Staredit Network > Forums > SC1 Map Showcase > Topic: Lost Temple RFMT v1.2 (regular and obs)
Lost Temple RFMT v1.2 (regular and obs)
Oct 7 2009, 12:16 am
By: Rain  

Oct 7 2009, 12:16 am Rain Post #1



This may or may not belong here (might need to go in the melee section) but I'll try to explain why I put it here instead.

First off, after downloading about 5 million copy's of lost temple, I've come to a conclusion. I like (note I say that "I" like not what "you" like :bleh: ) how WGTour (LT 2.1) and ICCup have edited LT so that it would be a bit more fair. Granted I still know there are a lot of imbalances and that its biased towards races and the whole ridge issue which is why everyone plays python now blah blah blah. But I still like LT ^^ so after looking through a few dozen maps to see what was changed from the original, I took what I thought was best from each map and edited my own lost temple version (I especially liked the islands having one whole mineral patch instead of two). Other things have been fixed like 9's min only and 6's natural expo. There's a bunch more but w/e. I'll explain why I posted this here instead of in the melee section.

I posted this here because of the obs version that's also attached to this thread. I've seen in some obs maps that the observers get something to do when the match first starts off (just for fun). I figured a micro round would be fun so I implemented that (currently it's just filler units [the same units for each player] because I've yet to figure out what units I want to use). I also want to incorporate this: http://www.staredit.net/topic/7825/ into the map so that's also why it's still in beta for now.

Anyway, as always comments and bug reports are always appreciated :) and the maps are unlocked as are all of my alpha/beta maps for editing.

Attachments:
Lost Temple RFMT v1.2.scm
Hits: 2 Size: 84.17kb
Lost Temple RFMT v1.2 obs.scx
Hits: 3 Size: 84.17kb



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[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[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
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