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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 11, 2014, 07:02:12 am

Title: Custom Map #77: dimentoa prologue. By: Exostum
Post by: AutoPost on January 11, 2014, 07:02:12 am
This topic is for discussion of map #77: dimentoa prologue
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=77)

Author: Exostum
Size: 256x256

Desc:
What is this planet's secret ?
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Helper on January 11, 2014, 09:47:26 am
Desc:
What is this planet's secret ?

Good question.
Here are some more.
Is it possible to take out the Spore Tower, or do you just have to live with it?
Is there someway to acquire the Siphon Tech, or do you just get to stare at the Aether Pack?
Why does the 'Archived Transmissions' icon disappear a few seconds after starting the game?

I have a few more, but will wait to see the responses to these.
Thanks,
H
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Clean0nion on January 11, 2014, 10:30:37 am
Desc:
What is this planet's secret ?

Good question.
Here are some more.
Is it possible to take out the Spore Tower, or do you just have to live with it?
Is there someway to acquire the Siphon Tech, or do you just get to stare at the Aether Pack?
Why does the 'Archived Transmissions' icon disappear a few seconds after starting the game?

I have a few more, but will wait to see the responses to these.
Thanks,
H
Question 3: there is probably a DestroyConversation command in there somewhere.
For future reference, ALWAYS use ClearConversation instead.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Karsten75 on January 11, 2014, 10:38:34 am
It's certainly possible to take out the spore tower.

Just keep staring at the Aether pack. :P

Why the icon disappears is probably a question for you and Virgil. It did not for me, so it may be a game bug. I had a different bug and submitted some screenies and a save to Virgil.

Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Karsten75 on January 11, 2014, 04:11:27 pm
I think whoever is rating this map is a bit harsh. Sure, it's not hard to beat, just build a brick-house full of reactors on the PZ.

(click to show/hide)


There is a bug in all builds up to this one. I reported it and Virgil has rolled out a fix that will be in a build at or after 1.59. It manifests itself as a freeze in the game if you pick up multiple shield keys simultaneously. So when you fly two CNs out to the top to pick up the shield keys, be careful how you build the collectorst to connect them. Make sure you pick up one at a time.

If you have the game frozen, loading from a save can unfreeze it. You may need multiple save/loads to finally unfreeze it.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Helper on January 11, 2014, 04:49:46 pm
Good scoop - thank you.
I managed to beat it, but when I took out the Inhibitor, nothing happened.
Maybe after 1.59 comes out I'll try it again.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Katra on January 11, 2014, 05:28:42 pm
I didn't get a freeze when I picked up the shield keys (4 at a time); but all the conversations stacked on top of each other (text on text) so none of them were readable. (v1.55)

I put reactors on about 1/3 of the PZs and strafers on the rest. (After using one for my guppy.) (Plus long lines of reactors on plain ground.) One line of Berthas just in front of the PZs the full width of the usable ground.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: teknotiss on January 12, 2014, 10:59:07 am
I didn't get a freeze when I picked up the shield keys (4 at a time); but all the conversations stacked on top of each other (text on text) so none of them were readable. (v1.55)

I put reactors on about 1/3 of the PZs and strafers on the rest. (After using one for my guppy.) (Plus long lines of reactors on plain ground.) One line of Berthas just in front of the PZs the full width of the usable ground.

seconded, i grabbed all eight simultaneously and just had garbled conversations. i think the text boxes are somewhat translucent, they should be opaque to let us read each message individually.
perhaps requires a bug report... ::)
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: knucracker on January 12, 2014, 11:01:04 am
Grab version 1.59 posted last night...
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: pawel345 on January 12, 2014, 01:05:10 pm
The map is well.... terrible. There is no challenge other than the initial spore tower. Using such large emitters makes everything but the berthas useless. Just build a reactor farm build berthas and wait while looking on a lagging game.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: knucracker on January 12, 2014, 01:45:39 pm
I thought it was a fairly interesting map.... but that may be because I usually try to build as little as possible to finish a map.  Sure I took out the spore tower to start with then I build a bunch of PZ reactors.  I did build a load of Bertha's, but not more than necessary.  I ended up using the singularity weapon (something I never do) to finish the map, so that was a welcome change of pace.

If the map had limits on the number of bertha's you could build and removed most weapons, that would make it more of a puzzle map.  You don't really need other weapons and if the Bertha count were limited you would be forced to eventually think about using the singularity weapon and where to target the bertha's that you can build.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Grauniad on January 12, 2014, 02:04:25 pm
Darn-- the singularity weapon would be idea here... Going back to replay.
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: Helper on January 12, 2014, 03:16:01 pm
The map is well.... terrible.

Ouch!
It wasn't my favorite map, but I think we are all better served by simply stating specific likes/dislikes. We can all help map makers create better maps - but only with constructive criticism.
H
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: teknotiss on January 12, 2014, 03:40:05 pm
The map is well.... terrible.

Ouch!
It wasn't my favorite map, but I think we are all better served by simply stating specific likes/dislikes. We can all help map makers create better maps - but only with constructive criticism.
H

ditto, but i liked this map.
i did it once without letting the spores fire and once with, the times weren't too different either, about 5 mins slower when i had to clean up the spores creeper. i love over building so this map was nice for a ton of berthas (44 i think) and i whacked strafers on most PZ's. but the thing that got me was the aether resource. why put it in if there are no siphons?  ??? perhaps having a siphon tech to collect somewhere?
still i liked this map and if you don't pawel that's cool just don't be harsh be, as helper says, constructive with the criticism.  8)
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: pawel345 on January 12, 2014, 04:41:13 pm
Ok sorry, I got a bit frustrated playing the map that's all. The terrain is really nice, the part I didn't like is that there is nothing to do on the map, no goals other than building berthas and watching them fire. And you can't build PZ berthas as there is no space. You are not limited by anything, nor is there any threat as the AC emitters protect your base well enough. So the constructive part would be, maybe add something for the player to do while waiting for the berths to cut down the creeper. Maybe some secondary goal that for example a CPRL core that would decrease the emmiter output when destroyed?
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: teknotiss on January 12, 2014, 06:35:31 pm
Ok sorry, I got a bit frustrated playing the map that's all. The terrain is really nice, the part I didn't like is that there is nothing to do on the map, no goals other than building berthas and watching them fire. And you can't build PZ berthas as there is no space. You are not limited by anything, nor is there any threat as the AC emitters protect your base well enough. So the constructive part would be, maybe add something for the player to do while waiting for the berths to cut down the creeper. Maybe some secondary goal that for example a CPRL core that would decrease the emmiter output when destroyed?
i built all my berthas at once and waited for 300 aether then singularity and attacked with 4 blasters a shield and some guppies. also with ripple firing bertha batteries!  :o
 there are things to do, just not ceaseless micromanagement. and not everyone wants to do CRPL stuff (i can only just bring myself to add it even when someone else has written it ;))
Title: Re: Custom Map #77: dimentoa prologue. By: Exostum
Post by: exostum on March 09, 2014, 05:41:51 pm
Hello everyone i am the author of this map.

So some tough on my third map for colonial space.

First i don't know why the Archived Transmissions icon disappear, when i tested it before publishing it worked.

For the spore tower, guppy is the key.

And for the aether pack, it is a work of the loki that you can't get it ^_^

I am curruntly working on a CRPL version of this map series...

(By the way i am french so please excuse my english)