Staredit Network > Forums > SC1 Map Showcase > Topic: Hydralisk Run!
Hydralisk Run!
Aug 4 2008, 11:08 pm
By: BlooRanger  

Aug 4 2008, 11:08 pm BlooRanger Post #1



Hydralisk Run:


Objectives:

-Destroy all obstacles blocking your way to escape
-Try to escape and hit the switch that kills all the Hydralisks
-STAY ALIVE!!!

Hydralisk Run! is a map like Infested Run or Volcano Run but with Hydralisks that have speed upgrade. You control a Jim Raynor that has 3000 hp and does 3dmg per hit. On the way to the end, you will face obstacles which you and your allies have to destroy in order to proceed. Hydralisk Run! is a very fun game (to me at least) and I love playing it with friends. I hope you enjoy this map, and I would like some comments and opinions (or criticism).

Update!!!
-Added special spots that destroy some of the obstacles
-Added special spot that move the hydralisks back a little bit :><:


Screen Shots:
ScreenShot1
ScreenShot2
ScreenShot3

Attachments:
Hydralisk Run!!.scx
Hits: 11 Size: 796.84kb

Post has been edited 4 time(s), last time on Aug 5 2008, 10:07 pm by BlooRanger.



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Aug 4 2008, 11:11 pm Morphling Post #2



You need a picture and other things found here



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Aug 5 2008, 3:36 am Ryan Post #3



It's almost exactly the same as Infested Run, except the fact that you're using Hydras. It'd be cooler if you had something other than just obstacles to destroy.



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Aug 5 2008, 9:44 pm BlooRanger Post #4



Hmmm... I'll think about what you said... probably add some special spots you can go to to freeze the hydralisks for a certain amount of time. Any ideas would be well appreciated! ^^



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Aug 5 2008, 11:57 pm stickynote Post #5



Power ups that move a couple hydralisks to the beginning of the track.
EDIT: Just noticed something. Couldn't you just spam stim packs? With stims, marines move faster then the hydralisks.



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Aug 6 2008, 2:02 am Ryan Post #6



I'm kinda guessing you haven't played Infested Run, stickynote?



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Aug 6 2008, 2:05 am ShizTheresABear Post #7



Running of the Squirrels.



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Aug 6 2008, 3:14 am Vi3t-X Post #8



Quote from stickynote
Power ups that move a couple hydralisks to the beginning of the track. EDIT: Just noticed something. Couldn't you just spam stim packs? With stims, marines move faster then the hydralisks.

Quote from Ryan
I'm kinda guessing you haven't played Infested Run, stickynote?
Hes basing that theory off the fact that the Marines have 3k hp. Theoretically, you could mass stims and run the map.



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Aug 7 2008, 4:40 am BlooRanger Post #9



@stickynote: Actually the Hydralisks are hero Hydralisks so they move faster than regular Hydralisks, and there are obstacles blocking the way to the end so... the Hydralisks might just catch up to you. >:D

EDIT: Oh yea, can you guys give me a rating from 1 to 10 about how fun the map is? THX

[BLOORANGER]



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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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