Weekly 5-Map Tournament - Constellations - Closing 21 July, 2013

Started by deety42, July 15, 2013, 01:39:39 PM

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deety42

Well, I'm running out of themes, so I just went through a list of constellation names looking for some decent maps.  Enjoy!

A few useful links:
All Tournaments (wiki)
Code Map Scoreboard
Tournament Score Tool

Theme:
Constellations



   
   
   
   
   
   
Map Name:Size:Complexity:
Boötes MediumMedium
CaelumMediumHigh
CassiopeiaLargeHigh
CentaurusSmallLow
PiscesLargeMedium

dlbushman

Results Per Player


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
RankNameBoötes CaelumCassiopeiaCentaurusPiscesTotal ScoreTotal Time
1asmussen12040112051199411684119355885835:04
2dt4211900111201195111631117565835838:56
3Martin11686106621160411545119835748045:53
4Marley11082104541135811558109195537164:33
5DougB1139399821113711408111045502466:45
6inept_celt1128395761039911540108165361480:31
7dhc98328157962310877904047529157:41
8MizInIA112189790104151105542478
9Overbyte9288823399281084238291
10Atomicfrog11353123701197335696
11ctuna11114120521167134837
12J118811157023451
13dssdba9418994719365
14ea34011192711927
15c'est moi1143311433
16sept19731120111201
17Boötes1104411044
Scores recorded at 2013-07-21 08:14:33 forum time.

dlbushman

So many zero gravity and all build direction maps this week.  I wasted probably 20 minutes (mostly paused) on one map trying to build the 'optimal' reactor pattern from here:
http://knucklecracker.com/forums/index.php?topic=6149.15 (page 2)
http://knucklecracker.com/forums/index.php?topic=7162.0

Also, when there are strong emitters and experimentals, I get lazy and just shoot the dark beam at the emitter to destroy it  :-\

deety42

Wow!  Good for you.  If there is plenty of terrain to build in, I generally get lazy and just dig paths 2 wide to fill with reactors.  If there's not much terrain, then I try to get more efficient t shapes...

I've been trying to practice with experimental techniques which is why I put those maps in.  I don't have the patience for some of the turn the beam/reflectors on and off techniques, but I like trying to figure out a good path that clears spaces for nullifiers quickly and using conversion bombs as well.

asmussen

I usually only try to approach the optimal build pattern when there is limitted space available. If you have enough space that it isn't going to be a problem, then the main thing is to select a build pattern that allows you to build a reactor in nearly every space that you excavate, so that you aren't wasting energy digging out more spaces than you need to hold the reactors you are building. There is probably also a small mathematical advantage to building in the optimal pattern because it means that your reactors on average can be closer to the LS, minimizing packet travel time during the excavation and building, but I'm not sure that it's that large of an advantage. I usually don't go quite that far when optimizing. I find that the levels of optimizing that it takes to get the really high end scores takes a lot of the fun out of most of the maps. That's just me, of course. Some people love that level of optimizing.
Shawn Asmussen

ea3401

Quote from: deety42 on July 18, 2013, 01:55:19 PM
... I don't have the patience for some of the turn the beam/reflectors on and off techniques ...

You do not need much patience, when you are using the keyboard shortcuts. See attached test-map.
Pause with 'p', when beam is running and then
klick on 2nd  mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
klick on next mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
klick on next mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
and so on
...
(sometimes the last 'n' isn't necessary)

Kithros

If you want to know of something *really* tedious to get higher scores on maps consider this:

You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.

EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.

asmussen

Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:

You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.

EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.

Oh, now that's just evil... :)
Shawn Asmussen

asmussen

I replayed 3 of the maps to get better scores, and on each one of them my 2nd time ended up landing exactly on an even minute with no seconds, completely by accident! That's a 1 in 216,000 shot right there. Weird... :)
Shawn Asmussen

Marley

Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:

You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.

EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.

Ok, I knew I was an amateur, but I really had no idea just how far I had to go.

Or don't have to go.  Is it still fun when you do that kind of stuff?

Kithros

Quote from: Marley on July 21, 2013, 06:05:55 PM
Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:

You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.

EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.

Ok, I knew I was an amateur, but I really had no idea just how far I had to go.

Or don't have to go.  Is it still fun when you do that kind of stuff?

I've actually never used either of those strategies - I rarely use the frame by frame playing, but it is possible to improve on times with strategies like these. Most of my times have a lot of room for improvement despite how far ahead they are of most peoples. I do however have a pretty good idea of what's *possible* to do in the game still, even if I don't necessarily use it.

asmussen

Final standings:

Results Per Player


   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
RankNameBoötes CaelumCassiopeiaCentaurusPiscesTotal ScoreTotal Time
1asmussen12040112051199411684119355885835:04
2dt4211900111201195111631117565835838:56
3Martin11686106621160411545119835748045:53
4Marley11247104541135811558109195553663:06
5DougB1139399821113711408111045502466:45
6inept_celt1128395761039911540108165361480:31
7dhc98328157962310877904047529157:41
8ctuna1121112052116711176546699
9MizInIA112189790104151105542478
10Overbyte9288823399281084238291
11Atomicfrog11353123701197335696
12J118811157023451
13sept1973112011130422505
14dssdba9418994719365
15ea34011192711927
16c'est moi1143311433
17Boötes1104411044
Scores recorded at 2013-07-22 00:03:06 forum time.
Shawn Asmussen