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CobraKill
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« Reply #75 on: June 03, 2012, 10:27:30 am » |
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Those are Bertha cannon explosions, aren't they?
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Never trust a computer that doesn't fit through your nearest window. My maps
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Nemoricus
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« Reply #76 on: June 03, 2012, 10:38:27 am » |
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Nope, that's a picture of emitters being nullified.
Also, I mispoke. What I'd like to see is a picture of the nullifier unit some time.
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lich98
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« Reply #77 on: June 03, 2012, 06:27:47 pm » |
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Still looks great! Im intrested in the creeper pipeline which we haven't heard much about.
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I love Mickey Mouse more than any woman I've ever known. -Walt Disney This is like deja vu all over again. -Yogi Berra
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Kingo
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« Reply #78 on: June 05, 2012, 05:28:34 pm » |
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If Creeper does become human controlled, here's an idea to make it simple:
Have the creeper work as the human network works (i.e. Odin City are the emmitters, collectors are space covered by Creeper) and you can only lay down collector-like structures, temporary gravity generators, and pushes the Creeper in that direction.
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2b3o4o
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« Reply #79 on: June 05, 2012, 07:36:51 pm » |
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If Creeper does become human controlled, here's an idea to make it simple:
Have the creeper work as the human network works (i.e. Odin City are the emmitters, collectors are space covered by Creeper) and you can only lay down collector-like structures, temporary gravity generators, and pushes the Creeper in that direction.
We've been able to control creeper ever since creeper world 2. It would be hard to change how it works now...
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Kingo
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« Reply #80 on: June 06, 2012, 05:15:27 pm » |
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If Creeper does become human controlled, here's an idea to make it simple:
Have the creeper work as the human network works (i.e. Odin City are the emmitters, collectors are space covered by Creeper) and you can only lay down collector-like structures, temporary gravity generators, and pushes the Creeper in that direction.
We've been able to control creeper ever since creeper world 2. It would be hard to change how it works now... I meant that a player could be the enemy creeper, and in this way could decide how and where the Creeper goes.
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2b3o4o
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« Reply #81 on: June 06, 2012, 05:28:10 pm » |
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If the creeper is so similar to the humans in terms of play-style, there isn't really any point.
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tornado
Full Member
  
Posts: 63
what i like best is a penguin
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« Reply #82 on: June 09, 2012, 12:29:07 am » |
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oi
i liked the firs boss fight and i haven't seen the second but your rightish i mean ive still got a phobia of black holes
tornado
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I like: penguins, rotational devices, fun,steam, portal 2 and creeper world.
Note: I'm eleven. Cut me some slack on the English, I'm trying. Ask my father - he says I'm very trying...
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lurkily
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« Reply #83 on: June 25, 2012, 06:23:01 pm » |
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If Creeper does become human controlled, here's an idea to make it simple:
Have the creeper work as the human network works (i.e. Odin City are the emmitters, collectors are space covered by Creeper) and you can only lay down collector-like structures, temporary gravity generators, and pushes the Creeper in that direction.
We've been able to control creeper ever since creeper world 2. It would be hard to change how it works now... I meant that a player could be the enemy creeper, and in this way could decide how and where the Creeper goes. Creeper goes to the point that is both lowest and least dense. Beyond that, it passively responds to fields. Being able to 'play' the creeper side would require new mechanics for how creeper works, since it's generally acted as a passive force of nature in the past, such as a flood.
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Lioncourt
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« Reply #84 on: June 29, 2012, 12:13:49 pm » |
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I would like to see an emitter stealer, like you have to get real close, build something right beside it, and it will cap it off and convert creeper into anti-creeper.
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The funniest thing about time is when it doesn't...
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lich98
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« Reply #85 on: July 01, 2012, 12:04:57 pm » |
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I would like to see an emitter stealer, like you have to get real close, build something right beside it, and it will cap it off and convert creeper into anti-creeper.
hmm intresting idea...
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I love Mickey Mouse more than any woman I've ever known. -Walt Disney This is like deja vu all over again. -Yogi Berra
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creeper killer
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« Reply #86 on: August 05, 2012, 01:32:41 pm » |
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huh, took a look at the screenshots looks like it's going to be mainly CW 1's gameplay. I never really got the hang of bridging  I wonder how much it's going to cost.........
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you will be assimilated into the herd, resistance is futile (picture's too big  ) just though I'd let you guys know 
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MadMag
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« Reply #87 on: August 05, 2012, 01:37:30 pm » |
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@Creeper Killer I`ve tested CW3 a little and I can assure you that you will not need so much talent at bridging  The cost is going to be affordable. It is not gonna cost like COD or BF.
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« Last Edit: August 05, 2012, 01:39:21 pm by MadMag »
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koker93
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« Reply #88 on: August 05, 2012, 08:44:32 pm » |
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I'd like to repeat whats been said a few times before - please no kill all weapon. Maps with the Dark Beam are usually among my least favorite. Especially when you have to use the beam to nullify an emitter. It just adds time to a map that is basically unloseable once the DB is built.
Also a series of maps at the end of the story line that are harder to pass than level19 and 20 in CW2. Those levels were great fun, but not really hard to pass.
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J
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« Reply #89 on: August 06, 2012, 04:04:20 am » |
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As far as I know there won't be any kill-all weapons (like the thor in CW1) in CW3 or a weapon that instantly kills all creeper on a big part of the map. There will be some titan weapons (like the bertha) that do huge damage but also at a huge cost.
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« Last Edit: August 11, 2012, 02:23:44 am by J »
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