Staredit Network > Forums > SC1 Map Showcase > Topic: Time Down - Alpha Version
Time Down - Alpha Version
Feb 23 2009, 11:30 pm
By: Kaias  

Feb 23 2009, 11:30 pm Kaias Post #1



Time Down - Alpha Version
Quote from Production Thread
Time Down is a multiplayer arena game with an intriguing game mechanic: Time Control.
Rewind time and stop time while engaging opponents with potential and control equal
to your own. Time is both your greatest utility and your most abhor rival.



After not touching this map for almost 5 months, I decided I'd give you guys what I had done. I am not
pleased with the current product, and if I was going to finish this map, I would just restart and make
anew, as I'm much better at triggering now than I was then; really this map is pretty embarrassing. The
map features a huge array of bugs especially for your convenience! Still, it's been lurking in my closet
for sometime and isn't going to get any love since I've moved on to my current project, an rpg I am
co-mapping with Lethal_Illusion.

The main reason I'm releasing this map is to get it off my chest and let you have a little fun with the
rewind spell. Treat the map not like an arena, but as a concept map. My suggestion is to get a friend
and just test it out a bit. The spells are not balanced and the starting mana is jacked way up for testing
purposes. Spawn system wasn't done so I pulled the whole sucker out- AKA if you die, rewind as fast
as possible.

I invite you to test the limits of the map and try to create the most chaotic situation that you can right
before rewinding it. Yes, I know about most of the bugs; No, I'm not bothering to fix them, sorry.

P.S. Here's the Production Thread, if you wish to see what the final product was supposed to be.
P.S.S. Though intended to be 6 player, the Alpha version is only 2. Six would be too chaotic anyway.
P.S.S.S. I left the map unprotected and fully commented. If you want to take a peak, go ahead.

Without further ado, enjoy:

Attachments:
Time Down [vAlpha].scx
Hits: 22 Size: 273.33kb



None.

Feb 23 2009, 11:33 pm Kaias Post #2



Special thanks to Lethal_Illusion, for helping me test, and to Payne, for also helping me test a bit and for pushing me to release it.

Also, you really should read the rant up there, as it contains all my excuses for the state of the map ^^



None.

Feb 24 2009, 12:56 am Demented Shaman Post #3



I hate you. You should really finish this. You suck for not finishing it. :hurr:



None.

Feb 24 2009, 1:08 am Echo Post #4



I played it with you. It was fun :)



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Feb 24 2009, 2:48 am Kaias Post #5



Quote from name:Barack Obama
I hate you. You should really finish this. You suck for not finishing it. :hurr:
Maybe after I'm done with my rpg I'll go back and finish this, but not before

Quote from name:Bill Clinton
I played it with you. It was fun :)
Yeah we did, that was a loong time ago.



None.

Feb 24 2009, 3:16 am payne Post #6

:payne:

P.S.S.S.S.S.S.S.S.S: Not as buggy as he says ;P



None.

Feb 24 2009, 2:29 pm Kaias Post #7



Quote from payne
P.S.S.S.S.S.S.S.S.S: Not as buggy as he says ;P
I was covering all the possible bugs I haven't encounter yet.

Still, it's mostly just a few minor things.



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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