Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Topic started by: Michionlion on September 18, 2011, 11:59:51 AM

Title: Map Testing
Post by: Michionlion on September 18, 2011, 11:59:51 AM
In the cw1 custom map board there was a topic for community map testing.  Here's one for cw2. 



Note: it would be better if you didn't post your map file here, but asked for a pm or something so that people don't steal it.  (it has happened)




EDIT:  PM me if you would like to test my newest map (that i can't seem to beat) 'Down to the Mine'.
Title: Re: Map Testing
Post by: lich98 on October 01, 2011, 03:10:27 PM
If you would like to test my newest map Please PM me and i'll give it to you.
Title: Re: Map Testing
Post by: CobraKill on October 01, 2011, 03:20:29 PM
I have my help :P (Thanks Colin!)
Title: Re: Map Testing
Post by: FreeForTaking on October 07, 2011, 08:25:53 PM
Heya everyone!  :)

Just wondering if anyone would like to test my map, It's the first one in some epic series that I'm going to create! ^^
Just send a pm on the forums, and I'll provide a link ;)

Would be happy about any criticism whatsoever, and especially on the artwork :P
Title: Re: Map Testing
Post by: TonyP2000 on October 13, 2011, 02:38:04 PM
Whats up?

I have an intense custom map called Drone Storm that I need tested.

If anyone is interested please PM.

Thanks!
Title: Re: Map Testing
Post by: TonyP2000 on October 13, 2011, 10:19:34 PM
Here is the link to Drone Storm V2 (V1 was simply the layout without any drones except for "Big Daddy")

I have not put in text yet, the map is very unbalanced and there is still lots of things that need to be fixed.
Feedback is greatly appreciated!!!!!

Thanks!
Title: Re: Map Testing
Post by: Cavemaniac on October 13, 2011, 11:39:51 PM


Wow!

You really don't like your map testers much do you?!

After playing this for 15 minutes I feel like my face has been hit with a belt sander!!!

I love loads of elements of this game.

I've not completed it yet (have you?) and I'll give it some more play/thought before replying in more detail.

This was just to let you know that I'm on it, and loving the storm of drones - as opposed to the Teddybear Picnic of drones!

Title: Re: Map Testing
Post by: TonyP2000 on October 14, 2011, 12:19:51 AM
Awesome, Expect V3 to be out on the weekend, this will have all the fields set up as well as the text.

I did not last very long on this map at all, do you have any ideas I can use to make this easier without being too easy?
Title: Re: Map Testing
Post by: Cavemaniac on October 14, 2011, 02:19:33 AM
Quote from: TonyP2000 on October 14, 2011, 12:19:51 AM

do you have any ideas I can use to make this easier without being too easy?


I was thinking that I wish I had some ore, so I could build Makers to create pools for that big sucker to swim through...

But as I've not yet completed it, that may not be required. The big sucker could well just be a red herring, sort of a timer, collect the capsules before it arrives!!!!!!!

Actually, Makers would be useful on both of the bottom drone swarms/creeper pools...

How about giving us just one C-Bomb at a time to create anticreeper we can vacuum? As the creeper isn't very dense, it'd not unbalance the map too much.

Just thinking aloud.

Post the update any time you like and I'll keep at it!

I hope to beat the beggar!
Title: Re: Map Testing
Post by: TonyP2000 on October 14, 2011, 04:10:34 PM
The "big sucker" -or as I call him- Big Daddy is more of a timer, you are best off getting the capsules before he comes in and basically destroys your whole infrastructure, and even your ship! I am going to add makers and ore to V3.

I have not lasted long myself, but I am working on balancing it out. So keep on playing and keep bringing in this awesome feedback. I am going to see if some betas can give it a shot.

>Tony
Title: Re: Map Testing
Post by: Cavemaniac on October 15, 2011, 02:32:23 AM
Quote from: TonyP2000 on October 14, 2011, 04:10:34 PM

Big Daddy is more of a timer


Ha!

I knew it! You were just messing with us!

Actually, the biggest help would be some ready made tech domes or a load of crystals to start with - you get off to quite a slow start and you NEED your fire rate (or range - you choose) upgraded before you crack open the hoard...

Looking forward to the next version - Virgil's upgrade came just in time, the boost and formation buttons will make things much easier.




Title: Re: Map Testing
Post by: mthw2vc on October 15, 2011, 08:08:18 AM
You can open the chambers safely without either, but good luck advancing quickly without both. As is, there is plenty of time before the superdrone reaches you, and due to its incredibly slow speed, it would be far from impossible to kill it after it arrives.
Title: Re: Map Testing
Post by: TonyP2000 on October 15, 2011, 12:01:32 PM
Here is Version 3! I added ore as well as made things a little bit easier. Enjoy

Edit: Also tell me if it is too hard are too easy.

Title: Re: Map Testing
Post by: lich98 on October 15, 2011, 04:23:12 PM
love the text! ;D

EDIT: could someone beat my map and tell me whats its missing or i need to add. No pranking!!!!!!!!!!!!!!!!!!!!!
Title: Re: Map Testing
Post by: MadMag on October 15, 2011, 07:23:43 PM
Map: Vulkan

Can you get to the capsule and rescue the people there?
Title: Re: Map Testing
Post by: TonyP2000 on October 15, 2011, 11:03:17 PM
After careful testing and player feedback, I am uploading Drone Storm. Thanks for the feed back. Special mention goes to Cave!
Title: Re: Map Testing
Post by: aattss on October 15, 2011, 11:40:14 PM
I have a map I want tested.

How do I let someone test my map?
Title: Re: Map Testing
Post by: Crimson King on October 26, 2011, 12:07:06 AM
I have a map I would like others to test. Comments and criticism welcome.
Title: Re: Map Testing
Post by: Colin on October 26, 2011, 12:31:42 AM
It looks like fun, but I recommend that you
take the file off of here for now, because
people have had problems with posting maps
in this thread (or anywhere) and having them
"stolen" where someone submits the map in
their name and not yours. I'll edit this post
when I finish it, looks like fun!  ;)

EDIT:

I got around to finishing it, it was a fun one!
A slog to get past that choke point, and may
need toned down a bit, (or raise cap on
weapons). My finish time was 22:40.
Title: Re: Map Testing
Post by: Cavemaniac on October 26, 2011, 03:27:14 AM


Phew!

What Colin said!

I think I see what you're aiming for - and limiting the weapons available makes it harder, but perhaps too much of a slog.

Perhaps increase the cycle that creeper/anti-creeper gets teleported up?

Or the gift of a few (non replaceable) C-Bombs? Or limit production of them like you did the other weapons?

Otherwise, good map, lots of effort, it's just a bit drawn out. I had it going on full speed most of the time (Thanks Virgil!) and gave the new formation move a work out.

About 26 minutes to complete - I forget exactly. I wish time was more important in CW2 than score - like in CW1 - it's not listed in my high score table and we can't submit scores yet...

Title: Re: Map Testing
Post by: CobraKill on October 26, 2011, 09:56:49 AM
Quote from: Colin on October 26, 2011, 12:31:42 AM
It looks like fun, but I recommend that you
take the file off of here for now, because
people have had problems with posting maps
in this thread (or anywhere) and having them
"stolen" where someone submits the map in
their name and not yours. I'll edit this post
when I finish it, looks like fun!  ;)

EDIT:

I got around to finishing it, it was a fun one!
A slog to get past that choke point, and may
need toned down a bit, (or raise cap on
weapons). My finish time was 22:40.

That was a prank by Karsten. :)
Title: Re: Map Testing
Post by: Crimson King on October 26, 2011, 12:11:19 PM
Okay, I have made some adjustments.

Lowered teleport time and reduced creeper density.
Title: Re: Map Testing
Post by: Cavemaniac on October 26, 2011, 07:28:39 PM
Quote from: Crimson King on October 26, 2011, 12:11:19 PM

Okay, I have made some adjustments.

Lowered teleport time and reduced creeper density.

That's great!

17:05 this time.

Still a bit of a mission, but I found myself playing it over and over, trying to shave time off, experimenting with different strategies.

If you're happy with it, go ahead and submit it.
Title: Re: Map Testing
Post by: CobraKill on October 26, 2011, 09:02:09 PM
Well I would like some help testing.

PM me if you want to play my newest map: Blueprint Battle: Creeper Domain.
Title: Re: Map Testing
Post by: Crimson King on October 26, 2011, 09:23:45 PM
Submitted and thanks for the feedback Colin and Cavemaniac. :)
Title: Re: Map Testing
Post by: Colin on October 27, 2011, 12:14:58 AM
@CobraKill

So far, the map is improved over the last
version you had me test! I think in its
current state it should be beatable, but
it would take awhile. A few things to add
would be ore for the ore rigs and maybe
sense there is so little build space, put
the reactor tech out there somewhere.
Also I think the beacon tech should be
unlocked. I think you accomplished the
moving "bubble" of safe area good!
When you add ore, I think that you
should keep the entire supply of ore in
the map at like ~15k~ including reserves
on the ship and ore in the map, because
the Anti-Creeper is just too helpful! xD

I didn't beat it, but it was fun! (I died).  ;D


Also, I'm repeating my warning:

Quote from: Colin on October 26, 2011, 12:31:42 AM
It looks like fun, but I recommend that you
take the file off of here for now, because
people have had problems with posting maps
in this thread (or anywhere) and having them
"stolen" where someone submits the map in
their name and not yours. I'll edit this post
when I finish it, looks like fun!  ;)

If you want some help in the future just pm
me!  ;)
Title: Re: Map Testing
Post by: lich98 on October 30, 2011, 07:01:07 AM
I have a map i'd like tested, Tell me what you think of it. Negative and positive comments are allowed on it. And no putting it in the upload queue!
Title: Re: Map Testing
Post by: TheBlaster on November 01, 2011, 09:09:00 PM
lich, its kind of a slog to get through all that creeper and on the left side on the end of it(right at the blue Xs)the creeper levels go over 2 billion and turn into anti creeper.
Title: Re: Map Testing
Post by: lich98 on November 02, 2011, 08:51:57 PM
yep i know that. Thanks for telling me though. That is suposed to help you for a bit. I've been doing it by going up the straight area. (see picture) And BTW here is a newer version to check out, the creeper still switches to anti creeper.
Title: Re: Map Testing
Post by: lich98 on November 04, 2011, 03:10:50 PM
ok new version its the most recent tell me what you think about it.
EDIT: Ok made some changes check it out please.
EDIT2: Fally version is out.
Title: Re: Map Testing
Post by: Mr.H on November 09, 2011, 07:41:05 PM
Hello I have two maps needed testing. PM me if you want to test them, also if you test it and complete it be sure to submit your score:).

Map 1: Thriving deepness
A map which places the player in a very dangerous position, directly above a creeper volcano. The main issue is the initial explosion, I've added shields to try and make it hold off longer, but every time too much creeper breaks through and i die, well not really i managed to geta  foothold but my techdomes where destroyed before i coudl research the second reactor efficiency upgrade which would have saved me. Sinc then I've added two layers of shields, with anti creeper in them, to stall them. If you beat it tell me how you did it(I heart screenies :P)

Map 2: The waters of death.
A flowing,water canyon map. Once again I like to give my maps a bit of a backstory, the player must survive a waterfall of creeper, and an epic amount of styglek gravity manipulation.  Once again I don't like to give the player a nice starting position, so sooon after you settled shop you'll be flooded. I managed to beat this one and submit the score, but when i try to post it it says i have to submit a score first! My intenret is pretty bad here, that's why i want someone else to beat it inorder for me to be able to post it.

Also , feel free to comment and tell me how to improve them.
Title: Re: Map Testing
Post by: lich98 on November 16, 2011, 08:35:19 PM
Ok so this map is no where near done but as of now i wanted to know what you think. And no submitting a score to upload!
EDIT: made some changes  :)
Title: Re: Map Testing
Post by: lich98 on November 17, 2011, 08:51:15 PM
Alright made some minor improvements and added some more can i get some feed back please?
Title: Re: Map Testing
Post by: lich98 on November 18, 2011, 09:05:14 PM
Ok just wondering If anyone could finally test my map, the layout of stuff is done now just some fine tunning to make it work. Thanks for helping me.
Title: Re: Map Testing
Post by: lich98 on November 20, 2011, 07:39:32 AM
OK working on both part 1 and 2 of maps I'm making any help finding bugs and/or testing them is appericated thanks!

BTW: gem11 isn't that far completed so it might be hard to get started on.
Title: Re: Map Testing
Post by: knucracker on November 22, 2011, 08:14:54 PM
I've only looked at map 10...
I like the overall direction of the map.  A good solid down fight can make for good fun.  I would consider taking this general idea and thinking "how can I accomplish the same mission, but use less of everything".  Right now the map is really tough on the eyes because of the tiles, creeper colors, etc.  That's getting in the way of some otherwise good map elements.  I know you have the 'gem' series to stay consistent with, but I would experiment with non random tile rotations, more subdued tiles (lower the contrast on them). 

But I like the whole "well of death" you have going on.  Those can be fun challenges to push through.
Title: Re: Map Testing
Post by: lich98 on November 23, 2011, 10:36:18 AM
Quote from: virgilw on November 22, 2011, 08:14:54 PM
I've only looked at map 10...
I like the overall direction of the map.  A good solid down fight can make for good fun.  I would consider taking this general idea and thinking "how can I accomplish the same mission, but use less of everything".  Right now the map is really tough on the eyes because of the tiles, creeper colors, etc.  That's getting in the way of some otherwise good map elements.  I know you have the 'gem' series to stay consistent with, but I would experiment with non random tile rotations, more subdued tiles (lower the contrast on them). 

But I like the whole "well of death" you have going on.  Those can be fun challenges to push through.

Thanks, i'm going to go make some changes to that later today aswell thought of some more, i'll keep these in mind aswell. Thanks again.
Title: Re: Map Testing
Post by: TonyP2000 on November 29, 2011, 03:20:53 PM
Whats up, I decided to take some time out of my schedule and make a map, give this one a shot and tell me what you think.
Title: Re: Map Testing
Post by: J on December 03, 2011, 09:10:24 AM
Finally made something, I would like to have some feedback before posting it.
Title: Re: Map Testing
Post by: TonyP2000 on December 03, 2011, 02:32:35 PM
Quote from: J on December 03, 2011, 09:10:24 AM
Finally made something, I would like to have some feedback before posting it.

I gave it a shot, damn, what a trippy map. I made it to the top half before getting overflown with creeper from the first tunnel. Overall, fun map, just really, really weird.

Also those super fast moving squares with 5000k creeper in them, don't really add anything, they just take longer to kill rather than making things more fun
Title: Re: Map Testing
Post by: J on December 04, 2011, 08:28:33 AM
When I started creating this map, there were 72 cubes circling around in the top half but that created some problems I could only fix with less cubes. If you use your AC and shields the right way it will be a lot easyer to complete top half. I think the map is ready when I make the top half a bit easyer.
Thanks for feeds back! :)

(removed the map from other post)

(posted the map)
Title: Re: Map Testing
Post by: dd790 on December 04, 2011, 05:15:13 PM
Hi everyone, I am just starting to try and make CW2 maps and I am full of ideas if not ability to implement and balance them yet. I'm sure I will get better with practice, if anyone would like to BETA test my maps please PM me and I will send you them to try out before release
Title: Re: Map Testing
Post by: lich98 on December 16, 2011, 07:13:51 PM
map a new map (my smallest yet). Anyone want to test it?


EDIT: Made some changes added text, think this is final version.
EDIT2:Final version in upload
Title: Re: Map Testing
Post by: lich98 on December 20, 2011, 05:59:04 PM
New map i would like tested, thanks
Edit: please test my map for me
EDIT: major changes made field wise please check it out.
EDIT: Ok think this is a close to final version, has text and unless i can't beat it this is the final version.
EDIT: The map should be complete now, and beatable.
EDIT: final version i hope
EDIT: In upload
Title: Re: Map Testing
Post by: J on December 23, 2011, 03:30:28 AM
New map is (hopefully) ready, some feedback is very welcome!
EDIT: new version posted, fixed a few bugs
EDIT: fixed another one, could be the final version
EDIT: map uploaded
Title: Re: Map Testing
Post by: lich98 on December 23, 2011, 09:16:57 AM
Quote from: J on December 23, 2011, 03:30:28 AM
New map is (hopefully) ready, some feedback is very welcome!
EDIT: new version posted, fixed a few bugs
EDIT: fixed another one, could be the final version
Ok i'm going to need help with this map, lost the first part and hanging out here (see screenshot)
Title: Re: Map Testing
Post by: J on December 23, 2011, 10:01:55 AM
Quote from: lich98 on December 23, 2011, 09:16:57 AM
Ok i'm going to need help with this map, lost the first part and hanging out here (see screenshot)
Dig the spots where the creeper can't come and build a MR before the creeper cuts of the connection. Use shields!
Title: Re: Map Testing
Post by: lich98 on December 23, 2011, 10:05:01 AM
ok
Title: Re: Map Testing
Post by: CobraKill on January 15, 2012, 09:58:46 PM
Hi I'd like a map tested.

Magma and Water

Pic is slightly off.

(http://knucklecracker.com/forums/index.php?action=dlattach;topic=6565.0;attach=6748)

Any help would be appreciated.

Download (http://knucklecracker.com/forums/index.php?action=dlattach;topic=6565.0;attach=6750)

(It is through KnuckleCracker)
Title: Re: Map Testing
Post by: Ebon Heart on January 16, 2012, 11:27:54 PM
Nice map. You may wanna check your remnant ores, though. Some of them still give you ore, even though there's no makers. And you said in the text that you can't use them for your assault. Also, it could use some balancing... but overall, nice job. :D
Title: Re: Map Testing
Post by: TonyP2000 on January 27, 2012, 02:07:16 PM
Hey, whats up? I haven't made a map in a while since I have been busy, but here is my newest map: Tactical Defense.
Give it a play, tell me what you think.
Thanks
>Tony
Title: Re: Map Testing
Post by: 2b3o4o on April 01, 2012, 08:08:46 PM
I've got a complex map that needs testing and feedback, it's not finished yet, but if you're reasonably well known here, I'll give you the latest version. Just pm me. ;D
Title: Re: Map Testing
Post by: Rushed on April 02, 2012, 07:09:15 PM
I can't beat my map "Beginning of the End Part 5"... PM me if you wish to attempt it... I've already edited it many times.




Rushed
Title: Re: Map Testing
Post by: Karsten75 on April 04, 2012, 02:20:56 PM
Quote from: Rushed on April 02, 2012, 07:09:15 PM
I can't beat my map "Beginning of the End Part 5"... PM me if you wish to attempt it... I've already edited it many times.


How long do you last on that map?
Title: Re: Map Testing
Post by: 2b3o4o on April 04, 2012, 02:27:24 PM
Quote from: Rushed on April 02, 2012, 07:09:15 PM
I can't beat my map "Beginning of the End Part 5"... PM me if you wish to attempt it... I've already edited it many times.




Rushed
After you're past the beginning, it's just a slog.
Title: Re: Map Testing
Post by: Rushed on April 04, 2012, 02:41:32 PM
"How long do you last on that map?"



Typically until the Drones get out, then I may as well just give up... Screenshot below.
Title: Re: Map Testing
Post by: Rushed on April 11, 2012, 08:29:27 PM
I have made the final version of "Beginning of the End Part 5" and I am now submitting it to the map moderators! Good luck to those who attempt!





Rushed
Title: Re: Map Testing
Post by: teknotiss on September 04, 2012, 04:37:18 PM
map for testing
edit testing in process
Title: Re: Map Testing
Post by: Helper on September 04, 2012, 04:54:59 PM
Got it!
Title: Re: Map Testing
Post by: teknotiss on September 05, 2012, 09:40:14 AM
another map for testing...

edit map under testing
Title: Re: Map Testing
Post by: Helper on September 05, 2012, 12:01:22 PM
Got it - thanks.
Title: Re: Map Testing
Post by: Helper on September 05, 2012, 12:10:13 PM
OK - now I've got this one.

The first one finished in about 2:12
Title: Re: Map Testing
Post by: Helper on September 05, 2012, 12:15:48 PM
1:46
Title: Re: Map Testing
Post by: Cavemaniac on September 06, 2012, 02:04:29 AM
Quote from: Helper on September 05, 2012, 12:15:48 PM
1:46

1:42

I win.

(does sad little victory 'dance')

My round, what'll you guys have?

Seriously, tek - nice map, but I can't imagine that you intended it to be beaten so quickly.

Ya wanna tweek it a bit and let us loose on it again?

Just checking in case I've got the wrong end of the stick, we are talking about teks20 Creeper Leaker, yes?

Love the psychedelic backdrop man, think I'm gonna go stare at my lava lamp for a bit. You guys hungry?!

Title: Re: Map Testing
Post by: teknotiss on September 06, 2012, 11:35:43 AM
i'm guessing you dudes just grabbed stuff Cbomb and shield the emitters then kill and win?
that was not how it was supposed to go.
what did i do wrong?
i think i need to up that crystals cost don't i? perhaps bury it? or do we not need it?
hmm back to the testing then.
harsh...  :(
Title: Re: Map Testing
Post by: Cavemaniac on September 06, 2012, 03:47:43 PM

Quote from: teknotiss on September 06, 2012, 11:35:43 AM
i'm guessing you dudes just grabbed stuff Cbomb and shield the emitters then kill and win?
that was not how it was supposed to go.
what did i do wrong?
i think i need to up that crystals cost don't i? perhaps bury it? or do we not need it?
hmm back to the testing then.
harsh...  :(

The single biggest thing that allowed me to gain a foothold was simply dropping a shield over the creeper right at the start to contain it. With it contained, there was no danger from that point.

Then we just grabbed the crystal (didn't need it, but it was nice to have!) and the c-bomb tech, then built c-bombs, blew the contained creeper, put a shield in the resulting AC right next to the emitter to hold back the creeper, then popped them with nullifiers.

Oh, and then blew the shield to let the AC back through to the creeper the emitter had produced.

Needed to build a few extra shields as the first ones wore out.

Oh yeah - and destroyed the pre-placed tech domes and ore miners to save power as they weren't needed!

Beautiful map, loads of potential, pity we took a shortcut to the end - but I am something of a speed monkey!

Modify it a bit and let us have another go with it!

CM
Title: Re: Map Testing
Post by: teknotiss on September 06, 2012, 04:37:23 PM
will do, preplaced creeper for a start!  ;)
can't believe i missed that one! ???
oops!
back at you soon with the fixed version  8)
Title: Re: Map Testing
Post by: Helper on September 06, 2012, 05:04:28 PM
Standing by...
Title: Re: Map Testing
Post by: teknotiss on September 06, 2012, 05:52:31 PM
ok let's try this version then, no shields and preplace creeper, WAY less rescource (what was i thinking ??? ) and loads of free (contained) AC.
i think this is much better and will be easier to expand into new harder versions  ;D
Title: Re: Map Testing
Post by: SmileyCoder on September 06, 2012, 06:11:54 PM
Quote from: teknotiss on September 06, 2012, 05:52:31 PM
ok let's try this version then, no shields and preplace creeper, WAY less rescource (what was i thinking ??? ) and loads of free (contained) AC.
i think this is much better and will be easier to expand into new harder versions  ;D

I am not too font of the fancy background, but otherwise its an ok map.
Title: Re: Map Testing
Post by: teknotiss on September 06, 2012, 06:20:15 PM
cheers dude! sorry about the background but i like psychedelic pictures.
Title: Re: Map Testing
Post by: Helper on September 06, 2012, 07:31:09 PM
Excellent!
7:20 - and lucky to escape with my <ahem> intact.
Title: Re: Map Testing
Post by: teknotiss on September 06, 2012, 08:16:15 PM
cool, i'll sub it tmmw then i think. cheers dudes!
Title: Re: Map Testing
Post by: Cavemaniac on September 07, 2012, 01:31:18 AM
Quote from: teknotiss on September 06, 2012, 08:16:15 PM
cool, i'll sub it tmmw then i think. cheers dudes!

Then my work here is done.

(cracks knuckles, walks off with a smug, vaguely superior look on his face. Git.)
Title: Re: Map Testing
Post by: teknotiss on September 07, 2012, 11:49:23 AM
feel free to sub a score if you like, but yes you did complete the work required!  8)
i still can't believe i made the first version so easy, perhaps the typo's were a subconcious way for my brain to tell me it needed some more work  ;)
Title: Re: Map Testing
Post by: Neko187 on November 13, 2012, 09:57:47 PM
I'm making a touhou inspired map, but... the fields are making my head hurt  :P ??? :o :-\
Title: Re: Map Testing
Post by: hoodwink on December 26, 2012, 01:15:28 PM
I've made a map (the start of a future campaign) that's meant to be fairly tricky. However, I'm not really that good and so was wondering if anyone would test it out for me - most of the point of the thread, I think.
Any feedback would be nice, thnx.
Title: Re: Map Testing
Post by: hoodwink on December 27, 2012, 02:24:57 PM
Ok, an updated version now that's a bit easier, but still I couldn't make the start...
Title: Re: Map Testing
Post by: Karsten75 on December 27, 2012, 02:50:47 PM
The first version wasn't all that hard.

Title: Re: Map Testing
Post by: hoodwink on December 27, 2012, 03:43:19 PM
Thanks very much karsten, I'll upload as-is then. :)

Edit: Could you upload a score then too, please?
Title: Re: Map Testing
Post by: ShadowDragon7015 on January 05, 2013, 06:23:18 PM
teknotiss please test this map. If good please submit your score. If its not good please tell me why and I will try to fix it. Thanks!
Title: Re: Map Testing
Post by: teknotiss on January 06, 2013, 03:47:13 PM
Quote from: ShadowDragon7015 on January 05, 2013, 06:23:18 PM
Can someone please test these maps? If good please submit your score. Also I like feedback. If its not good please tell me why and I will try to fix it. Please play the last two in order they are in series! Thanks!
anti to normal. good map, fun speed run, but the chamber on the right wouldn't let me push AC out with repulsors. (might have done on the first try, but not on restarts) no biggy, just used 5 makers, but could shave some secs if i didn't have to. subbed score

waterfalls and undersea caves. start with repulsor and shield tech and tech pickups for repulsors and shields are on the map (near the launcher tech)
great map, love ac heavy missions though so i'm a bit biased. good map, not really enough ore for me but subbed a score.

jail break. fun map, interesting effect i noticed in the jumping bars (lefthand side), with a DBeam running down the middle deactivated mirrors can be damaged and killed by the jumping fields. never seen that before  :o
took way too long cos i got sidetracked, but fun to play. score subbed
Title: Re: Map Testing
Post by: ShadowDragon7015 on January 06, 2013, 03:53:25 PM
I had problems with the Anti creeper going through the right side also but i couldn't figure out why. But on multiple maps that i've madefor some reason the fields on the right side that force creepr back have problems and don't do what they are supposed to.
Title: Re: Map Testing
Post by: teknotiss on January 06, 2013, 05:57:41 PM
Quote from: ShadowDragon7015 on January 06, 2013, 03:53:25 PM
I had problems with the Anti creeper going through the right side also but i couldn't figure out why. But on multiple maps that i've madefor some reason the fields on the right side that force creepr back have problems and don't do what they are supposed to.
odd, still it worked first load of the map, perhaps it's a bug?
we'll see what other players say i suppose.
Title: Re: Map Testing
Post by: teknotiss on January 06, 2013, 07:20:47 PM
done research results, good map, prefer to get at gems faster but thats the point i guess, going to replay from just before last capsule and go for the score when i'm bored one day.
nice one dude
Title: Micro-Manage Map
Post by: CreeperEmitter-David99999 on November 29, 2013, 03:23:40 PM
Hey guys! Here's a micromanage-type map, with plenty of disabling and re enabling beacons.

Message me if you're interested!

-CED99999
Title: Re: Map Testing
Post by: Grauniad on November 29, 2013, 03:53:56 PM
Upload the map for the normal approval process.
Title: Re: Map Testing
Post by: Ebon Heart on June 20, 2015, 02:12:47 AM
I finally got around to doing another cw2 project, and could use some help testing. I'm super rusty at this game, and need some help with the numbers. Also I'm not sure I can beat a decent cw2 map right now. xD
EDIT: uploaded a new version. Changed the timings on the start of the middle part, charge bar on right now goes away after full, small drones start coming closer together after a while, bigger drones health and speed reduced, missile launchers now given solid terrain. Made the protective barrier at the bottom a bit weaker (before it would almost never be broken through) and added a bit more text.
EDIT2: did some work on the fields that distribute creeper around the top, and tracked down and squashed a field bug that allowed creeper to be taken from the high part of the left side into the low side of the right side, making the game almost unbeatable. Also further nerfed the protection field
Title: Re: Map Testing
Post by: Helper on June 20, 2015, 09:23:20 AM
Blackie!
K75 gave me a head's up about this post.
Just downloaded it and will take a look.
H

EDIT:
@7:23 and still alive.
Good fight and I'm trying to stay ahead of the increasing surprises you keep throwing at me.
Have to take off for a couple of hours, but will be back at it later today.

So far, this is one of the better CW2 games I've seen in a long time.
H
Title: Re: Map Testing
Post by: Ebon Heart on June 20, 2015, 11:48:47 AM
Glad you're enjoying it. I've been playing around with it a bit more and I made some tweaks based on things I've found and uploaded a new version if you wanna grab that.
EDIT: As it stands right now this can be done...
Title: Re: Map Testing
Post by: Helper on June 20, 2015, 04:40:31 PM
That was a lot of fun.
Would have been a lot MORE fun, but I forgot that I needed to save some Gem points to carry over 60 power.
Very clever use of supporting Creeper/Emitters on both sides near the top.
Graphics and movement/currents were outstanding.
Sure would have liked a whole bunch more Ore.
:)

I never could kill the final (13500) Emitters. Not sure if that was a function of the power shortage or operator error.

Post back when you can.
H
Title: Re: Map Testing
Post by: Ebon Heart on June 20, 2015, 05:52:04 PM
It sounds like some things need to be tuned down. It was never my intention for you to have to go over 60 power on that map. I have yet to do a full playthrough... I'll make some changes and get back to you. I kind of want to play with the drones a bit more
EDIT: New version posted here! Start should be a bit more difficult, and some of the later emitters have been toned down to prevent things from turning into a slog fest.
Title: Re: Map Testing
Post by: Helper on June 20, 2015, 07:05:49 PM
On it!
Yahoo!

EDIT:

On it again.
Comments in a couple of hours.

EDIT TOO:
OK - more fun that the first few...and a little bit faster.
Good stuff!

Last save attached.
Title: Re: Map Testing
Post by: Helper on June 21, 2015, 08:03:53 AM
Here's what it looks like right near the end (attached).
Good fight, good fun.
Thanks,
H