Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on August 15, 2019, 12:16:07 PM

Title: Custom Map #7648: MPZ-2. By: yum234
Post by: AutoPost on August 15, 2019, 12:16:07 PM
This topic is for discussion of map #7648: MPZ-2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=7648)

Author: yum234
Size: 256x180

Desc:
This is not game with only one new unit (MPZ - Movable Power Zone) created by ScriptMaker Harrymcb. For more interesting gamplay I added also created by Harrymcb IE (IntellEmitter) and created by Regallion emitter's power redistribution principle. Details in introduction's dialog for game. We wish you enjoyable playing and Good lu! :) #BravoHarrymcb #BravoRegallion #ThanksToGrabz #ThanksToKajacx #ThanksToBuilder17 #CreateDreams
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: Riskbreaker on August 15, 2019, 06:09:07 PM
i got scared at the start, thought the left emitter was gonna cross the void up into my base hahaha

edit:

things i noticed so far

1. if i place multiple MPZ in the same spot, i cant separate them again and i secretly wished their power add up into a wide map range :D
2. it seems the emiters dont cross terrain level and its the only thing that kept all of them from gravitating into my base
3. i loved to see the emiter walking away from my nullifier...this is so good
4. i may have tested wrong, but it seems guppy ship doesnt attract emiter, which is nice


edit2:

one of them crossed terrain and walked away from my nullifier...cool. so this means they arent fast enough for high level 10 build speed :D
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: harrymcb on August 15, 2019, 10:31:09 PM
thanks for the bug report on MPZ stacking. glad you liked the intellEmitter ;D some specifics on its movement....

1 it only moves onto a spot with creeper
2 it moves 2 cells in each direction meaning it can cross a single cell of void. it is possible but the circumstances needed make it rare.
3 it runs from nullifiers but won't leave PZ nullifier range.
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: daniels220 on August 28, 2019, 04:29:43 PM
Could you make it possible to select and issue move commands to the PZs while paused? I notice a lot of custom units/mechanics can only be interacted with while the game is unpaused, which makes them dramatically more difficult to use for a player like me—I issue literally 99%+ of commands while paused. (My apologies if this is fixed in the latest maps—I've only gotten this far so far.)
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: harrymcb on August 28, 2019, 11:51:11 PM
it might be possible. but if it is it would be very difficult. believe me i feel your pain. i like to play paused too
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: Regallion on August 29, 2019, 05:24:34 AM
Quote from: harrymcb on August 28, 2019, 11:51:11 PM
it might be possible. but if it is it would be very difficult. believe me i feel your pain. i like to play paused too
It's not too bad, depending on how it's coded RN. The 2 things you would need is a custom movement script (you can steal that from stargate pkugs in latest CSM) and you need to replace any kind of GetTimer/SetTimer call with custom variables.
Title: Re: Custom Map #7648: MPZ-2. By: yum234
Post by: yum-forum on September 20, 2019, 09:38:08 AM
Video in YouTube from Miksu:  :D

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