Staredit Network > Forums > SC1 Map Showcase > Topic: Undead City Advanced
Undead City Advanced
Feb 8 2009, 2:44 am
By: Sie_Sayoka  

Feb 8 2009, 2:44 am Sie_Sayoka Post #1



Quote
Undead City Advanced

It was always my dream to play, or create an ultimate zombie map for Starcraft. A map that would have high replayability, professionalism, difficulty and entertainment. This is my attempt at such as map, unfortunately I have failed and it will never be completed. I share this with you so maybe you can get some ideas to create that legendary map >:D

Specifications

-Players
•4 Human Players
•Players 1,2,3 have triggers, 4 does not
•4 Computer Players

-Map tileset
•Badlands

-Map size
•128x128

Features

•Allied computer orders, command your fellow survivors
•4 available weapons: Barrett, SAW, M4, AK-47
•Ability to apply first-aid, change into medic
•Ability to place mines, spider mines
•Heavy weapons such as Barrett and SAW slow you down

Features(Unfinished)
•APC with machinegunner
•Two gameplay modes, Survival and Storyline
•Tutorial
•More levels and enemies

-Quick Gameplay Tutorial

•To start player 1 must move his civilian (top left) to the spire.
•Then find a weapon, the AK-47 and M4 are at the police station. The Barrett and SAW are hidden.
•Upgrade at control towers located near helipads.
•Defend against Zombies.

Shuttle
•Move out, orders computer to junkyard AI around yourself.
•Follow, orders computer to patrol to yourself.
•Stop, orders computer to stop. (Must be used after follow order)
•Rapid fire, instantly kills some zombies around yourself.
•Action, use to pick up money.

Barracks
•Marine, hire a marine for allied computer (helicopter will drop off at the next helipad
•Ghost, hire a ghost for allied computer
•Medic, switch to medic
•Firebat, create a spidermine

Locations/Helicopter
The helicopter is crucial to your survival, not only does it go around the city dropping off supplies and minerals for yourself but it also drops off armed survivors to help you as well. If the control towers are destroyed the helicopter cannot land and give you supplies.
•Police station(top left) Contains M4 and AK-47
•Hospital(top right) Contains emergency room(heal)
•City Hall(bottom right)
•Airport(bottom left)

Bugs/Glitches

•Player 4 does not have triggers
•Switching to medic will sometimes leave you without any units near walls
•AI is horrid

Screenshots





Additional

•This map is over a year old.
•Yes, it looks somewhat like Raccoon City I based it off of many zombie maps
•I chose square terrain because it is the best for gameplay in cities.
•This map is a sequel to Undead City, also by me. (Its a noob map)
•If the triggers look messy, thats because they are, sorry.


[size=20]Download




None.

Feb 8 2009, 4:21 am l)ark_ssj9kevin Post #2

Just here for the activity... well not really

(Fixing imageshack links)




Anyway, I think it was good, but I didn't understand where the recruited policemen came from. I liked how you can order your teammates, but follow should be attack-walk.

Also, the terrain looks like Mrek, :P



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Feb 8 2009, 5:28 am Sie_Sayoka Post #3



Quote
The helicopter is crucial to your survival, not only does it go around the city dropping off supplies and minerals for yourself but it also drops off armed survivors to help you as well. If the control towers are destroyed the helicopter cannot land and give you supplies.




None.

Feb 8 2009, 5:40 am Demented Shaman Post #4



If the switching to medic bug is a matter of the units not being able to be placed (because they are too close to the wall) that can be fixed so that at least if it happens it just doesn't switch.

I like the terrain style.



None.

Jul 22 2009, 6:58 am Demented Shaman Post #5



So what's going on with this? Any updates?

Lol, I didn't read the line in your first post that says "unfortunately I have failed and it will never be completed."



None.

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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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