Staredit Network > Forums > SC1 Map Showcase > Topic: Pixel Mouse Defense
Pixel Mouse Defense
Jan 22 2009, 3:10 am
By: Morphling  

Jan 22 2009, 3:10 am Morphling Post #1



Pixel Mouse Defense


This map is a cool concept, however I took it one step further, well 2048 to be exact.
Doodle's Mouse Defense grid went every two tiles, 64x64 pixels, but this map goes to every pixel!
There are
8 levels and they come fast. Trust me, eight levels are enough, considering I have yet to beat it myself.

Details:
-Ice tileset
-20x64 map size
-20x12 playable area
-1256 units
-Due to Euds this map is only one player
How to play:
-Move your mouse overtop of the units to kill them
-Make sure no units reach the right side

Note:Lethal_Illusion & Brontobyte made the grid and the mouse detection. I just added the levels because I was bored.

Attachments:
Pixel Mouse v.2.scx
Hits: 32 Size: 109.07kb

Post has been edited 2 time(s), last time on Jan 22 2009, 3:16 am by Morphling.



None.

Jan 22 2009, 4:03 am Vi3t-X Post #2



Lethal already showed me this. Fun map overall, it was like 700 triggers though.



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Jan 22 2009, 4:07 am Morphling Post #3



1,425 triggers to be exact, but who's counting. :lol:




Jan 22 2009, 4:19 am BlueWolf Post #4



Did you keep the explosion effect under the mouse?



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Jan 22 2009, 4:48 am blacklight28 Post #5



Probably...



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Jan 22 2009, 5:34 am midget_man_66 Post #6



Once again, interesting concept. Morph(U)... but, it lacks Fun.



None.

Jan 31 2009, 2:02 am Thuy Post #7



don't know if you fixed this or not but the zergling level is messed up. all the zerglings die right as they spawn



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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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