Staredit Network > Forums > SC1 Map Showcase > Topic: Hungry Hungry Hippos [Beta]
Hungry Hungry Hippos [Beta]
Aug 15 2008, 9:16 pm
By: Bolshevik  

Aug 15 2008, 9:16 pm Bolshevik Post #1



Once upon a time, a man was sitting around thinking about good 'ol memories of his childhood. He looked back to the times where his games consisted only of a few select board games. Don't break the ice, Monopoly etc. Well as this man pondered in his own depression wishing he could bring back those days, a favorite memory crossed his mind; Sunday afternoons, box of Cheez-its, glass of Sunny-D, and his all time favorite game "Hungry Hungry Hippos." He remembered how you would hit the lever and the plastic Hippo would leap forward and grab the white marbles. How he would play that with his father all day until they went fishing at dawn.
As this man was lost in thought, a strange and brilliant idea snapped into place in his head. What if i could somehow bring back that game to modern times, where everyone would still be excited about it? If kids wouldn't be able to set it down like past times? And as this idea weaved in and out of his brain, his eyes glowed bright and anxious to complete his dreams. He was a little too lazy to build a Hungry Hungry Hippo game set, so he wandered over to his computer instead. He brought up his favorite game, starcraft, and started pushing ideas around.
One thing lead to another, and he had a basic model of the game on his editor. Every idea that had came to him, was now on his computer screen. He could make a Hippo looking creature extend out and grab objects. He added a few player spots, colors and a variety of objects to catch. Everything was perfectly the way he imagined it.
This man's name turned out to be "Bolshevik."

Hungry Hungry Hippos [Beta]
1-4 Players
Desert World
64x64

Object of the Game
-Highest Score
-Eat the most Units
-Do something about your hunger?

Game controls
-Use a Dark Archon to Mind Control Terran Civilians
-Civilians will extend Hippo to catch units
-Choose between 5 angles to extend Hippo
-Infinite Game Rounds
-3 minutes for each round
-Over 30 objects to catch
-Each round randomizes objects to catch
-Objects move around for more challenge
-Each object has its own point value


*Interesting Details*
-All ideas original
-New Hippo extender concept (actually catching units)
-Complex trigger and location setup
-Funny themes (mission briefing, points = Carbs, Round names)
-Award System (Unlocks, Bonuses, Combo's etc)


*Current Flaws*
-Have NOT checked for bugs (Help Needed)
-Ai player filling for missing players (considering)
-Only up to 4 Players
-2 Unlocks still in progress

NOW DOWN LOADABLE AT: http://www.staredit.net/files/674/



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Aug 15 2008, 11:38 pm stickynote Post #2



Quote
-All ideas original

Lol? You just said that this was based off an old game. I remember playing that when I was little. Nice concepts, bringing this old game into starcraft.



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Aug 16 2008, 12:19 am Bolshevik Post #3



Quote from stickynote
Quote
-All ideas original

Lol? You just said that this was based off an old game. I remember playing that when I was little. Nice concepts, bringing this old game into starcraft.

ha, well a physical game outside of a computer, There hasn't ever been any HHH maps for starcraft so I'm not copying anyone else :bleh:



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Aug 16 2008, 1:28 pm Vi3t-X Post #4



I think Moose made something like this, not exactly sure, but I remember seeing it on the old SeN.
It's also a classic on WarCraft. Durr.



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Aug 16 2008, 3:21 pm MillenniumArmy Post #5



Quote from Vi3t-X
I think Moose made something like this, not exactly sure, but I remember seeing it on the old SeN.
It's also a classic on WarCraft. Durr.
Moose did a hungry hungry hydras game. It was just a game where you had a hydralisk and you killed people.

This sounds really fun. I was actually thinking about remaking this game for a very long time xD

So how do the units move? Are they simply junkyarded or do they all move around in a huge circle?



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Aug 16 2008, 3:35 pm Moose Post #6

Armor: 90.50%

Quote from MillenniumArmy
Moose did a hungry hungry hydras game. It was just a game where you had a hydralisk and you killed people.
Actually, it was a game where you had people and killed Hydralisks.
It wasn't similar to Hungry Hungry Hippos, I just used it for the name.




Aug 16 2008, 4:00 pm Vi3t-X Post #7



Quote from MillenniumArmy
So how do the units move? Are they simply junkyarded or do they all move around in a huge circle?

Both!



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Aug 16 2008, 6:23 pm Devourer Post #8

Hello

not a fan of it...



Please report errors in the Staredit.Network forum.

Aug 18 2008, 5:43 am Bolshevik Post #9



So does anyone like it? Can i get some feedback? Pulease
And yea i'm still working on 2 unlocks, just need some ideas for what they should be



None.

Aug 18 2008, 12:43 pm Vi3t-X Post #10



P v P Arena! Well, teamed?



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[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
[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
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