Staredit Network > Forums > SC1 Map Showcase > Topic: Space Snipers v102
Space Snipers v102
Feb 6 2009, 4:21 am
By: Ultraviolet  

Feb 6 2009, 4:21 am Ultraviolet Post #1

We do a little trolling

This map isn't really anything special, it is just a new snipers map, with all the same features as regular snipers, on new terrain. I did not copy the triggers from the already in existence sniper map, but made my own. You will find the triggers at the bottom of the thread, which can be used to make your own snipers map based on that template. All that is needed to make the triggers functional are 4 locations per team and a missile turret for each player (to detect who is there and who is not). Obviously the missile turret can be changed, any of it can really.

Download Link

Map screenshot:


In-game shot:

Please don't mind the Apocalypse. Imo, every map maker should (and probably does) use hacks while testing.

Download Link

[attach=2837]

These triggers are the text triggers from Scmdraft 2.


Attachments:
Snipers Triggers.txt
Hits: 6 Size: 27.54kb

Post has been edited 2 time(s), last time on Feb 7 2009, 10:37 pm by NerdyTerdy.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Feb 6 2009, 2:34 pm Ultraviolet Post #2

We do a little trolling

Desert Snipers v101

Another snipers map I made on a different tileset using the triggers from the first.




My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Feb 6 2009, 2:57 pm Lt.Church Post #3



*poke* why didnt you just put the trigger in a txt file or a trg file and attack that aswell that way it wouldnt take up space, also DOUBLER POST!!



None.

Feb 7 2009, 10:28 pm Ultraviolet Post #4

We do a little trolling

Good idea, will* do that when I get done with this game I'm in :P

Edit: Done.


Post has been edited 1 time(s), last time on Feb 7 2009, 10:38 pm by NerdyTerdy.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

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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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