Staredit Network > Forums > SC1 Map Showcase > Topic: 7v1 Gosu Human Player: BGH modification
7v1 Gosu Human Player: BGH modification
Feb 2 2010, 3:39 am
By: Aristocrat  

Feb 2 2010, 3:39 am Aristocrat Post #1



One day I thought to myself, "Can a really good player outmacro 7 others given sufficient resources?" and modified BGH to give one player infinite resources. After testing revealed that the gosu player just made 50 gateways and pumped zealots ad infinitum, I did many, many rounds of balancing and refining, eventually coming to a solution that would give both the skilled player a chance and permit the regular players to defend against concentrated slaughters. Essentially, the map flows like this:

7v1 Gosu BGH v2.21b

Essentially, this is a modified version of BGH to give player 8 (9 o'clock expansion) a large economic and gameplay advantage over other players, forcing him to macromanage his production very well to defeat the 7 other players on the map. Similarly, the normal players must coordinate their raids and attacks on player 8's base in order to not be overwhelmed with a much stronger army.

Specifications


-Players
•8 human players, at least 2 required to start

NOTE: Must be played on Use Map Settings!

-Map tileset
•Jungle World

-Map size
•128x128

Objectives

-Destroy all enemy buildings to win. Players 1-7 are not eliminated unless every building on their team is eliminated, although most people have the sense to GG before then.

Features

-The map is essentially the same as Big Game Hunters, with a double main at each base.
-A 3rd gas is added to each main but is blocked by 10 stacked Protoss temples, can be destroyed with tanks/reavers/lurkers.
-Player 8 has a slightly increased base area.
-Player 8 has pre-damaged command centers in his base for infested terran production. (Enough to be infested but not enough to burn down)
-P8's natural is clear of minerals and geysers. Two Psi disrupters (2000 HP) form a temporary wall to discourage rushing.
-Neutral creep is placed at the corners of each base to allow convenient Nydus canal usage.

-5 Neutral heroes (10x Mutalisk, 10x Goon, 10x Wraith, 10x Kerrigan, 10x Scout) are placed around the map for mind control. They can all be quickly dispatched with appropriate units, but can deal significant damage if no one bothers to counter them.

-All players start with 1 Yggdrasil (Overlord, 1000 HP, 4 armor, can transport units) and 1 Civilian. (P8's Yggdrasil is invincible)
-The transport lets players hop bases and elevator units into the enemy base with more ease.
-The Civilian can be used in the same manner as the "boom"s from Desert Strike. A beacon is placed in each base. P8 gets 2 booms.
-A "boom" kills all enemy units in your own base.

-To prevent being eliminated 2 minutes into the game, each player (1-7) starts with 1000 minerals and gas. This allows many build orders to pop minutes early.

-Player 8 starts with 10k minerals and gas, as well as 50 stacked minerals and 8 geysers near the main.
-Aside from the default race, P8 also gains the basic workers of the other two races. (The amount of money provided is not able to sustain all three races at maximum production speed, so using mixed armies results in lower overall tech.)
-After 1 minute has elapsed, resources trickle in for player 8 at a speed of 500 minerals/gas per 30 seconds.
-At 8 minutes this triples to 1500 minerals/gas per 30 seconds.
-At 15 minutes this doubles to 3000 minerals/gas per 30 seconds.
-At 20 minutes this increases to 5000 minerals/gas per 30 seconds.
-At 30 minutes this increases to 26000 minerals/gas per 30 seconds.

-Player Interface
Normal melee interface, all normally accessible units and spells are unchanged.

-What's new in your map that others have not done before?
•This is similar to Phantom in concept, but has much better implementation. (I was not aware that Phantom existed when I made this, iCCup players pointed it out to me).

Download
See attachment.

Made with Showcase Template

So far, people have told me that the income can constantly sustain one army at 150/200 if it is frequently sent out, and building up to 200/200 x 3 is unfeasible against 7 decent players. P8's main goal is to kill as many players as possible early on in the game, while P1-7 want to focus on containing P8 and harassing the unit production buildings as soon as possible. Both sides have fair chances at winning: a C- iCCup player should have no problem dispatching 7 D/D+ players, but a B- could lose easily to 7 well-coordinated C/C+ players.

Version 2.21b is out. Please do help test this so I can refine the balance further. Thanks! :)

Post has been edited 4 time(s), last time on Feb 2 2010, 8:27 pm by doomedrusher.



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