Staredit Network > Forums > SC1 Map Showcase > Topic: Desert Strike Night - Fixed
Desert Strike Night - Fixed
May 11 2010, 10:37 am
By: Lanthanide
Pages: < 1 « 36 37 38 39 4053 >
 

Feb 22 2012, 6:56 pm InFeSTeD-HuMaN Post #741



Some nutjob keeps spoofing Lanthanide and hosting very shitty ass versions of DS, a very funny part in it is, broodlings are replaced with "infested marines" you can mass 2 marines per sunken colony when you play as zerg. However most of everything else is overpriced and thats the biitchmade part of the fake DS 2.56 map. Obviously noobs who can't handle getting owned will spoof and hack maps and overprice nearly everything to make it easier for himself.

I dunno what program these guys are using to get in your maps, Lanth. :ermm: :ermm: :wtfage: :| :-_-:

Attachments:
Fake Lanth posts 2.56 DS.pcx
Hits: 5 Size: 168.52kb



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Feb 22 2012, 7:09 pm CrazyChaos Post #742



Quote from InFeSTeD-HuMaN
Some nutjob keeps spoofing Lanthanide and hosting very shitty ass versions of DS, a very funny part in it is, broodlings are replaced with "infested marines" you can mass 2 marines per sunken colony when you play as zerg. However most of everything else is overpriced and thats the biitchmade part of the fake DS 2.56 map. Obviously noobs who can't handle getting owned will spoof and hack maps and overprice nearly everything to make it easier for himself.

I dunno what program these guys are using to get in your maps, Lanth. :ermm: :ermm: :wtfage: :| :-_-:

I Can not see the attachment,because Idk how to open it..wow



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Feb 22 2012, 7:47 pm Lanthanide Post #743



Yeah, this was already reported earlier in the thread. I got a copy of the map already. I've added 2.56 to the list of fake versions at the start, in teal colour so it shows up quite clearly.

As for what program: his version is descended from 2.3x something and doesn't include the insta-spawn powerup that was introduced in 2.42. So I don't think it's going to be very popular anyway. I guess he hasn't tried to take the effort to move all of his changes over to the new versions.

I experimented with additional protection, that was partly home-cooked, when I was releasing the 2.4x versions, but I found that osmap could just open it up anyway so I gave up on it. Recently someone posted a map here that didn't work with osmap, but I was able to use a korean unprotector to open it, still. The other thing is that I use tinymap to shrink my map significantly, whereas most other protectors don't allow any kind of shrinkage, so going with protection would result in larger maps.



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Feb 24 2012, 3:25 am InFeSTeD-HuMaN Post #744



It was jsut a screenshot of someone on the game list spoofed as Lanthanide hosting 2.56 lol. However was osmap(whatever that means?)the program he used to modify your ds games? Seems he couldn't make any changes in the 2.4x verisons lol, unless he gains more computer nerd experience and end up with some other superior map openers. There is an endless trail of starcraft mods and hacks all over on the net. I think this one guy made a fake 2.48 version and showed me it where the insta spawn was there right before the real 2.48 came out



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Feb 24 2012, 3:50 am Lanthanide Post #745



The 2.56 that is being hosted is based off of an earlier 2.3x map. This guy has been making a parallel version for a while, 2.56 is just his latest one. He's basically pretending to be me and stealing my reputation for good gameplay and map design. This annoys me. If he renamed the map to something clearly not DS Night and didn't spoof my name, I wouldn't mind: people on b.net would play the version they liked the most, and if it was his, well good for him. I like to think that I am very good when it comes to coming up with new features and implementing a generally bug-free map (a few glaring errors of late, though), certainly compared to the average quality of maps on b.net mine is head and shoulders above them.

The reason his version doesn't include the insta-spawn is because he based it on the old version of the map and there were quite a lot of changes in 2.42 to support insta-spawn and general system overhauls. He likely just hasn't made the effort to move his (few) trigger and unit changes over to the new version. He could do this at any time, but evidently is too lazy or doesn't like insta-spawn? Anyway I stopped using my protection around 2.48 or 2.49 so even if he couldn't unprotect the original 2.42 release, he could unprotect the new ones without too much hassle because they have no more protection than the 2.3x ones did.



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Feb 29 2012, 4:16 am HSL... Post #746



Here's a recent TvP game I played.

The opponent got dropped out at the very near end of the game but it's down to the wire.
The point I want to make is it was never supposed to come down to the wire in the first place since I was in control for most of the game until my opponent started getting out mass air units and Terrans had no answer for it especially against carriers. When the map starts maxing out, the fast attack rate of corsair also really starts to shine and your factory units become worthless. My suggestion? Put back the interceptors at no HP as Terrans already have very tough time dealing with other Stargate units.

Attachments:
Epic TvP.rep
Hits: 2 Size: 133.41kb



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Feb 29 2012, 4:55 am Lanthanide Post #747



I'm not sure what you mean by "at no HP"?

HP is dropped to 5 in the next version. No, I haven't been doing any work on it, since I've been working on fixing my house up to sell it instead and getting early nights.



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Feb 29 2012, 5:04 am HSL... Post #748



I meant make the interceptors immortal so the goliaths and wraiths don't have to target them. They're already not firing at a regular rate when there are many units on the field and they're using the firepower on interceptor. Good luck selling your house, though.



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Feb 29 2012, 6:26 am Lanthanide Post #749



In the tests I did long ago, perhaps I need to re-do them, in the pure BC vs Carrier battle the weakest combination for the carriers is when the interceptors were cycled through vulnerable/invincible every 2 seconds. Keeping the interceptors always vulnerable or always invincible made the carriers stronger.

Also the way that interceptors work, is when they get injured they will go to dock in the carrier until they are fully healed. So injuring interceptors (or killing them) is a good way to reduce carrier firepower. Making interceptors invincible would obviously prevent this.



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Feb 29 2012, 7:58 am Sacrieur Post #750

Still Napping

The T's problem was too much Mech, SC's limitations, and not enough BC.

Hitting the sprite limit changes everything.



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Mar 1 2012, 6:45 pm InFeSTeD-HuMaN Post #751



bcs+wraiths+goliaths, at least 10 bcs needed per spawn would b good along with EMP and yamato



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Mar 2 2012, 4:10 am HSL... Post #752



Can you do a test that is similar to BC vs. Carriers but add BC+wraiths vs. Carriers+corsair+scouts?



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Mar 2 2012, 4:40 am Lanthanide Post #753



I can try, but it's much less repeatable than single unit vs single unit. In the case of BC vs Carrier I chose them because they're both 'capital ships' of each race. To test, I did 10 trials of each combination, so a total of 30 games. Each game takes about 2-3 minutes to reach a conclusion, so it is quite time consuming.

Anyway I'm unlikely to do any further work on the map for at least another week, and quite possibly 2-3. Spending most of my time working on my house at the moment so don't have the energy to come and work on the map when I get done with that.



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Mar 2 2012, 10:27 pm 3FFA Post #754



Good luck Lanthanide! I hope you get a good deal :)



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Mar 4 2012, 3:31 am Rivalz Post #755



Just found a fake 2.53 being hosted by stop101 still based off of the old 2.3x



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Mar 4 2012, 3:50 am Lanthanide Post #756



Bleh.

I was told last night of an exploit regarding one of the specials. I'll definitely get on to that when I start working on the map again. Hopefully I'll be able to look at it one or two nights this week.



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Mar 4 2012, 7:49 pm InFeSTeD-HuMaN Post #757



Stop101 lol, he usually hosts queen versions which sux and has less strategies than Lanthanides DS nights which is 250 times better than queeen versions.

Lanth's DS > Queen versions



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Mar 14 2012, 5:37 am Sacrieur Post #758

Still Napping

I've been wondering about the math behind gassing for some time, especially to find the optimal times to do so. I did the number crunching.


Deficit Generated, Adjusted for Cost and Bonuses



Gas: Geyser number, as a sum.

Rate: Measured in minerals per second, this data is for double mineral rate mode.

Time: Measured in seconds, the infrastructure adjust time. No minerals are generated during this period.

BEP: Break-even point. Measured in seconds, this is how much time is required to pay off of the deficit generated from building a gas mine.

Deficit: Measured in minerals, this is the total amount of minerals that one has to be accumulate to break-even on the gas investment. Note that only surplus minerals can be used to pay off the deficit, which is the difference between gas steps. Displayed figures have been adjusted for costs and bonuses (e.g., gas mine cost).

---

If we help visualize the BEPs, this is what it looks like:



Yeah, that's a lot of time to make up for gassing. Note that while those slopes are accurate, not all constants or variables are taken into account.

---

What this basically means is that it takes 51.9 minutes to hit the BEP for full gas mines, so no one should fully gas ever, unless the game is going to go on longer than 51.9 minutes.

Post has been edited 5 time(s), last time on Mar 14 2012, 7:08 pm by Sacrieur.



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Mar 14 2012, 6:28 am Lanthanide Post #759



Re-do your figures. 0 gas is 16/second and 6 gas is 46/second, not 15/45.



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Mar 14 2012, 6:29 am Sacrieur Post #760

Still Napping

Quote from Lanthanide
Re-do your figures. 0 gas is 16/second and 6 gas is 46/second, not 15/45.

Are you sure, because in game it says it's one mineral lower than each one.



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