Custom Map #4712: The Fallen Civilization - Ancient Temple. By: JoaoPistori

Started by AutoPost, August 21, 2017, 10:55:09 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #4712: The Fallen Civilization - Ancient Temple


Author: JoaoPistori
Size: 220x220

Desc:
#FULL CRPL (CRPL-ONLY) #CONTROL A CHARACTER LIKE IN CREDITS MISSION ! #FIGHT AGAINST ENEMY CANNONS AND SHIPS ! #CAST SPECIAL ABILITIES! #COLLECT TECH POINTS AND UPGRADE YOUR ATTRIBUTES AT THE UPGRADE BAY! #BOSS BATTLE! #Tutorials, HUD, and info on screen > Second map of my new serie "The Fallen Civilization"! In this map, Lia and Abraxis found what was reacting to their actions during their discovery . It was an underground temple with something very ancient awakened.

JoaoPistori

This is the second map of my serie "The Fallen Civilization"!
1st map: "The Fallen Civilization - The Discovery"
next map (in progress): "The Fallen Civilization - Temple Assault"

Have you played credits mission already?
In this map you control a character like in credits mission, but there's a lot more of content:

Player:
Spoiler

Has 4 special abilities that requires energy to activate, and each one has its unique effect. Keys are Q, E, R and T, as shown at the interface and at the ability description.

Pick medkits, energy packs and tech packs! Medkits heal, energy packs give energy and tech packs give tech.

Tech: Tech is used to upgrade yourself. Attributes are:
Maximum health; (+75)
Maximum energy; (+50)
Weapon;
Armor; (Armor reduces damage taken from all sources)
Shield Barrier; (Creates a shield around you that protects from damage. Has limited health and duration)
Eneegy Storm; (Fires an energized bolt that deals high damage on impact and creates an energy storm dealing high area damage)
Camouflage; (Becomes invible against enemy cannons, ghosts and ships, but sensor/detectors towers can detect you and remove your camouflage)
Heal; (Heals yourself by the especified HP amount)
Extra life. (Yeah. You can buy extra lives!)

Each attribute can be upgraded 3 times. Extra lives has a limit of 5 (you can buy up to 5 extra lives)

You must step over an "upgrade bay", and a message "press F [...]" will appear. Just press F and the menu will open and the game will automatically pause.
[close]

Map:
Spoiler

Medkits, Energy, Tech pick-ups and Score pick-ups;

6 keys and 6 key-locked colorful doors;

On-Off or On-only bridges that are activated via a switch. "Bridges" are cores that change terrain level when activated by a switch. It turns the especified cells into a certain level, and if the bridge is not permanent, the terrain will return to its original state after a certain cooldown (white bar over the switch);

Remote doors that can only be opened via switches;

Custom ore mines that are destroyable, and upon destruction, will drop a medkit, an energy pack or tech pack, depending on its ore. Requires higher weapon upgrades in order to destroy hardened ores. Blue ore drops medkit, green ore drops energy pack and light-blue ore drops tech packs.

Terrain level 10 is impassable by creeper, projectiles and any other unit.

LAVA: Terrain level 1 is lava, and it damages the player by 0.9 points per tic (27 per second). Damage is reduced by 0.2/tic per armor level.
[close]

Enemy:
Spoiler

7 types of enemy turrets - From small cannons to detectors and big laser and anti-matter cannons; (Actually 8 types, if you count both types of the purple cannons).
3 types of enemy moving-units - Ghosts and ships (not counting the boss);
Creeper emitters;
Bomb traps that once activated, move into you and explode.
[close]

IMPORTANT NOTES (read this if you're getting confused with something):
Spoiler

Player can't step over terrain that is 2-height higher than current terrain. Example:
you are over terrain 4: You can't step over terrain 2 (and lower) or terrain 6 (and higher).

Player's shot can reach a max. height of current terrain +1. Example: You are over terrain 4 and fire.
Your shot will explode if it hits a terrain 6 or higher. Note: Terrain 10 will always block your shots.

If your shots can't destroy an ore mine, means that you need higher weapon upgrade.
Brown base (not the ore!) - weapon lvl 1 required
Yellow base - weapon lvl 2 required
Pink/Purple base - weapon lvl 3 required
Red base - weapon lvl 4 required.

Lasers and Howitzers (gray cannon) can hit you behind doors.

Aiming range of every cannon is equal attack range + 2. So, if one aim at you but doesn't fire, means you are very very close to their firing range.

Please expect a bit of lag in certain rooms.

Tutorial doesn't say, but you can press "I" to hide/show abilities and stats info.

Don't waste energy and suicide yourself in order to fill energy again. All the energy packs around the map are enough to reach the boss room without losing any life.

Be patient in some rooms. Rushing will often lead to death. Put x2, x3 or x4 game speed only if you know you're not in danger.

Tech Packs around the map are in exactly value to buy all upgrades and lives. If you see there's not enough, probably you left some packs behind (or missed some secrets!) :D

Creeper and lava together doesn't have damage limitation/preference. You'll receive both creeper dmg and lava dmg if you are over both of them.

"How do I upgrade atributes? I click over the options but nothing happens!"
Don't click. Press the hotkey (1, 2, 3, 4, 5, 6, 7, 8 and 9) to upgrade an attribute.

Nullifiers can only destroy structures that are in sight. So, there must be a line of sight from the nullifier point to the structure point. Red circle means you are in range but there's no sight, while green range means you can place the nullifier.

Note that some enemy turrets can only be destroyed by bullets/storms. That's why some of them doesn't show red/green circle nullifier range.
[close]

Full intro:
Second map of my new serie "The Fallen Civilization"!
In this map, Lia and Abraxis found what was reacting to their actions during their Discovery (The Fallen Civilization - The Discovery): It was an underground temple with something very ancient that was awakened. Now, this thing will fight against the creeper. It's your task to guide it and find the secrets the temple hides.

Edit:
Don't look my 2+ hour score. It took me about ~60 minutes in real time.
Ignore the doors, ore mines and pick-ups on the left wall of the boss room. :P
Includes some custom map textures.

And... please give your feedback! :D

Edit 2:

Armor protection info:
Spoiler


Creeper: reduces 0.15 dmg/tic per level;
(From 1.5 to 1.05 at armor lvl 3)

Lava: reduces 0.2 dmg/tic per lvl;
(From 0.9 to 0.3 at armor lvl 3)

Purple shots and green shots from purple cannons, boss and gray ships: 1 dmg per lvl;

Laser cannon and purple ship's yellow laser are reduced by 0.15 dmg/tic per lvl;
Laser cannon: From 0.7/1.05 to 0.25/0.6
Purple Ship: From 0.95/1.25 to 0.5/0.8
[normal beam dmg/ super beam dmg]

Howitzer's dmg is reduced by 2 per lvl;

Rockets are reduced by 4 per lvl;

Thermal spear from big red cannons are reduced by 0.2 dmg per lvl;
(From 3.5 to 2.9)

Dark missile's explosion from dark big guns are reduced by 4 per armor lvl, and continuous dmg from black hole is reduced by 0.15 per lvl (From 3.5 to 3.05 at full armor)

Bomb traps, ghosts and ship explosions are reduced by 5 per lvl;

The same for the yellow-blue bomb trap, and its continuous dmg from black hole is reduced by 0.15 per lvl. This continuous dmg is the same of the dark missile's black hole.

Note: shield barrier doesn't have armor, and takes more damage from explosions (rockets, ghosts and ship explosions)
[close]

Upgrade effects for abilities:
Spoiler

Shield Barrier: +100 SP (Shield Points) per upgrade;

Energy Storm: Increased bolt damage and storm damage against creeper, structures, ghosts and ships.

Canouflage: Increase duration by 1 second per upgrade. You might think it's very low, but is an increase of 20% and at full lvl, 2 camouflages are better than 3. (16 seconds / 15 seconds)

Heal: Increase healing by 15 points. From 50 (lvl 1) to 95 (lvl 4).
[close]

GoodMorning

Well, my first second attempt made it past the lower blue door. Important note: "Nullifiers" require at least equal terrain level.

What is the effect of the upgrades? Health/energy is explained, but what is the effect of armour on impact damage? Or the change to the other abilities?

How can one get the tech on top of a wall near the second Emitter?

I appreciate the care that went into the energy system, but I think that slow regeneration (allowing different strategies without restarts) would be better, considering the length of the map and my own level of skill (you will be quite good at it after testing for so long).

That's all for now, I'm enjoying the map. Life calls, however.
A narrative is a lightly-marked path to another reality.

JoaoPistori

Yeah. Your character peforms sight check before placing nullifiers. I've updated my post above with those informations. I'm also checking scripts to remember armor damage reduction and updating my post with it too. I've just updated it with armor reduction info and upgrade effects for abilities.

GoodMorning

I'm not having much fun anymore. After a number of attempts, I can reliably get to the second upgrade station. However, it is rapidly becoming a matter of trial-and-error to progress, as any given situation tends to be solvable largely through one of the following:


  • Timed ability use
  • Long-range turret destruction (with enough distance, the projectiles gain enough speed to pass clear through one cell)
  • Very careful dodging

Specifically:
<New area>
Shoot anything that moves. Clear out Creeper. Shoot anything that stays still from behind such cover as is available. If there is an Emitter, shield to get close. If there is no Creeper, use camo to save energy. Upgrade weapon as soon as possible. Die (possibly) from lava damage or some surprise or other, or a weapon that you thought was out of range.
<End area>

I think if I was very very good at the controls and knew what you intended, I would stand a chance, but as it is, the character might as well be made from cheese.
A narrative is a lightly-marked path to another reality.

JoaoPistori

Thank you for playing, restarting many times and giving your feedback!.

Well, I guess there's a missing information about the bridge switches. They are those "blue relay-looking thing". One of them is in the room after lower blue-locked door where there's 3 purple cannons and one laser cannon. Pressing it (character must get in contact with it) will activate a permanent or temporary terrain bridge, allowing you to reach higher grounds to destroy the gray cannons without danger.

Quote from: GoodMorning on August 22, 2017, 01:35:17 AM
How can one get the tech on top of a wall near the second Emitter?

The switch near the right-emitter you see on screen will activate a stair, allowing you to go back and pick it (don't need to go back as soon as you press it. Sometimes you'll have to return there for the upgrade station).

Focus on weapon and energy upgrades, then armor and health upgrades. Weapon at level 3 and 4 has increased area damage against creeper and fire rate, allowing you to destroy a bit of creeper behind huge walls, not only the doors.

If you reach the 2nd upgrade station room:
Spoiler
Again, near the station there are 2 switches. The left switch will lower terrain while the right switch will move terrain up to height 8, allowing you to reach the upgrade station and a secure position to destroy cannons and creeper.
[close]

Note: Energy storm damage units behind doors. Not behind walls, but behind doors.
Spoiler
I used it before opening the door of the first emitter room to destroy ghosts and before entering the 2nd upgrade station room (to kill ghosts).
[close]

You might want to play with "opaque creeper" on, so you can see terrain heights under creeper easier

GoodMorning

Up until that point, I know how to proceed without taking damage. However, at that point there are enough options that I have difficulty.

I had been upgrading the weapon first, armour later, and never got for enough to look at other upgrades.

Edit: Thanks for making this.
A narrative is a lightly-marked path to another reality.

JoaoPistori

Having seen no finished scores, I'm really thinking of uploading an easier version of this map, so everyone will be able to see the whole map and the story.

GoodMorning

Good idea. I think a double-health tweak and gradual energy regeneration (or some form of "well") could be a good compromise, still rewarding skill but not entirely requiring it.
A narrative is a lightly-marked path to another reality.

JoaoPistori

I've just uploaded an easy version (yes, "Easy" version. Not "Easier".) named "Ancient Temple - EASY version".

I also have some planned changes and new content for next map (next map with this gameplay will be the 4th map. The 3rd map of the series will be played with abraxis):
Spoiler


Terrain:
- Lava will reduce your speed.

- Teleporters.

- AC pods: when destroyed, will unleash AC. They'll work like the ore mines: you'll need higher weapon upgrades in order to destroy hardened pods.

- Health bay: Like a bigger medkit, with high health reserve but it will not be picked up (and so, will not be removed from the map). Example: When you have 90/100 health and pick a medkit of 35 health value, you'll heal 10 points and the medkit will be removed from the map. At the health bay, if you have 90/100 HP and step over a bay with 50 health value, it will only decrease and keeps in the map (unless it reaches 0 health left) -> you: 100/100 and bay will have 40 left.

- Energy bay: The same as Health bay but for energy.

Player:
- New attribute to upgrade: "Agility"
   Increases move and rotation speed (stunned speed will keep the same)

- A new level for each upgrade, which will cost 100 tech points but will give higher bonus increase.

- Camouflage will give a small speed bonus while active.

- Shield will block lava's speed reduction.
Possible changes:
   Shield will have its duration of 10 seconds +2 sec per upgrade and will not have "SP" (shield points), and will not completely protect player (this means that player will take damage). Instead, it will act like a "mega-armor" that will greatly reduce incoming damage.
   
   // OR //
   Shield will have its SP reduced to 100 +20 per upgrade, but will reduce turret/ship damage to a maximum of 10, continuous damage (creeper, lava, lasers [...]) to a maximum of 0.5 per tic and ghost/bombs damage to a maximum of 75.
   
   // OR //
   Keep the same :P

- Energy storm after level 3 will firstly fire a moving super blue laser beam (like the laser beam from the big red cannon) and when it reaches its target, the energy ball will spawn. Storm's base damage at level 1 will keep the same and damage after upgrades will be increased (in order to have greater effectiveness than the new ability below).

- (Probably) A new special ability that makes use of AC. I'm thinking about an AC bomb that counts an interval and explode, unleashing AC. I want it to have a cost of 50 energy, so I'm thinking if the player character will shoot or plant it under itself. Shooting it might substitute energy storm in most cases, while planting it might be useless. Probably I can make it using fields to push AC

Enemy:
- Laser cannon will have its damage increased over time (until max. damage is reached) as soon as it starts firing, instead of waiting a fixed time before having its damage fully increased instantly.

- The same for the laser attack of the purple-yellow ship.

- Spore towers.

- (Probably) New turrets:
   A support turret that will shield and heal damaged turrets/cannons near it. This "shield" will be similar to the player's shield (but not with so much SP [Shield Points]) // OR // equal the Boss' shields, making the towers invulnerable for a short period.
   A multi-shot turret that fires multiple projectiles at once, making it harder to dodge.
   A ghost/ship spawner.
   An energy tower that stuns the player like the Boss does, during the activation of that "purple circle".
This one will have much less damage than the attack of this boss. I'm not sure if I'll keep the shield removal, because if I keep, this tower will also be a counter of shield ability, making the need of other fighting strategy, by the other hand, player can die almost instantly depending if there's rocket launchers or super cannons near. Probably I can reduce shield damage, but still keeping it very high.

- New boss :D
[close]

Bunsen382

So first, I really like this game style. Any advise as to the search term to play more?

Second, after several plays, I've finally managed to make it to almost the end, however:


[/size]
Spoiler

[/size][size=78%]I can't seem to figure out the room with the disappearing floors Any hints?[/size]
[close]

GoodMorning

Welcome to the forum.

I'm afraid you're out of luck for now. This is (so far) the only map based off the credits mission gameplay. Probably because it's so different from normal CW3. Then again, the same could be said of PaC.

However, there is nothing stopping you from editing a save into a new map.
A narrative is a lightly-marked path to another reality.