Staredit Network > Forums > SC1 Map Showcase > Topic: Connect 4 Archons
Connect 4 Archons
Jan 25 2009, 7:35 am
By: alexpnd  

Jan 25 2009, 7:35 am alexpnd Post #1



Connect Four Archons

2-4 Players
2 Play boards, 2 simultaneous games or
1 game of Team Play. 2 players per team.

I have tested 2 players and it all works/looks great. Stack the archons (white pieces) and dark archons (red pieces) 4 in a row to win.

It's finished. I havent properly tested 4 player team game though so If any of you ever do let me know if there are any bugs so I can take em out.

My nicks are sentinel2000 and moby if you ever wanna go a round.

Post has been edited 10 time(s), last time on Feb 22 2009, 2:55 am by alexpnd.



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Jan 27 2009, 6:10 pm alexpnd Post #2



I'm really needing to test for 4 players to get this one done and over with, so if anybody has the time and courtesy to do so id be glad to return the favor some day.



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Jan 27 2009, 6:29 pm Biophysicist Post #3



Quote from alexpnd
I'm really needing to test for 4 players to get this one done and over with, so if anybody has the time and courtesy to do so id be glad to return the favor some day.
Go to battle.net and type "/join op sen". That's where SENers hang out on bnet. You'll find a lot of people willing to help you. It's better than asking for testers on here.



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Jan 27 2009, 6:30 pm Devourer Post #4

Hello

Quote from name:TassadarZeratul
Quote from alexpnd
I'm really needing to test for 4 players to get this one done and over with, so if anybody has the time and courtesy to do so id be glad to return the favor some day.
Go to battle.net and type "/join op sen". That's where SENers hang out on bnet. You'll find a lot of people willing to help you. It's better than asking for testers on here.
More exactly: Go to the channel Op SEN on the server: USEast



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Jan 28 2009, 6:55 am MillenniumArmy Post #5



I actually made a connect four map like 5 years ago which was playable for up to 4 people. Only had one board though and really inefficient triggering (i made triggers to manually check every possible win situation on the board as opposed to something like a grid system.)

You can check it out here if you want: http://www.geocities.com/millenniumarmy/connect.zip



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Jan 28 2009, 8:21 am alexpnd Post #6



Hey Ive played it. A guy i was testing with directed me to it. Its pretty sweet I actually cleaned up my map (visually) quite a bit after seeing yours.



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Feb 4 2009, 3:34 am m.0.n.3.y Post #7



I love tis game lol



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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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