Standard PTM Rules
1. To let everyone know that you are making a section of the map, post LOCKED in this thread. Pick a square and make something there! Feel free to delete the border (or not, if you're into that.) Once you have made your section, finalize the map, post UNLOCKED and attach the map to this thread.
2. Only one person may reserve the map at a time. However, if you take longer than 24 hours to create your section, you forfeit and someone else can lock the map.
3. You may not contribute more than two map sections. If you have already contributed once, you must wait until at least three others have contributed after you.
_3a. You may ignore rule 3 if nobody has locked the map in 3 days and you were not the last contributor.
_3b. You may ignore rule 3 if you are only updating a script or custom image (please specify this in your LOCKED post). This doesn't count as one of your two contributions.
4. There's a UID 0 core in the upper left if you need it. Don't delete it (even if you don't need it)!
5. Map rules can be changed by public consensus [ALL MAP RULES] aside from those notified about below. [in map-specific rules area]
7. Once the final tweaks are done, EVERYONE who contributed an area must submit a score before we can upload the map. If someone can't do it, we need to make the map easier.
8. Since the thread creator gets to set the map-specific rules, let's rule out the same person starting the thread two maps in a row.
EDIT: Note about scripts and PTM
GM and Planetfall [in PTM1] noticed that some of our scripts aren't staying updated. As in, we post a map to the PTM thread after making a change to scripts, and the next person modifies the map and posts it with the old version of the scripts. This is an easy mistake to make. If you put the new map into the previous save folder, the scripts in that folder will be used instead of any script in the map with the same name. If you save, the script stored in the map gets overwritten. The solution is to either empty the old script folder before loading a new version of the map, or create a new folder each time.
Another edit: This is literally a copy from PTM1.
Theme:
The map, although made by many people, must look like it was designed by 1 person.
[e.g. you don't have a fortress in top-left and then some random land in top-right and then really hard stuff in bottom left and then half the squares have PRPL that really only affects their square]
I'll modify the rules to make more sense - e.g. fusing rules 5 and 6
Map-Specific rules:
1. No totems!
2. No ships over 300 CM cost.
3. Particle max is 3000. Keep that in mind.
4. Metallic land is land height 5
5. #3 and #4 will only be applied in the final map.
6. Amt. of energy per square can NOT go over 10 energy [ this is assuming no mine production AMP bonus, duh]
7. Minimum 9 amp gems total. If one square has 9 amps, or each square has 1, I don't care.
However, the blank map is just a "test" map, but 3 and 4 are things to keep in mind whilst making squares.
Care to add a theme?
Check!
I wonder how difficult this will be...
I will jump in later this week. Maybe begin next week.
Now that my witchcraft class is done, I can participate a bit more again!
You think I'm joking, don't you?
LOCKED
UNLOCKEDThat stupid 3-frame lightning animation is back and better than ever! I tried to make my scripts reusable for other squares.
Plasma Turret: fires chain lightning at particles and ship hull. It accumulates charge before firing, which makes the discharge more powerful. Each unit of charge increases the range, and the more charge it has, the more damage per charge it does (and the less the cooldown before it gains the next charge). On firing, charge level is reset to 0. Therefore, their effectiveness is reduced when fighting at close range.
Neither armor nor shield is more effective than blank hull against these! (This is not as I desire, but caused by limitations in PRPL.)
There's also a ship-mounted version for the player to use.
Explanation of script params
MaxCharge: How much charge it can hold, simple enough.
Reactor: How much internal energy generation it has, per frame, without any support.
AmmoCap: How much energy (separate from charge) it can hold. 1 charge costs 1 energy.
BaseRange: How much range it has at 0 charge. (Note that it can't fire without at least 1 charge.) Each charge increases the range by 1.
BaseDelay and DelayMod: determine the time between gaining charges. The formula is (BaseDelay - (DelayMod * current charge level)). There is protection against delay going below 0. Don't let this be *too* slow as this also determines how often it checks for targets, even at full charge.
Scaling: the most persnickety of the params. When firing, the damage passed to the LightningBolt script is (charge level ^ scaling), though note that this is not necessarily exactly how much damage it will do (see caveat above about hull.). I recommend you go no higher than 1.3 on this one, and that's pushing it.
Reactor: Powers other units. Set its target coords to the location of another unit. It will fill the ammo of any units that use energy, or upgrade the output of an energy well. Is damaged by mire and lathes (so if one is upgrading an energy well you want to take, might not be a great idea to destroy it. Though, you might starve the enemy this way...). Drops an energy pod on death.
These might be useful for making cross-area interactions once more people have made squares, so that by e.g. taking one area you can weaken the enemies in another area. You can also set an activation time, so for instance, in my square the enemy mine gets +3 eps once a minute has elapsed.
I don't have the time to jump in now and tomorrow i am away so maybe Sundays i can jump in.
But just wanted to say -> PF -> That is just awesome :)
Your Missile section in the First PTM was great and now we have this.
I'd say that is a Terrific Start !
LOCKED
UNLOCKED
NW created.
It seems that in your section, there is invisible mire in space just off the landmass that cannons will try to shoot and destroys omnis.
Strange. It might be an artifact of bad checks in SetMire.
If whoever lock the thread next could hot "Clear Mire", I'll redo it later - I think there's something to be added there.
LOCKED
Huh, same land-style.
Well, I guess i'll follow the land style.
I'M TAKING CENTER!
UNLOCKED
A LOT of struc being made there in middle.
The cominbation of all 8 of those PRPL cores = 1 of the Struc Spawners from Chasing Struc.
(Plus they're all set to grow struc on their own from code powers)
Seems like a lot, then you realise as the circumference of the circle of struc increases, the growth rate decreases. Until a point, which is very easily shown in Chasing Struc where it just grows at the same pace and never stops.
LOCKED
At the start i had an idea but adding this now would be very hard so i'm going to take the SW and finish the Castle one way or another.
Edit -> In this save the map had run a little. I could do clear particles and clear Plasma but the land in the NW was mired before and to mire back that land i just need to run the game for Miring meaning the Reactors charging up the PlasmaTurrets.
So i'm going to leave this for now.
When I uploaded it, the map had not run, but I had arranged mire there. Please do clear it, I was clumsy in the application and can redo it later.
UNLOCKED
I have finished the castle put another Emitter inside and connected the unbuild Struc with the other Struc so its connected.
For this i had to put some unbuild Struc on PlanetFalls Piece but i hope for the Struc to connect it is Allowed. If not i will remove it.
Also included a Proximity Spawn for when the player goes to pickup the AmpGems. Spawns 3 Emitters. And when the Top Emitter of those 3 is Destroyed you earn yourself a little land in the SW corner of the Castle for 4 Omnis.
Thats it for now.
On to the Next One ;)
GM -> Image is Map in current State -> Land Unmired. But for Mireing later you need to run the Map and maybe switch off some mechanics so how would you do that? Just so maybe i learn something.
I was using PRPL hackery, which I must advise against - see planetfall's above post noting the unforeseen effects of mine.
OK, got it. everything is well now :)
I hit clear mire several times whilst making my map. Forgot to note that.
EDIT:
Oh, we have more than one page of text. ;-; when you dont realise lol
LOCKED
Slight design changes in my square. Will be quick.
UNLOCKED
List of changes:
Structure makers are 2x as fast.
Structure makers have a new position.
Five new Ticon Defenses. They are all on your team.
Unfortunately, all five Ticon defenses are near enemy Lathes and will flip very quickly.
Do not power the center ticon defense as an enemy.
Center Ticon Defense: 0 energy usage. Very fast fire rate. Have to get through eight structure makers to get there.
Center Ticon Defense also has a large range. Anyone care to add a range finder script under it?
Quote from: cpaca on August 08, 2017, 01:54:04 AM
.......... Anyone care to add a range finder script under it?
LOCKED euhh, and
UNLOCKEDI thought i put 5 [or maybe 6] TiconDefenceRange Scripts into the Map. [5-cpaca and 1-PF] but the game has been running so things have been made. [i.e. red Stuc in castle] And 4 out of 5 TiconDefenseGuns are set to Enemy, so they already have been Flipped.
I have an appointment in less than 1 hour so just to be sure i have Unlocked the Map again. No changes made, when i am back home i have time to do this.
LOCKED Edit 2 -> Retouched the Map so it is in Neutral state. [I couldn't find a way to remove the Energy Source Packets]
Also put TiconDefense Range on all 6 TiconDefenseGuns.
For the Next Mapmaker this is the save for Continuing the Map.
UNLOCKED
Minor change. Ticon Defense Range from 100 to 200 [Everywhere in the map, basically.]
This feels like it deserves its own reply [since it's been a long time since the last one]
For people planning to connect struc to my area:
I ENCOURAGE it!
I also plan to add a Blue Struc generator inside using one of my scripts I just made. [no, it's not just the same script as the one already in-map]
All the Red-struc outlets in my area will become Blue-struc. I just want to design them differently based on where the [ideal] starting point is [S,SE,E,NE, or N]
UNLOCKED
N square. Redid NW mire properly.
Today is raining here, so ...
LOCKED
Taking the NE part.
Edit -> So the last 2 and a half hours i changed the map back so nothing works and charges up and emits and so. noted every setup of every unit. Made my Section [with 2 prebuild ships, the reason why i had to make nothing work][sometimes i do that with my maps also]
Also made a custom ship with Particle Beams to erase Plasma.
After this i put all back in original state ... -> and i got issues with the plasma reactor beams. After the 4th attempt i also came to the conclusion that the strucmaker script suddenly worked when on pause.
So i quit for today. [i am still on holiday]
Next one just load the previous save.
UNLOCKED
Nothing changed.
I will see next week or so.
Greets
FOXX
UNLOCKED
Created a starting area in the S.
Reactors will boost your starting energy mine to 7 at 3:00 and 10 at 6:00.
Two more reactors will boost the energy mines left by the two southern mire spawners in the center, also at 3:00. If the mire spawners haven't been defeated by then, the relevant reactors will asplode.
I also added a ship spawner that creates a lathe, which will come in and try to wreck your reactors. I put it in the E square but anyone who creates their own square can steal it.
Also: stunners. Added stun turrets that can only be powered by lathes. One available for the player from the start (your decision how many omnis to dedicate to it - you do get diminishing returns). Two for the enemy that get powered by wall-lathes. One as a reward for the W area. This last one can only be used once, but bursts 10 stunners.
Note that because lathing PRPL cores can only be used to damage them, the lathe-to-power effect is a kludge. Friendly turrets are designated enemy and enemy turrets are designated friendly. This also means that if you want the turrets to be powered by reactors, the reactors must be the "wrong" state accordingly.
Quote from: cpaca on August 10, 2017, 03:03:35 AM
For people planning to connect struc to my area:
I ENCOURAGE it!
On this basis, I will make an adjustment to the top-left.
LOCKEDEdit: You asked...
UNLOCKEDDo you see why I suggested rebalancing the Struc generation? If not, hit "clear mire" and unpause the map. It's now close to winnable.
(Yes, I mean to fiddle with the N square alignment. We'll see what happens to the Struc first, though. It may be removed later, obviating the change.
LOCKED
Going to do the same as before. nly no prebuild Enemy Ships.
TAKING NE.
UNLOCKED
added 2 Ships, 1 Emitter and Plasma.
The Emitter is sort of a Flip emitter but the Blue one Spawns when the Red one is destroyed.
Ship Pickup = a Grabber Ship.
I was thinking of putting an AmpGem in this Sector but for now i didn't -> Can be added later.
Uh.
Yeah, I kinda forgot this existed and I made it.
A wild PASS THE MAP 2 has appeared!
Community, which person will you send out to continue it?
Sidenote, since 8 squares are done, I think it's fair that if you take this up you can also take up PTM3. Otherwise.... eh... lol
Well, we would do well to finish this map first. I suggest that if a PTM thread sits unlocked for a week, we allow third contributions.
Quote from: cpaca on September 11, 2017, 11:24:07 PM
Sidenote, since 8 squares are done, ...........
7 Squares are done -> the ShipSpawner in the E is for Balancing only. It can be placed somewhere else as PlanetFall mentioned:
Quote from: planetfall on August 19, 2017, 08:08:17 AM
....... I also added a ship spawner that creates a lathe, which will come in and try to wreck your reactors. I put it in the E square but anyone who creates their own square can steal it......
Is this dead? Sad.
i still have hope but i have already claimed 2 tiles so i feel i am not in the position to claim another tile.
12345eee... there's nothing stopping YOU from making the final tile.
Quote from: cpaca on September 24, 2017, 03:47:44 PM
12345eee... there's nothing stopping YOU from making the final tile.
Good point -> everybody can jump in and take a square:)
Having reread the rules, LOCKED.
Edit: UNLOCKED. W square. Light changes to the N. Balancing honours go to whoever does the last square.
Checked it out so far. with some balancing this can be good.
I miss Nicant on the 2nd PTM.
If nobody finishes i might hava a go at it after the weekend.
I have time today, so
LOCKED
UNLOCKED
I testplayed a little [don't have time for a complete run.
Made the start so that you can progress to the East.
The middle sector prevents you to attack the Castle head on and heading West is a bit challenging at the start. [with the spawn and the Plasma Turret.
So you kinda have to go East and then North. [this is as far as i played the rest is what i knew before]
Once you reach the NW the middle gets beatable and then you can attack the castle.
Which is a shame imo because then you can't really use the Custom Ship from PlanetFall.
Interested to hear other opinions of the Map.
I wanted to Finalize the Map today but it kinda challenging in a way that is not fun for me.
I don't know if i do something wrong but i finally got rid of the Structure Makers in the Middle and gain some progress in the Castle but this is where i am Stuck.
The Plasma Turrets are quite strong and fire fast.
Tried a couple of times and quit for now.
Foxx, a suggestion.
The middle ticon tower requires a initial energy then makes infinite shots afterwords [1 frame delay]
think of it as the energy being used to fix an internal reactor or something.
Also, the range is accurate.
It does indeed have that much range.
Quote from: cpaca on October 04, 2017, 06:22:19 PM
Foxx, a suggestion.
The middle ticon tower requires a initial energy then makes infinite shots afterwords [1 frame delay]
think of it as the energy being used to fix an internal reactor or something.
Also, the range is accurate.
It does indeed have that much range.
I know -> i put the Range indicator on it.
But i don't see this helping against the Plasma Turrets.
Anyhow -> Going to try this tomorrow.
Just Finalized the Map.
Charging up the Big Range Ticon Gun did help a bit in decreasing damage done to my Fleet when charging in.
I also noticed that if you destroy the Reactors and Energy Mine the Plasma Turrets stop shooting after they are empty.
Should have done that from the beginning but too late for that now.
Gameplay wise I had some tough moments -> Maybe if i play another time and do things right from the start it would be easier. Don't know for sure.
Time for the others to finalize :)
And just so everybody knows -> I balanced the start a bit but not the whole map.
Map = Medium Hard. [?]
I finished it as well.
1:13:00 time, and most of it was in 1x time.
I did balance my square a tiny bit, but you don't have to redo it FOXX. I just made it so the strucmakers go a little slower.
What you did is effectively harder, so you've basically proven you can do it.
Quote from: cpaca on October 05, 2017, 06:39:48 PM
I finished it as well.
1:13:00 time, and most of it was in 1x time.
I did balance my square a tiny bit, but you don't have to redo it FOXX. I just made it so the strucmakers go a little slower.
What you did is effectively harder, so you've basically proven you can do it.
Thumbs Up ;)
I've won against the latest save in this thread, though there are no scores recorded against that. So I didn't add one either.
where does this Map stand?
I mean does it need adjustments or can it be finalized?
I think it can be finalized... except the "everyone has to beat it" rule
I have beaten the Map.
[not in my intended way but still]
Is this map going to be uploaded at some time?
Who is yet to score against it?
Actually....
I'm done with this
Just gonna post it
And hope everyone has beat it
I want PTM3 to happen so that this is no longer part of the "problems that are still existing, but nobody is dealing with it" stage