Staredit Network > Forums > SC1 Map Showcase > Topic: The Thing That Should Not Be (GE:2:7)
The Thing That Should Not Be (GE:2:7)
Jan 30 2009, 1:03 am
By: GalacticEmpireSaga  

Jan 30 2009, 1:03 am GalacticEmpireSaga Post #1



A multiplayer cooperative campaign scenario, part of the Galactic Empire Saga. 1- 4 players against 3 entrenched AIs and one spawning player. There are 3 selectable difficulty levels.

The scenario begins with a single Dark Archon per player. You must take that Dark Archon to one of the 3 nearby beacons to select the difficulty level for the scenario. The difficulty levels are: 1 Master, 2 Skilled, 3 No Good. Master should challenge 4 master players while Skilled should challenge 3 master player or 4 skilled players. No Good is a compstomp.

Once you select the difficulty of the scenario you will be given 3 drones, 3 SCVs and 3 probes and 2000 minerals. You must choose what race or races you are going to play. You have no starting Hatchery, Command Center or Nexus. Your first action should be to build one.

You are also given a You, (Marine) if You dies, you lose.

You also have Ouruuk, (Overlord) he is your means for controlling the zerg. If you lose Ouruuk at any point, all of the Zerg units under your control will turn against you.

You also have Jana, (Ghost) and Kate (Medic). They are nonessential, but nice to have around.

This scenario pits you against 3 entrenched Zerg AI and one spawning Zerg ai.

You will start with your player allies in the Southwest corner of the map. There are enough minerals and gas initially visible for everyone to get a good foothold. But, don’t get too comfortable, this isn’t a money map.

One of the difficulties of this scenario is that space is very limited where you start. Use your space wisely and plan to expand.
Another challenge is the everspawning Doom Mutalisk. It will spawn early and regularly throughout the scenario. It is tough and should not be ignored.

As with all the Galactic Empire scenarios both strategy and tactics are important. You may have to attempt this scenario several times to learn what strategies and tactics are most effective.

Enjoy!

Post has been edited 1 time(s), last time on Feb 20 2009, 2:57 am by GalacticEmpireSaga.



None.

Jul 3 2009, 12:56 am Wehrmarx Post #2



The thing that should not be!? Isnt that a metallica song?



None.

Jul 11 2009, 1:55 am Aeschylus Post #3



Yes it is. And the theme of the map is taken from the title of the song.

Also, Until It Sleeps, a follow on to The Thing That Should Not Be, is a Metallica song. And that map is based on the theme of that song.

For the most recent version see:

http://www.staredit.net/topic/7219/

There is even a playlist associated with Until It Sleeps.



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[12:16 pm]
Oh_Man -- inference vs backpropogation
[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
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