Recent Posts

91
Pre-release chatter / Suggestions for development
« Last post by towel on January 19, 2020, 10:31:12 am »
I'm super excited to hear about Creeper World 4's developments and I can't wait to play it soon. I have a few suggestions for the game:

1) Set the default of the miners to dispatch bluite instead of energy (perhaps even remove the energy setting)
2) Add the ability to upgrade towers. This increases their energy production, but costs more and more for each upgrade. This would essential be a reactor/current miner setting and would make it possible to work with smaller maps.
3) Add the ability to attach an ERN to a tower or economic building, increasing its efficiency.
4) Set the default for sprayers to always on.
5) Make it impossible to accidentally build over a tree, and add special trees worth extra points.
6) Add a resource collected from trees, which repels creeper somehow. This could explain how the trees survived doomsday in the first place.
7) Add a score penalty for time paused. This takes away the incentive to pause all the time to gain an advantage, making the struggle more "real." You can still pause when things go south, but the more you need to pause, the worse your score gets.
8 ) Perhaps having a free 1 minute buffer to this rule might help in the beginning of the game.
9) It also might be a good idea to add a "hard pause" to the pause option (if you need to pee etc.) that doesn't affect score.
10) Make magenta creeper flow faster so it is more of a threat and doesn't just stay in the middle of the creeper pool. Alternatively, have magenta creeper slowly convert nearby creeper to magenta.
11) Score really should not penalize you for having military. Or increased initial score to from 10k to 15-20k.
12) Creeper on 0 height terrain should automatically move the the closest terrain currently covered with creeper.
92
Colonial Space Map Discussion / Re: Custom Map #8117: CW2.25 B-2. By: builder17
« Last post by Builder17 on January 19, 2020, 07:30:26 am »
Hey,

I have played most or all of your maps, but I haven't commented yet.  So, I have to say, awesome map!  I enjoy playing your maps very much and I appreciate the time you take to make them.  Thank you very much.  :)

Schizo

Thanks, if you have any suggestions for map feel free to message me! :)
93
Colonial Space Map Discussion / Re: Custom Map #8117: CW2.25 B-2. By: builder17
« Last post by Schizo on January 19, 2020, 07:02:09 am »
Hey,

I have played most or all of your maps, but I haven't commented yet.  So, I have to say, awesome map!  I enjoy playing your maps very much and I appreciate the time you take to make them.  Thank you very much.  :)

Schizo
94
Colonial Space Map Discussion / Custom Map #8117: CW2.25 B-2. By: builder17
« Last post by AutoPost on January 19, 2020, 04:32:53 am »
This topic is for discussion of map #8117: CW2.25 B-2


Author: builder17
Size: 96x144

Desc:
#Fields #Creeper #Drones #MediumDifficulty
95
Colonial Space Map Discussion / Custom Map #8116: AltEmitter. By: -
« Last post by AutoPost on January 18, 2020, 11:46:02 pm »
This topic is for discussion of map #8116: AltEmitter


Author: -
Size: 128x64

Desc:
Convert Emitters. Click on things. Flood the map with AC! This is my first map; it's an attempt to make Emitters do everything. Any scripts I ripped have been modified. Not quite CSM or normal play. May include puzzles. All units are enabled, but it's possible to beat without building... probably.
96
If anyone is wanting to clear this off their list, here's a non-laggy solution:

(click to show/hide)

I"m sure there are other solutions, but this only took a couple minutes real-time so that's what I like.
97
Exchange Map Comments / Re: Custom Map #1480: GMM F6. By: FOXX
« Last post by FOXX on January 18, 2020, 10:01:36 am »
Wow that was a tough one! Took me two hours. I got hung up at least 4 times,. never has the "which combo of gates" stragtegy been so hard to figure out! Well Done!
Yeah, this one has some tricky parts, you are not the only one stuck here.
I am getting more experienced with this setup but i don't want it to become to hard so i have to watch my steps. When making these maps i get ideas and add more things resulting in some laggy maps.
Very happy with the update Goodmorning did so i can do my thing without to much lag :)

Greets
FOXX
98
Colonial Space Map Discussion / Re: Custom Map #8115: The Slope. By: Kaned
« Last post by teknotiss on January 18, 2020, 10:01:15 am »
"This Map is rather too easy and most people should be able to do it however it may take a few attempts if you under estimate it."

There, fixed that for you.


Now try the same map, but with one runner nest for each emitter (ensuring no sniping of nests over the wall)

or, same map, but wall is only 1 layer thick.

dude, why don't you make that version then?  we will have fun with it being more difficut just ike we can have fun with "easy" maps too!  :D

for example i set an ok time of 17 mins or so yesterday on my first play through, and just now i slightly decreased my time having another bash.  ;)

i found this map highly entertaining and i for one would like more "easy" maps like this that we can have some speedruns at! 8)

this is coming from a mapper that finds it hard to set the map size below 200x200 with tons of creeper and lots of enemies, i have done it but i don't like it!  ;D

so Kaned please make more maps!  and make them however you please! :)
99
Exchange Map Comments / Re: Custom Map #1480: GMM F6. By: FOXX
« Last post by FOXX on January 18, 2020, 09:58:36 am »
I enjoy these maps as they are similiar to the CSM maps, However I don't like the pure linear game play, In the CSM Maps due to the gates you actually have to jump around the map a lot more. this is very much get 1 section then move on to the next. Overall it was a decent map. But the linear nature makes it a little bit of a slog for me..

Cheers
I haven't played the CSM maps properly but i know thee are more things added to the CSM system then the GMM system.
GMM F7 has a different gameplay and going to think if i can come up with some 'jump around the map' layout.

Greets
FOXX
100
Colonial Space Map Discussion / Re: Custom Map #8114: BOSS. By: zbxzbx98
« Last post by marvinitfox on January 18, 2020, 12:54:00 am »
Because they have way too much hp

Yep.
You can put 3 cannons set to kill runners on a stranded runner. and.... it heals faster than they can hurt it.
Imagine the horror if that runner nest released 1/sec instead of 1/min