Staredit Network > Forums > SC1 Map Production > Topic: Vulticro!
Vulticro!
Jan 30 2010, 8:06 pm
By: Apos  

Jan 30 2010, 8:06 pm Apos Post #1

I order you to forgive yourself!


Vulticro
You are given a Zealot and you need to kill the Vulture that is constantly trying to micro you.


SPECIFICATIONS
  • Players
    You can play with any amount of player you want. The more there is, the more chances you can win.
  • Map Tileset
    Jungle
  • Map Size
    64x64


POINT OF THE GAME
The game is pretty much impossible but I made it so you can see how simple it is to make a great micro AI. I tried to make the least amount of triggers possible.


FEATURES
  • You can give any range unit to the computer and it will still work. (You may need to reduce the size of the location called "Main")
  • I read somewhere that a map like that had already been made but couldn't find it anywhere so I decided to remake it so it could be even better.


DETAILS
  • Characters
    •Protoss Zealot

  • Opponent
    •Terran Vulture (Can be changed in map)


SCREENSHOTS/DEMO

This is the introduction.


This is when your Zealot arrives.


This is when you start getting owned by a computer.

This is how it usually ends.

More pictures




PROGRESS
  • IDEAS (100%)
  • TERRAIN (50%)
  • UNIT PLACEMENT (90%)
  • TRIGGERS (90%)

UPDATES
  • 30/01/2010 (Date of last change)
    Added the map file.


Made with the Map Production template.

Attachments:
Vulticro.scx
Hits: 10 Size: 44.43kb

Post has been edited 1 time(s), last time on Jan 30 2010, 8:30 pm by apos.




Jan 30 2010, 8:23 pm OlimarandLouie Post #2



I figured out how to kill that computer... but I would have died by the time I could kill it :ego:

Kudos for making an A.I. that can "Micro" the vulture.



None.

Jan 30 2010, 8:48 pm JaFF Post #3



Not every ranged unit would work, because it needs to be reasonably faster than the Zealot to be able to run away in a short enough time. If the unit is faster but not by a large enough margin, you get situations when the zealot is chasing the PC across half of the map before the PC has enough range to make another shot.



None.

Jan 30 2010, 8:58 pm Apos Post #4

I order you to forgive yourself!

I saw that when I was testing with other units, I would end up catching up the PC. But the point that I wanted to mention was that it can micro with any units. In a later version, I may add the option at the beginning of the game to choose the unit you go against and it will automatically give you a unit (that is slower) (Maybe by slowing it down with a burrowed unit). The game will still be the same but it's fun sometimes to see other units micro.

Post has been edited 1 time(s), last time on Jan 31 2010, 2:05 am by apos.




Jan 30 2010, 9:06 pm Falkoner Post #5



There was a map made with this same idea, except the Vulture was able to outmicro a team of 10 zealots, it was very impressive.



None.

Jan 30 2010, 9:53 pm ImagoDeo Post #6



If this is done, it belongs in the Map Showcase instead of here.



None.

Jan 30 2010, 10:16 pm Apos Post #7

I order you to forgive yourself!

Quote from ImagoDeo
If this is done, it belongs in the Map Showcase instead of here.

It's pretty much done, but it's not the final product. This is mostly a rough draft were mostly everything is functional. As Falkoner said,
Quote from Falkoner
There was a map made with this same idea, except the Vulture was able to outmicro a team of 10 zealots, it was very impressive.

I want to add more to it and maybe incorporate it with a Vulture Control map. There would be a mode where you could get the comp to fight to your side.

Also, for this map, I used the "Send units on random suicide mission" to make the vulture find the best target (closest unit?). That means I only needed to make one trigger for the attack and everything else was to help the PC to escape.




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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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