Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There are 12 Tormented Space maps believed to be impossible, they are:
S200_13 Copdenulus
S200_64 Bradsometum (I)(-)
S200_69 Eridon (-)
S200_101 Jovencoting (I)
S200_119 Madotis (I)(-)
S200_153 Luumulyr
S200_155 Landen
S200_162 Molzacdai
S200_169 Paraisoer (I)
S200_169 Paraisoer
S200_187 Abertoft (I)
S200_189 Keomicanfur
Full list of these maps as well as all of the hardest maps can be found on the KC forums at: https://knucklecracker.com/forums/index.php?topic=14333.msg104713#msg104713
I tried using a TERP to make a mortar pit, but there's simply not enough time
@Fireswamp. That list is a little is out of date. I believe I've encountered 26 impossible maps.
Also, S200_69 Eridon is not one of them. It's gruellingly difficult, but possible.
unless starting position is random :D
Do you have a more updated list I can give people the next time this question is asked?
S200_162 Molzacdai
S200_195 Caermeter
S200_83 Piocorp
S200_92 Barwick
S200_64 Bradsometum
S200_27 Astmu
S200_112 Dunkao
S200_187 Abertoft
S200_119 Madotis
S200_137 Oabost
S200_6 Dalnaran
S200_71 Valworthdai
S200_77 Oracardenlo
S200_148 Wyatttemen
S200_169 Paraisoer
S200_13 Copdenulus
S200_185 Tillyketh
S200_101 Jovencoting
S200_189 Keomicanfur
S200_153 Lummulyr
S200_144 Dizorcport
S200_113 Zabcor
S200_26 Daxnaleness
S200_144 Emprakald
S200_151 Keomitster
S200_151 Golphomin
S200_162 Molzacdai
S200_195 Caermeter
S200_83 Piocorp
S200_92 Barwick !!!!!!
S200_64 Bradsometum
S200_27 Astmu
S200_112 Dunkao
S200_187 Abertoft
S200_119 Madotis
S200_137 Oabost
S200_6 Dalnaran !!!!!!
S200_71 Valworthdai !!!!!!
S200_77 Oracardenlo !!!!!!
S200_148 Wyatttemen
S200_169 Paraisoer
S200_13 Capdenulus
S200_185 Tillyketh
S200_101 Jovencoting
S200_189 Keomicanfur
S200_153 Lummulyr
S200_144 Dizorcport !!!!!!
S200_113 Zabcor !!!!!!
S200_26 Daxnaleness
S200_144 Emprakald !!!!!!
S200_151 Keomitster *
S200_151 Golphomin *
You should use your own list and things next to the list :P
Though you should explain the notations :P
I wonder how long it would take to program an AI that can simulate player input, and essentially brute force every possible solution for that map.
Based on prior gaming AI experiments, probably somewhere around 2 years. (Remember you have to take both software development and training time into account.)
That said, gaming AIs can be tricky things to use as reference because of their superhuman reaction time and frame-perfect inputs. Creeper World 3 makes it easier to adopt an AI's strats than most games because its pause function allows the player to queue up numerous commands at once, but even then you'd really have to spam P to keep pace with a CW3 version of something like AlphaStar.