Custom Map #7022: CSM-83 MADNESS. By: yum234

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on: January 27, 2019, 02:53:45 pm
This topic is for discussion of map #7022: CSM-83 MADNESS


Author: yum234
Size: 144x144

Desc:
Corky Style Mode game with many new features created by Regallion. New features: ArmouredEmitters, King Crystals, Repulsor, modified Help Monitor etc. Explanation in our Forum. CORKY=COrnucanis+Regallion+Kajacx+Yum234 #BravoCornucanis #BravoKajacx #BravoRegallion #BravoVirgil #GoodLuck



yum-forum

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Reply #1 on: January 27, 2019, 02:56:59 pm
Comments about new features in map:

General:
1 height of terrain in this map corresponds to 100. It means that wall with height 9 can protect creeper with level (9-1)x100=800K. Level of void in this map =2000K. That is why in this map some emitters can produce 1500K creeper.

Armored Emitters
New unit – Flip emitter which has several lives. After overflow by anti-creeper it lose one lives and produce big death-amount of creeper. Also within orange ring it increase power of all (only) creeper emitters by 5 times. No influence to anti-creeper emitters and gates. After all lives finished became usual flip emitter which can be reversed into ArmouredEmitter again if overflow by creeper (for instance if Conversion Bomb was used not correctly) . Additional note: If several orange rings of several ArmouredEmitters overlap total power of creeper emitters within it can be more high (10 times or 15 times from nominal power).

Regallion’s Bomb Factory
Standard RBF as in previous map. For activation need overflow by anti-creeper. But working with special chips which also necessary to activate by overflowing by anti-creeper. After activation you can move any chip to the down part of RBF. Then will be produced Bomb which you can move to the target (enemy emitter or gate). Production of bombs - unlimited. At any time you can remove chip (send it to Dock/Home) and put on RBF new chip.
Types of bombs/chips:
Double Conversion Bombs with 2 stages of attack and 2 visual rings of attack’s ranges. Conversion and then “reverse” conversion.
Flip Bomb with single conversion in some radius. Target for attack can be also Multiplicator Towers.
Freeze Bomb.
Just freeze all in some radius for some time.
Difuser Bomb
Target of attack – Blue Enemy Emitters (without death amount of creeper). Can be placed to Dock/Home.
Accelerator Bomb.
Can be placed to any emitters and increase production for 10 times for a some period of time. (My favorite bomb!  :D)

Help Monitor
Now in Help Monitor you can see also level of creeper and anti-creeper in digital gate's networks ("1" and "2").

King Crystals

New units. Red and Green. After overflow by anti-creeper increase or decrease power of ALL creeper emitters in the map by 10 or 20 percent.

Repulsors
Special unit (red ring) which protect from ALL types of bomb. Placed not only on some emitters but also to some gates and Armoured Emitters. Sorry, that in last two cases not visible.

GateJoiners
Standard individual GateJoiners for stargates. Two independent (not connected to any color gates) networks "1" and "2". For any networks one Joiner not movable and several movable GateJoiners which necessary activate by anti-creeper. Can be placed at any color gates or if you not need it can be placed on Dock/Home. 

P.S. My first so long post. Sorry for my bad English.  :-[
P.P.S. Hope Regallion can add more comments.  :)



KnuckleCracker are MAGIC! :)


DoomDutch

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Reply #2 on: January 27, 2019, 07:35:52 pm
Time for some feedback!
1. King Crystal: a bit unclear if it is yours or enemy emitters that would get hurt. (Change text from: "Flood me with your emitters to ensure massive weakening!" to "Flood me with your emitters to weaken your foes!" maybe for the green one?)
2. When flooding the final stage of the Armored Emitters, the "i" in the sentence needs to be the capital letter "I". (Nitpicking here :D)
3. The icon for the #1 and #2 Stargate in the list is a triangle and a rectangle. Could use some work.

Overal, the addition of the Armored Emitters and King Crystals is great!



PrinceHabib72

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Reply #3 on: January 27, 2019, 08:50:53 pm
Decent map, but has a few flaws.  First, it's very difficult to tell what the crystals do without trial and error, especially since the language of both make it seem like they do the same thing.  In addition, the map breaks completely upon saving and loading.  When loading a save, every toggle bridge activates and floods, basically ensuring you'll be overrun in seconds unless you save and load super late in the game where opening the bridges is fine anyway.



Regallion

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Reply #4 on: January 28, 2019, 02:37:23 am
The bridges will be fixed by the next map. A change to void caused this effect.
As for crystals: they are deliberately misleading. Their colors are true, but their texts are explicitly meant to confuse you (Why would i want to weaken my emitters? Oooh, great power!)
On the topic of monitor: you'll have to live with it. It was hard-coded into 7 colors and i had to make a really dirty change to make it work with joiners. Making it look nice, would require a decent chunk of a rewrite which i don't have skill or motivation for.
« Last Edit: January 28, 2019, 02:39:11 am by Regallion »



cornucanis

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Reply #5 on: January 28, 2019, 02:53:45 am
The bridges will be fixed by the next map. A change to void caused this effect.
As for crystals: they are deliberately misleading. Their colors are true, but their texts are explicitly meant to confuse you (Why would i want to weaken my emitters? Oooh, great power!)
On the topic of monitor: you'll have to live with it. It was hard-coded into 7 colors and i had to make a really dirty change to make it work with joiners. Making it look nice, would require a decent chunk of a rewrite which i don't have skill or motivation for.


Technically adding more colors would be pretty simple if not for the fact that all the other image slots around the portals have now been used by other things, and as you obviously know the image slot is calculated by the color index. That's the reason the images are showing as triangles and squares, because the color blind symbols correspond to the image slots calculated by the new portals (again I know you're aware of this Regallion, but I thought I'd elaborate for anyone else curious about the shapes.)



Regallion

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Reply #6 on: January 28, 2019, 03:00:33 am

Technically adding more colors would be pretty simple if not for the fact that all the other image slots around the portals have now been used by other things, and as you obviously know the image slot is calculated by the color index. That's the reason the images are showing as triangles and squares, because the color blind symbols correspond to the image slots calculated by the new portals (again I know you're aware of this Regallion, but I thought I'd elaborate for anyone else curious about the shapes.)
Eh it's slightly worse than that: i cannot know how many joiners there would be, so i cannot know how many image slots to set aside. The way i'd redo it is by making it spawn "decorative" cores in place of images, which would not conduct or otherwise interact with the map.



GuiZe

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Reply #7 on: January 28, 2019, 06:59:35 am
Thanks to all of you creators for these great maps and scripts, I'm always waiting for the next CSM puzzling map !



EEderle

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Reply #8 on: January 28, 2019, 07:06:39 am
I am stuck in the lower right hand corner ... any hints?



Schizo

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Reply #9 on: January 28, 2019, 11:54:59 am
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.



yum-forum

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Reply #10 on: January 28, 2019, 12:59:58 pm
I am stuck in the lower right hand corner ... any hints?

Can you show screenshot, please?

KnuckleCracker are MAGIC! :)


yum-forum

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Reply #11 on: January 28, 2019, 01:04:37 pm
Sorry Yum, these styles of maps from you have gone from fun to frustrating.  I am no longer enjoying them at all.

Thanks for comments!  :)

It was experimental map with many many new features. And I agree that it was like "madness"...
If I will create next map it will be not so complicated (with limited features) and more fun for playing.

KnuckleCracker are MAGIC! :)


Loren Pechtel

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Reply #12 on: January 28, 2019, 03:13:52 pm
Minor bug:  When killed some of the respawning emitters retain their range circle.



yum-forum

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Reply #13 on: January 28, 2019, 03:28:02 pm
Minor bug:  When killed some of the respawning emitters retain their range circle.

Can you show screenshot, please?
Usually if in ArmouredEmitter remeins lives in this case remains orange ring.

KnuckleCracker are MAGIC! :)


EEderle

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Reply #14 on: January 28, 2019, 04:34:08 pm
I am stuck in the lower right hand corner ... any hints?

Can you show screenshot, please?

Don't know how to insert a picture ;-(   Attached a screenshot