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    posted a message on Do you consider yourself part of an organized religion?
    Quote from Zolden: Go

    Quote from Saltpeter: Go

    I don't think anyone is going to argue against the correctness of math here.

    There were no such thing as math when the bible was being created, so religion lovers have no opinion about it, while science lovers probably have nothing against it either.

    There may not have been a theory of math yet(although there was), but that doesn't mean math wasn't understood at a more fundamental level. Math includes things like the definition of numbers. I hold up one finger, I am understood to be indicating the number one. That's a part of set theory. "One" is the name for the quantity of a set of "one" element. Anyone who believes the Earth is 6000 years old is going to take the meaning of the number "6000" on a completely separate faith than the religious one they are defending.

    Posted in: Off-Topic
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    posted a message on The Gridspace War

    This post reserved for additional info as needed.

    Posted in: Project Workplace
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    posted a message on The Gridspace War

    This is why I signed up for sc2mapster. :3

    This is my first SC2 custom map ever, and I started it 3 days ago. It's both my pet SC2 map project and my adventure in learning how to use the SC2 Editor. Hopefully over the months I'll be updating my progress regularly. My goal is to have a working prototype by the end of the year.

    General Concept:

    Teams of 3 fight to control the Grid. Each team member has a different role: Sender, Builder, or Grid Controller. First to kill the enemy Grid Core wins.

    How to Play:

    1. The Sender builds spawn buildings to send creeps towards the enemy Grid Core.
    -Creeps that reach the enemy Grid Core reduce its life by 1.
    -Creeps will engage in combat with enemy creeps, but if they take more than 20 seconds to reach their current waypoint, they will automatically die(to prevent the map from getting backed up with too many units).
    -Creeps can be upgraded at their spawn buildings.
    -The sender gains income from units killed by friendly creeps.
    -Some units can attack enemy towers!

    2. The Builder creates towers on Gridspaces to defend against creeps, and controls the Grid Core.
    -Buildings can be individually upgraded.
    -Buildings can only be built on friendly gridspaces. If a friendly gridspace is lost, all friendly towers on it are disabled until the gridspace is reclaimed.
    -Buildings can attack the enemy Grid Core if in range, doing full damage.
    -The Grid Core has some abilities for self-defense, and can be healed at a high cost, but it cannot hold off creeps or buildings by itself.
    -The Builder gains income from units killed by towers.

    3. The Grid Controller purchases/captures Gridspaces and directs the path of friendly creeps.
    -Purchasing gridspaces allows the Builder to place towers on them, and gives sight of the centers of adjacent gridspaces.
    -Each time a gridspace is purchased, the cost of repurchasing that gridspace increases.
    -The Grid Controller can change the direction that creeps travel at nearby intersections. Path control is an ability of the Gridspace Overseer, which sits in the center of every gridspace.
    -You cannot create infinite loops in your path or make creeps travel backwards.
    -Only enemy gridspaces can be captured. Neutral gridspaces must be purchased.
    -The Grid Controller can also build special towers that alter the paths of enemy creeps, and attack enemy gridspaces.
    -The Grid Controller gains income from owned gridspaces. Gridspaces can be upgraded to produce more income.

    4. All players on each team gets bonus income each wave equal to a percentage of the Grid Controller's income.

    General expectations of each role:

    Sender: The tank, the one that supports the Grid Controller and enables the Builder to defend.
    Builder: The defender, the one that keeps the team alive.
    Grid Controller: The attacker, the one who delivers the team to victory.

    Flow of the Game:

    Waves last 30 seconds each and begin one in-game second after the previous one ends. The game lasts for 90 waves(exactly 47 in-game minutes) before reaching sudden death. Sudden Death mode resets the creeps on the field, disables new buildings and path changes, and causes a constant stream of each team's units with a double speed, damage, and attack speed buff(note, towers do not get this buff). The first team to lose all of its towers or the Grid Core in Sudden Death loses the game.

    - - - - - - - - - - - - - - - - - - - - - - - - -

    Here's what I have so far:

    http://i.imgur.com/eGz7N.jpg
    Making the terrain was much easier than I expected it to be, and it is already complete, minor tweaks notwithstanding.

    http://i.imgur.com/33Qcl.jpg
    Detail of the three players and UI components. Probe is the Sender, Drone is the Builder, and SCV is the Grid Controller.

    Progress:

    Overall: approx. 4% -

    Map:
    - Terrain: COMPLETE -
    - Points: COMPLETE -
    - Default Units: COMPLETE -
    - Regions: 10% -
    - Doodads: NOT STARTED -

    Triggers:
    - Initialization: COMPLETE -
    - Endgame: COMPLETE -
    - Class Selection: COMPLETE -
    - User Interface: 40% -
    - Unit Spawning: 50% -
    - Abilities: NOT STARTED -
    - - Pathing: NOT STARTED -
    - Waves & Sudden Death: 40% -

    Data:
    - Buildings: 1% -
    Towers Completed: 1
    Spawners Completed: 0
    Grid Core Completed: N
    - Units: <1% -
    Creeps Completed: 0
    Non-Creep Units Completed: 0
    - Abilities: <1% -
    Abilities Completed: 0

    If you like what you see and you're interested in helping/seeing this come to fruition, I could use massive quantities of help on the data portion of this, as well as massive quantities of playtesting once the working prototype is ready. I am still very, very new with the SC2 editor, but my experience with other game editors is proving invaluable in figuring this out. I am currently working on this entirely by myself, and am open to sharing the credit for this game's creation.

    Contact me:
    -Skype: saltpetertaffy
    -Steam: SaltpeterTaffy

    Posted in: Project Workplace
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    posted a message on Do you consider yourself part of an organized religion?

    Science is a philosophy, not a science unto itself. It has its own axioms that must be accepted without scientific rigor. For instance, A scientist takes on faith the existence of a "nature" to which science can be applied. It's not a very hard assumption to swallow when you also take on faith that your senses provide you with information demonstrating the existence of nature, but nonetheless there is a faith component to science.

    I believe the point of conflict between science and religion goes down to their mutual epistemological roots, not their details. It's not about man or god, it's about knowledge. Both beliefs purport to claim knowledge of some kind(and I include understanding as a form of knowledge). I don't believe in the Socratic notion that knowledge is impossible to attain. Science asks you to assume that nature exists, which requires the assumption that your senses impart correct information about nature. Religions ask you to assume that whatever supernatural elements the given religion has exist, and that what they say is correct, and that what they do is real.

    To me, the main advantage science has as a means of understanding the universe is repeatability. If a physics textbook tells me that the radius of the Earth can be determined by placing two poles in the ground pointing straight up, measuring the angle at which they point away from one another due to the curvature of the Earth's surface, then using that angle and the distance between them to calculate the hypotenuse of the triangle that they form, I believe it because I can actually try it and find out for myself. No convincing necessary on the part of the textbook. No religious texts have this level of reliability. They ask you to believe without an explanation that satisfies the senses. They sometimes threaten with violence(argument ad baculum fallacy). They often rely on their popularity to convince those with weak wills(argument ad populum fallacy). They almost always rely on the indoctrination of children(also argument ad baculum). All science needs is "Try it and see for yourself. Maybe we're wrong."

    Now, I could go into science's reliance on mathematics, which is a whoooole other ball game. Another philosophy with another epistemological foundation. But I'll just say that most religious apologists rely on mathematics as well(any apologist who has ever said "The Earth is 6000 years old", for instance), so that balances out. I don't think anyone is going to argue against the correctness of math here.

    Posted in: Off-Topic
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    posted a message on Do you consider yourself part of an organized religion?

    Pretty easy question for me to answer. I have no religion. I never believed in any kind of god at any point in my life, and the furthest I ever went into believing the supernatural was, for a while, believing in ghosts, but eventually I figured out that that was just a function of my fear of death and stopped believing in those too. Anything that can be observed is a part of nature, and anything that is not a part of nature doesn't concern me.

    Ironically(or perhaps not), whenever I play an Elder Scrolls game, I always play a believer.

    Posted in: Off-Topic
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    posted a message on Totally new to SC2 mapmaking.

    A few days ago I started looking up how to use the SC2 Editor, watching/reading various tutorials and trying to find online resources to help me in my quest to make a grand arcade map. I found out about sc2mapster looking at all the thanks sections of the custom games I like to play, so I figured signing up here would be a good idea. :D I have most of the core gameplay ideas fleshed out, I just need to figure out how to use the editor.

    http://i.imgur.com/o4ce5.jpg

    This is what I have so far. Terrain, two regions, and a smattering of points. I'm familiar with events and triggers from other map editors, and I know all about loops, arrays, variables and such, but I am going to have a hell of a time with the data part. From the tutorials I've seen, I gather that that tends to be the hardest and most unpleasant part in general. I have so many questions. D:

    Also, hi. :D I'm Saltpeter and Starcraft 2 custom maps are like crack to me.

    Posted in: Off-Topic
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