Staredit Network > Forums > SC1 Map Showcase > Topic: Ghost Deathmatch (es)
Ghost Deathmatch (es)
Dec 20 2009, 3:31 am
By: Kaaysel  

Dec 20 2009, 3:31 am Kaaysel Post #1



---(=Attachments Below=)---

Right so... These are some of my maps. I'm not really much of an experienced map-maker, so i guess not much people will like these but, well, that's what constructive criticism exists for, right?

Anyway, the point on these maps (the Ghost Deathmatch series) is to, well, kill the enemy Ghost(s). You can also ally other players, at your own risk (backstabs). There is also a short backstory for each map (currently 2 only), backstories with which i plan to connect the whole series to make a sort of story, :P.

Now here's a brief description of both maps:

Ghost DM-Crystal Maze:
In this one, you're a ghost with cloak capabilities (although it's a short time and large cooldown, you know, for emergencies only), and the battlefield is a maze made of minerals. What makes this different from the other (Lava Lake) is that at the top there are Health Kits which, if brought to the beacon, heal you completely, thus making the game a little more interesting (according to me...). The size is 128x128.

Ghost DM-Lava Lake:
Pretty much same as the other one, except in this one, the battlefield is a Lava Lake, with magma too of course. So anyways, in this one, there are no health packs, but rather, you get TWO ghosts to wage war with, which is what makes this different from Crystal Maze. The size on this one is 64x64, making it a small, blood boiling arena.

So yeah, that's it. Some more Ghost Deathmatch maps are in the schedule but this is it for now. I got some other maps too but i see most topics focus on only one map or maps about the same stuff, so didn't really know what to do. Hope you like, below are the map attachments.

Attachments:
Ghost DM C-Maze.scx
Hits: 6 Size: 38.44kb
Ghost DM-Lava Lake.scm
Hits: 3 Size: 34.75kb



None.

Dec 21 2009, 12:50 am PearS Post #2



downloaded em but i'm having port problems...ima fix that and then get back to you =]



None.

Dec 21 2009, 3:38 am Kaaysel Post #3



Okay but don't expect something like... OMFGUBERAWESOME BURGERSAUCE!

Because it's not, sadly.



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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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