a VERY long time without any interference.

The game is very straightforward, easy to learn and play, and rather addicting. I would recommend it to anyone who plays dodgeball, bounds, or dodging games.

Feel free to comment on what you like or hate about this map. I'm not going to tamper with it unless I really have to. I don't want to add things such as power-ups.




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[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
[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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