Staredit Network > Forums > SC1 Map Showcase > Topic: TronCraft
TronCraft
Dec 28 2008, 12:29 pm
By: Devourer  

Dec 28 2008, 12:29 pm Devourer Post #1

Hello

Hi,
first of all: this map is not made by me, it's made by a friend ( General_Raynor ), I just gave him the (epic) sounds.

This map is based on the light-cycle bikes from Tron (a movie).

Settings:
  • You can choose between 4 speed-modes
  • You can start a game with a Obstacle
  • Your bike can shot missiles which can kill players and walls, Missiles costs gas!
  • Missiles can be deactivated
  • You can kill the loosers when you won :)




Screenshots:

Epic reaction-battles


Controls

Download:
Download from SEN

Post has been edited 2 time(s), last time on Nov 10 2009, 2:06 pm by DeVouReR.



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Dec 28 2008, 5:38 pm l)ark_ssj9kevin Post #2

Just here for the activity... well not really

This was already done, if I recall correctly.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Dec 28 2008, 6:26 pm ClansAreForGays Post #3



Does this one use zealots instead of interceptors?




Dec 28 2008, 7:06 pm TemPesT- Post #4



Angelfarto made another very fun Tron map. but i should try this one out.




Dec 28 2008, 11:41 pm Biophysicist Post #5



You should use mineral loss detection to make the response time more faster. Set both players to have 3 minerals, and set the Firebat's cost to 2 minerals and the Ghost's cost to 3 minerals. Then, if a player has 1 mineral, that means they built a Firebat, and if a player has 0 minerals, they built a Ghost. Then, you can use Accumulates to figure out when a player builds something instead of Bring/Command, which is faster because it detects it when you press the button, not 1 second after when the unit finishes building.



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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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