Staredit Network > Forums > SC1 Map Showcase > Topic: Dominance 1.2: Facility, Volcano, and Highway
Dominance 1.2: Facility, Volcano, and Highway
Dec 9 2008, 7:49 am
By: StrikerX22  

Dec 9 2008, 7:49 am StrikerX22 Post #1




Dominance v1.2

  • Select your unit from 6! May pick same units, but it's permanent. Each has spells and unique detection method.
  • Hack into Control Nodes (Beacons) and keep for team points!
  • WIN: Control all 7 beacons.
  • WIN: or Reach 5,000 points.
  • Death: team loses 40 points. You lose 41 to show you've died more. You will be taunted, and your respawn time steadily increases.
  • Respawn: Invincible for 7 seconds. You gain 25 additional gas to help you.
  • Teamwork and Team Strategies are big!

Dominance, previously buggy/unpolished and known as Domination. Special thanks to aphtershox, for helping me put finishing touches, such as text editing (for conciseness), initial doodad'ing (which i generally hate) for all 3 terrains, testing, and putting up with me irl =P. A lot of work has gone into this, and a ton of time, so I hope you find it worth hosting yourselves.


Specifications

Collapsable Box



Storyline / Introduction

Collapsable Box



Features

Collapsable Box



Details


Collapsable Box



Screenshots


Collapsable Box



History and Background


Collapsable Box



Future


Collapsable Box




Download:


Have fun and spread it around! Full house is quite good.
Dominance: Facility w/ music (large map)
Dominance: Facility -no music (large map)
Dominance: Volcano w/ music (medium map)
Dominance: Volcano -no music (medium map)
Dominance: Highway w/ music (medium but tight map)
Dominance: Highway -no music (medium but tight map)

Made with Showcase Template[/quote]

[12-9-08 Edit: typos]
[12-12-08
Edit1: some new info on next version, uniqueness, and screenshots.
Edit2: Added list of DYK's (Did You Know's) for your instructional use. Also added revision/thoughts list (Dom fixes.txt), somewhat messy.]
[1-09-09 Edit: revamped post, fixing errors. Took 2 edits cuz re-uploading an attachment erased my work, but luckily I ctrl+c'd.]


Attachments:
Dom fixes.txt
Hits: 0 Size: 9.94kb
Dominance-Did-You-Knows.doc
Hits: 1 Size: 32kb

Post has been edited 5 time(s), last time on Jan 9 2009, 8:09 am by StrikerX22.



None.

Jan 9 2009, 8:19 am StrikerX22 Post #2



Okay, it's been a month. Any chance I could get some feedback? Anyone wanna try it with me?

Post above is revamped, and I've found some things I need to change, but I still would like to add more. I'm just not sure how to go about it. Check my .txt above to see my thoughts... I might make a thread elsewhere for that I suppose.

Get the .doc for quick helps on the map you randomly see while playing--which, of course, could help you before you between playing.

Post has been edited 1 time(s), last time on Jan 9 2009, 9:05 am by StrikerX22. Reason: typo



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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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