Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 27, 2019, 02:53:45 PM

Title: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: AutoPost on January 27, 2019, 02:53:45 PM
This topic is for discussion of map #7022: CSM-83 MADNESS
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=7022)

Author: yum234
Size: 144x144

Desc:
Corky Style Mode game with many new features created by Regallion. New features: ArmouredEmitters, King Crystals, Repulsor, modified Help Monitor etc. Explanation in our Forum. CORKY=COrnucanis+Regallion+Kajacx+Yum234 #BravoCornucanis #BravoKajacx #BravoRegallion #BravoVirgil #GoodLuck
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 27, 2019, 02:56:59 PM
Comments about new features in map:

General:
1 height of terrain in this map corresponds to 100. It means that wall with height 9 can protect creeper with level (9-1)x100=800K. Level of void in this map =2000K. That is why in this map some emitters can produce 1500K creeper.

Armored Emitters
New unit – Flip emitter which has several lives. After overflow by anti-creeper it lose one lives and produce big death-amount of creeper. Also within orange ring it increase power of all (only) creeper emitters by 5 times. No influence to anti-creeper emitters and gates. After all lives finished became usual flip emitter which can be reversed into ArmouredEmitter again if overflow by creeper (for instance if Conversion Bomb was used not correctly) . Additional note: If several orange rings of several ArmouredEmitters overlap total power of creeper emitters within it can be more high (10 times or 15 times from nominal power).

Regallion's Bomb Factory
Standard RBF as in previous map. For activation need overflow by anti-creeper. But working with special chips which also necessary to activate by overflowing by anti-creeper. After activation you can move any chip to the down part of RBF. Then will be produced Bomb which you can move to the target (enemy emitter or gate). Production of bombs - unlimited. At any time you can remove chip (send it to Dock/Home) and put on RBF new chip.
Types of bombs/chips:
Double Conversion Bombs with 2 stages of attack and 2 visual rings of attack's ranges. Conversion and then "reverse" conversion.
Flip Bomb with single conversion in some radius. Target for attack can be also Multiplicator Towers.
Freeze Bomb.
Just freeze all in some radius for some time.
Difuser Bomb
Target of attack – Blue Enemy Emitters (without death amount of creeper). Can be placed to Dock/Home.
Accelerator Bomb.
Can be placed to any emitters and increase production for 10 times for a some period of time. (My favorite bomb!  :D)

Help Monitor
Now in Help Monitor you can see also level of creeper and anti-creeper in digital gate's networks ("1" and "2").

King Crystals

New units. Red and Green. After overflow by anti-creeper increase or decrease power of ALL creeper emitters in the map by 10 or 20 percent.

Repulsors
Special unit (red ring) which protect from ALL types of bomb. Placed not only on some emitters but also to some gates and Armoured Emitters. Sorry, that in last two cases not visible.

GateJoiners
Standard individual GateJoiners for stargates. Two independent (not connected to any color gates) networks "1" and "2". For any networks one Joiner not movable and several movable GateJoiners which necessary activate by anti-creeper. Can be placed at any color gates or if you not need it can be placed on Dock/Home. 

P.S. My first so long post. Sorry for my bad English.  :-[
P.P.S. Hope Regallion can add more comments.  :)


Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: DoomDutch on January 27, 2019, 07:35:52 PM
Time for some feedback!
1. King Crystal: a bit unclear if it is yours or enemy emitters that would get hurt. (Change text from: "Flood me with your emitters to ensure massive weakening!" to "Flood me with your emitters to weaken your foes!" maybe for the green one?)
2. When flooding the final stage of the Armored Emitters, the "i" in the sentence needs to be the capital letter "I". (Nitpicking here :D)
3. The icon for the #1 and #2 Stargate in the list is a triangle and a rectangle. Could use some work.

Overal, the addition of the Armored Emitters and King Crystals is great!
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: PrinceHabib72 on January 27, 2019, 08:50:53 PM
Decent map, but has a few flaws.  First, it's very difficult to tell what the crystals do without trial and error, especially since the language of both make it seem like they do the same thing.  In addition, the map breaks completely upon saving and loading.  When loading a save, every toggle bridge activates and floods, basically ensuring you'll be overrun in seconds unless you save and load super late in the game where opening the bridges is fine anyway.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Regallion on January 28, 2019, 02:37:23 AM
The bridges will be fixed by the next map. A change to void caused this effect.
As for crystals: they are deliberately misleading. Their colors are true, but their texts are explicitly meant to confuse you (Why would i want to weaken my emitters? Oooh, great power!)
On the topic of monitor: you'll have to live with it. It was hard-coded into 7 colors and i had to make a really dirty change to make it work with joiners. Making it look nice, would require a decent chunk of a rewrite which i don't have skill or motivation for.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: cornucanis on January 28, 2019, 02:53:45 AM
Quote from: Regallion on January 28, 2019, 02:37:23 AM
The bridges will be fixed by the next map. A change to void caused this effect.
As for crystals: they are deliberately misleading. Their colors are true, but their texts are explicitly meant to confuse you (Why would i want to weaken my emitters? Oooh, great power!)
On the topic of monitor: you'll have to live with it. It was hard-coded into 7 colors and i had to make a really dirty change to make it work with joiners. Making it look nice, would require a decent chunk of a rewrite which i don't have skill or motivation for.


Technically adding more colors would be pretty simple if not for the fact that all the other image slots around the portals have now been used by other things, and as you obviously know the image slot is calculated by the color index. That's the reason the images are showing as triangles and squares, because the color blind symbols correspond to the image slots calculated by the new portals (again I know you're aware of this Regallion, but I thought I'd elaborate for anyone else curious about the shapes.)
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Regallion on January 28, 2019, 03:00:33 AM
Quote from: cornucanis on January 28, 2019, 02:53:45 AM

Technically adding more colors would be pretty simple if not for the fact that all the other image slots around the portals have now been used by other things, and as you obviously know the image slot is calculated by the color index. That's the reason the images are showing as triangles and squares, because the color blind symbols correspond to the image slots calculated by the new portals (again I know you're aware of this Regallion, but I thought I'd elaborate for anyone else curious about the shapes.)
Eh it's slightly worse than that: i cannot know how many joiners there would be, so i cannot know how many image slots to set aside. The way i'd redo it is by making it spawn "decorative" cores in place of images, which would not conduct or otherwise interact with the map.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: GuiZe on January 28, 2019, 06:59:35 AM
Thanks to all of you creators for these great maps and scripts, I'm always waiting for the next CSM puzzling map !
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: EEderle on January 28, 2019, 07:06:39 AM
I am stuck in the lower right hand corner ... any hints?
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Schizo on January 28, 2019, 11:54:59 AM
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 28, 2019, 12:59:58 PM
Quote from: EEderle on January 28, 2019, 07:06:39 AM
I am stuck in the lower right hand corner ... any hints?

Can you show screenshot, please?
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 28, 2019, 01:04:37 PM
Quote from: Schizo on January 28, 2019, 11:54:59 AM
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.

Thanks for comments!  :)

It was experimental map with many many new features. And I agree that it was like "madness"...
If I will create next map it will be not so complicated (with limited features) and more fun for playing.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Loren Pechtel on January 28, 2019, 03:13:52 PM
Minor bug:  When killed some of the respawning emitters retain their range circle.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 28, 2019, 03:28:02 PM
Quote from: Loren Pechtel on January 28, 2019, 03:13:52 PM
Minor bug:  When killed some of the respawning emitters retain their range circle.

Can you show screenshot, please?
Usually if in ArmouredEmitter remeins lives in this case remains orange ring.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: EEderle on January 28, 2019, 04:34:08 PM
Quote from: yum-forum on January 28, 2019, 12:59:58 PM
Quote from: EEderle on January 28, 2019, 07:06:39 AM
I am stuck in the lower right hand corner ... any hints?

Can you show screenshot, please?

Don't know how to insert a picture ;-(   Attached a screenshot
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Ehekatl on January 28, 2019, 04:48:03 PM
Using the accelerator on some emitters results in a very high output after the timer expires.

Also, maybe mouseover text could be more descriptive. Like "Powers up all enemy emitters by 0.2 times" instead of the "dog's guarantee!" flavour text.

I liked the map a lot though.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: DoomDutch on January 28, 2019, 05:36:53 PM
Quote from: Schizo on January 28, 2019, 11:54:59 AM
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.

It's actually a point to be made:
I do feel that the map has too many gimmicks at the moment. I think it'd be better to have like a few of these gimmicks in a map, focusing on those aspect more. (Personally, I don't like to use the bombs at all, as it makes the game too easy.)
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: bendobe on January 28, 2019, 07:03:37 PM
Created this account just to say thank you for all of the maps.  This one was fun to figure out and you are the reason this game is still in heavy rotation on my PC.

 
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Neoshade on January 28, 2019, 08:06:49 PM
Portals are definitely broken if you load a saved game. I've got emitters putting out 900 and 1500 that are flooding over the number gates (which seem to function as 10-high walls) and just wreaking havoc upon the map.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Schizo on January 28, 2019, 11:07:00 PM
Quote from: yum-forum on January 28, 2019, 01:04:37 PM
Quote from: Schizo on January 28, 2019, 11:54:59 AM
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.

Thanks for comments!  :)

It was experimental map with many many new features. And I agree that it was like "madness"...
If I will create next map it will be not so complicated (with limited features) and more fun for playing.

I really hope you do continue making maps.  I do love your maps.  This was just a bit much I think.  The title was good though.  It is madness. :D hehe
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 28, 2019, 11:15:46 PM
Quote from: EEderle on January 28, 2019, 04:34:08 PM
Quote from: yum-forum on January 28, 2019, 12:59:58 PM
Quote from: EEderle on January 28, 2019, 07:06:39 AM
I am stuck in the lower right hand corner ... any hints?

Can you show screenshot, please?

Don't know how to insert a picture ;-(   Attached a screenshot

Thanks for screenshot.
Now I understand that in this position can help restart of game or maybe only singularity weapon.
At the begining of game you had 3 StargateBlockers. And you can find 3 gates not far from CN for its. Then will be not so hard to make progress in game.
Sorry, please, but it was mistake in tactics.
Hope you will enjoy second attept and Good luck!  :)

P.S. You can watch fresh video from DarkRubberNeck
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 28, 2019, 11:31:14 PM
Quote from: Neoshade on January 28, 2019, 08:06:49 PM
Portals are definitely broken if you load a saved game. I've got emitters putting out 900 and 1500 that are flooding over the number gates (which seem to function as 10-high walls) and just wreaking havoc upon the map.

As I explained before in this map level of going to void setted to 2000 and emitters 900 and 1500 was planned in gameplay. But if you use AccelleratorBomb which influence also on creeper emitters in this case can be overflow into void.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Regallion on January 29, 2019, 02:05:17 AM
Quote from: yum-forum on January 28, 2019, 11:31:14 PM
Quote from: Neoshade on January 28, 2019, 08:06:49 PM
Portals are definitely broken if you load a saved game. I've got emitters putting out 900 and 1500 that are flooding over the number gates (which seem to function as 10-high walls) and just wreaking havoc upon the map.

As I explained before in this map level of going to void setted to 2000 and emitters 900 and 1500 was planned in gameplay. But if you use AccelleratorBomb which influence also on creeper emitters in this case can be overflow into void.
Naw that's a bug with the bridges which is fixed in the latest template.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 29, 2019, 11:06:19 AM
Video from DarkRubberNeck:  :D

https://www.youtube.com/watch?v=SHxgSE4-s9g
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Twi on January 30, 2019, 01:23:08 PM
Personally, I had fun with this map. Like, loads of fun, aside from the part where the bridge overflow bug forced me to restart at one point.

Some points:

1: The crystal text is silly because they're color-coded in the the right way anyways (green is good red is bad), they're explained here in the forum, and I honestly don't think trying to mislead the player about what things do is a good idea to begin with from a game design perspective. They're a valid concept, though :P

And the armored emitters are really cool!

I'm gonna echo Doom down there, though, at least to an extent. I'd prefer smaller or at least simpler (less stuff in them) maps with a few less gimmicks in each one, especially if that lets them be made and played faster. Not that there's anything wrong with madness once in a while :D
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 31, 2019, 02:41:42 AM
TKB video:  :D

https://www.youtube.com/watch?v=ieGM90lLC2U
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Scarpath on February 02, 2019, 01:23:54 AM
Lots of fun! I'd suggest setting a limit of gimmicks per map, and just have fun exploring which ones work well together. All in all, you guys once again prove that you'll never be content with the content. Always has to be more. Which is awesome, I love all the different gimmicks. Though, my pc doesn't like going past 1x speed on the crazy maps... XD
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: Taishan on February 02, 2019, 11:21:54 AM
I made a video for this map aswell.

https://www.youtube.com/watch?v=xUaLzYT553M (https://www.youtube.com/watch?v=xUaLzYT553M)

Spoilers obviously as I reveal what I know about the map..
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: TypoNinja on February 03, 2019, 02:45:26 PM
Quote from: yum-forum on January 28, 2019, 01:04:37 PM
Quote from: Schizo on January 28, 2019, 11:54:59 AM
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.

Thanks for comments!  :)

It was experimental map with many many new features. And I agree that it was like "madness"...
If I will create next map it will be not so complicated (with limited features) and more fun for playing.

I gotta second the sentiment.

These CSM style maps are easily my favorite kinds, along with PAC maps a close second.

But I think they are starting to suffer feature creep.

It's cool we can do so much with the editor, but all of it in one place is just too much for me. They stop being nice little creeper vs creeper wars and just start being a headache.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: ShadowDragon7015 on February 14, 2019, 06:18:20 AM
bit of a bug if you use an accelerator on one of the enemies with the lives once you have converted them: The number will keep multiplying when the accelerator deactivates. So i ended up with an anticreeper spawner making a few million anticreeper.
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on October 06, 2021, 02:38:52 AM
Fresh video from Dr Gorgee:

https://www.youtube.com/watch?v=s6fil-FX3R8
Title: Re: Custom Map #7022: CSM-83 MADNESS. By: yum234
Post by: yum-forum on January 18, 2023, 05:52:59 AM
Fresh video from Master FATMAN:

https://www.youtube.com/watch?v=T5zF37Bh97k