118 Responses

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  1. shroomdog27
    shroomdog27 September 6, 2010 at 4:46 pm |

    It seems that … this is VERY intersecting! Great job Virgil! By the way… did you win this mission?

  2. UpperKEES
    UpperKEES September 6, 2010 at 4:51 pm |

    Great, I love variety! 🙂 And I like ’em tough, so I’m glad to read you’re not forgetting about the hard maps.

    So are there any implications of having the assault ship underground? Does it have the same functionality as above and does placement matter?

    The left and right repulsor seem to show their maximum range, is that correct? Did you deliberately put them only the sides to push the friendly creeper up or to prevent the normal creeper from flowing down? Would the repulsor effect be increased by putting some of them tightly together or is it better to spread them a bit like you did?

    Looking forward to more info, especially about the upgrades and the technology/research levels!

  3. Twi
    Twi September 6, 2010 at 5:26 pm |

    That looks…painful. Not sure what you could do about it (build more energy and weapons, outflank the Creeper, or something).

    Some questions and comments:
    Those things below the ship are ore rigs, right?
    The Repulsors look like starfish. So much.
    That’s a Shield in that tunnel connecting the chambers, right? It looks a bit similar to the friendly Creeper, seeing as they’re both white. Perhaps this should be changed.

  4. Mare
    Mare September 6, 2010 at 6:23 pm |

    I see you redid the artwork for the repulsors, except I don’t think they are pushing the Creeper. This keeps getting better and better!!!!

  5. TTopHat
    TTopHat September 6, 2010 at 7:50 pm |

    Now THIS is what I’m talking about! It seemed like it would be a bit too easy just digging down to the creeper…

    The only really hard levels in the first game were ones like Tucana and Chop Raider, where you had to establish your control quickly, or you would be destroy by the overpowering flow of creeper or spores…

    So, yay for challenge!

  6. Nate Dog
    Nate Dog September 6, 2010 at 9:29 pm |

    What happens if you dig out a square that is the only square holding something up (see the squares above the ship). Do the things holding onto the squares fall? Do they flip and hold on to the top? Can they hold on to a square above them? Can you even dig a square that’s holding something up to begin with? So many question!

  7. Fisherck
    Fisherck September 6, 2010 at 10:24 pm |

    Very neat! As a map maker, it will be a very cool tool to be able to change where the city starts. Now a few questions:

    1. As I see there are three ways to collect energy. Collectors, reactors, and ore rigs. Since ore rigs need to be placed in a specific spot, do they produce more energy?

    2. The buildings that produce friendly Creeper are on ore deposits. Does the ore (the different types) that the buildings are sitting on cause the friendly Creeper to be produced faster?

    3. I am not sure if you mentioned this, but how are the shields powered and what is their maximum quota of Creeper they can hold (the pressure) or the maximum time they can be exposed to Creeper?

    4. Lastly, to move the city out, do you need to excavate enough ground so it can fit through? About four or five tiles in lenght?

    The ground is looking really good! I like how they are rounded at the edges now.

    1. ontheworld
      ontheworld September 7, 2010 at 9:52 am |

      the ore rigs make ore, not energy.

      1. UpperKEES
        UpperKEES September 7, 2010 at 6:18 pm |

        But if ore rigs make ore and ore is used to make friendly creeper, isn’t ore just a way to store friendly creeper with the price you pay being a double delay (2 phased production of friendly creeper)? Or can the ore be used for other things as well?

  8. Pyxis_GeeK
    Pyxis_GeeK September 7, 2010 at 7:43 am |

    Virgil,

    You continue to impress me. This looks incredible and as a mapmaker makes me excited about different scenarios for me to make once CW2 comes out. Keep up the great work!!!

  9. Link327
    Link327 September 7, 2010 at 9:36 am |

    Yes,I’m sure CW2 will be great.
    I see you really worked on the graphics, there are much differents to the first screenshots.
    it really looks hard, if you see how much reactors you have and there’s anyway not enough energy.
    It will be a challenge.


    (Hurry up^^, I can’t await it.)

  10. Aurzel
    Aurzel September 7, 2010 at 2:16 pm |

    @Fisherk
    1. ore rigs collect ore not energy (hence the name) ore is used to produce friendly creeper and research upgrades (correct me if i’m wrong virgil)
    2. I think you’re seeing things, those friendly emitters are on regular ground, they’re the umbrella shaped buildings under the blasters and the buildings under the ship are the ore rigs, you can see the yellowy ore in the ground tile
    3.&4. very interested to hear that myself

    and for my own comments:
    i think this is going to definately be one of those against the clock/set up and expand fast type missions since the creeper will get to you a lot faster (gravity thou art a heartless b**ch :P)
    i’m very curious to know what the story will be behind getting your ship stuck underground and allowing emitters to trap you in 😀
    (unless this type of mission isnt in the campaign just the challenge maps)

  11. Sqaz
    Sqaz September 7, 2010 at 2:45 pm |

    Wow, this doesn’t only look great, this is great.
    I honestly first thought CW2 was going to be a bit boring because of all the time gravity bought you, and to make hard maps you would already have to severely limit building space, or do something with micro-rifts.
    But now you have everything needed to make hard maps without extremely intensive emitters.

    But how will you explain this in the story, why is the assault ship suddenly underground?

  12. Karsten75
    Karsten75 September 7, 2010 at 6:35 pm |

    Hmm….

  13. kgobo
    kgobo September 7, 2010 at 6:53 pm |

    So about how many missions do you think there will be to start with?

  14. ontheworld
    ontheworld September 8, 2010 at 9:27 am |

    ok….

    1. Will there only be specific points you can build ore drills at?
    2. Does the bottom line show any depeltion/collection? since a simple ‘energy’ will confuse the hell out of me…
    3. wouldn’t stacking repulsors have a use now? since the creeper doesn’t get to the point the laser beam stops…

  15. Pyxis_GeeK
    Pyxis_GeeK September 8, 2010 at 9:31 am |

    Very cool with the gravity. I already have and idea of a mission with caves that have stalactites hanging from the ceiling dripping creeper on you every few seconds. That would be entertaining. Creeper Rain 😀 Anyway this is looking good and Im very interested in seeing what you have in store for us in the next blog post.

  16. ontheworld
    ontheworld September 8, 2010 at 11:58 am |

    sorry for asking, but do you have a certain time period in mind where it comes out? 2011 Q1,Q2,Q3…??

  17. Aurzel
    Aurzel September 8, 2010 at 12:24 pm |

    personally i cant wait to find out how the ship got down there in the first place 😛

  18. kgobo
    kgobo September 8, 2010 at 5:09 pm |

    Are you going to add a FAQ section for CW2?

  19. thepenguin
    thepenguin September 8, 2010 at 6:42 pm |

    I remember something about a field editor.
    Gravity fields, Creeper fields, or other?

  20. Blaze
    Blaze September 8, 2010 at 10:53 pm |

    Two thing,

    One: You said long and hard….. 🙂

    Two: Epic….

    Three: I can’t wait.

  21. Nickidubicki
    Nickidubicki September 9, 2010 at 5:39 pm |

    you do all of this by yourself? my god, you dont even have like, a team or something? your very impressive if not.

  22. UpperKEES
    UpperKEES September 9, 2010 at 8:29 pm |

    About the terrain types:

    Wouldn’t it be nice to have a type of terrain that lets energy packets pass, but not units or creeper? Makes sense, as energy is not a material. It would allow the player to build something in an enclosed chamber before you’ve dug into it. Of course you wouldn’t use this terrain type on every map, but it may offer nice possibilities, comparable to the green walls of CW1.

    And another question comes to mind: can microrifts be moved themselves? They don’t seem to be anchored…. If so, can one microrift transport another? If no, maybe after an upgrade? 😉

  23. kgobo
    kgobo September 10, 2010 at 4:02 pm |

    Is there going to be survival type levels?

    1. Twi
      Twi September 10, 2010 at 6:37 pm |

      It is possible. If you can see the CW2 forum, check it out.

  24. Cool12309
    Cool12309 September 10, 2010 at 6:30 pm |

    Hm, my other post got rejected..

    As I said,…

    I love the game and I can’t wait for CW2! I really want to be in the Beta if you don’t mind, virgil 😀

  25. Fisherck
    Fisherck September 10, 2010 at 7:50 pm |

    First I am sorry about forgetting that ore is not energy. Ironically enough, after I went to bed, I suddenly remembered it. But I thought,” Oh well, I will just get hammered for by other people. And that certaintly happened. It was pretty funny.

    Second, what if all ore was both diggable and mineable? Then the player would have to think about whether or not to invest short or long term. I think that would be very interesting tactically. But that is just a thought!

  26. LanceChristophr
    LanceChristophr September 11, 2010 at 12:43 am |

    Quick minor question!

    The creeper seems more it’s original purple here as opposed to the red it’s been for the last few posts.

    Will the creeper remain purple? It seems only right as to keep continuity from CW1 😉

  27. keenanuchiha
    keenanuchiha September 11, 2010 at 8:13 pm |

    I assume it will stay, and the red was easier to have and them move into purple.

  28. LanceChristophr
    LanceChristophr September 11, 2010 at 9:12 pm |

    Yeah. I prefer the purple!

    Here’s a quick off topic idea that I had just now while playing CW1.

    One thing I love to do is once the rift is open while Odin City is moving I love to pause and delete all of my units and watch the creeper just overtake the land again.

    I know a chunk of gameplay with CW2 is actually destroying the creeper emitters but is there a way to work that into the game? Like once you complete the level put a “Complete Level” button you have to click– but you can linger on and watch things get destroyed in the meantime. 😀

    1. UpperKEES
      UpperKEES September 12, 2010 at 6:31 am |

      The goal in this CW sequel is to destroy all Creeper and clear the new worlds again, so it would be strange to let the Creeper destroy things again at the end of a map. Besides that: emitters won’t only be capped, but actually destroyed.

      Tip for Virgil: don’t include the new type of spores on the last map of the story line. Where would they be coming from if all planets are clear now? 😉

    2. keenanuchiha
      keenanuchiha September 15, 2010 at 8:30 pm |

      i love that too! although, i sometimes make the mistake of deleting them too early, and then all is lost. 😛 ’tis fun.

  29. Blaze
    Blaze September 11, 2010 at 11:14 pm |


    LanceChristophr:

    Yeah. I prefer the purple!
    Here’s a quick off topic idea that I had just now while playing CW1.
    One thing I love to do is once the rift is open while Odin City is moving I love to pause and delete all of my units and watch the creeper just overtake the land again.
    I know a chunk of gameplay with CW2 is actually destroying the creeper emitters but is there a way to work that into the game? Like once you complete the level put a “Complete Level” button you have to click– but you can linger on and watch things get destroyed in the meantime.

    Can’t happen, when you go to leave, all the emitters would be destroyed.

  30. Aurzel
    Aurzel September 12, 2010 at 4:50 am |

    how will things get destroyed if the emitters have been wiped out?

  31. kgobo
    kgobo September 12, 2010 at 5:04 pm |

    so when is the post about research?

  32. cainthegreatdane
    cainthegreatdane September 12, 2010 at 8:59 pm |

    Virgil, one quick qwestion, suppose the gravity change could effect the packet flow speed? Very daunting in close situations.

  33. UpperKEES
    UpperKEES September 14, 2010 at 2:49 pm |

    Interesting, but not very realistic. Of course light can be bend and even sucked into a black hole, but the gravitational effect of a planet on packets of energy wouldn’t be noticeable to the human eye.

  34. cainthegreatdane
    cainthegreatdane September 14, 2010 at 5:30 pm |

    Yes like if say you build a blaster and the pakets flow from the ship to that blaster, but the gravity not only slowes down the paket or even stop it but reverse its course intierly until the gravity switches back. And the same goes for the later, a paket is sped up by a gravitational push to its destination.

    One more note about the gravity, most likely all your units that arnt hooked in the rock then would they also start to move, like when that black hole opened up at the end of CW1. the limits are endless.

  35. Aurzel
    Aurzel September 15, 2010 at 1:46 am |

    i gotta go with upper on this, unless the planet we’re fighting on has freakishly strong gravity but that’d probably end up crushing the creeper, the buildings and the ship too

  36. cainthegreatdane
    cainthegreatdane September 15, 2010 at 4:12 pm |

    Wrong, have you ever considerd dark matter? Its density as a substance can litteraly out pull a planet with its own gravitation, relitive that gravity depends on proximity

  37. Itssnowing
    Itssnowing September 15, 2010 at 7:18 pm |

    So far the repulsion things only send out a beam- Why not eventually earn a new type of them, that goes in all directions? (i.e. a wave affect?)(Kind of like upgrading from collectors to reactors)

    1. Sqaz
      Sqaz September 16, 2010 at 12:12 pm |

      I don’t know if that’s very usefull as weapon because the creeper mostly only comes from one direction, so half of your energy for powering it will be lost.

  38. kgobo
    kgobo September 15, 2010 at 8:20 pm |

    if becons have to be build on land how is it possible to reach the top

    1. Blaze
      Blaze September 17, 2010 at 11:13 pm |

      Yeah, in that shot, there is not enough ground to build on.

    2. ontheworld
      ontheworld September 18, 2010 at 1:36 pm |

      undigging the sides?

  39. CrazyStephen
    CrazyStephen September 17, 2010 at 7:31 pm |

    Just a quick idea while on the topic of repulsers and new types of repulser like things. A repulser should be able to push creeper in front of it and pull creeper behind it. Think of it like a fan. It pulls air behind it and pushes air in the front of it. It should also be able to only push the creeper in front of it and not pull any creeper behind it for twice the cost of energy.

  40. CrazyStephen
    CrazyStephen September 18, 2010 at 8:25 am |


    kgobo:

    if becons have to be build on land how is it possible to reach the top

    I think there is a ledge where you can put a beacon and then dig a terrain cell in its range to put another beacon down.

  41. thepenguin
    thepenguin September 18, 2010 at 1:06 pm |

    in CW2 will mapmakers be able to choose what changes on double down?

    in cw1 it is half the interval

    so maybe mapmakers can choose what changes?

    1. keenanuchiha
      keenanuchiha September 19, 2010 at 7:53 pm |

      oh, *that’s* what double down is. this is completely off-topic, but how do you get it?

      1. thepenguin
        thepenguin September 20, 2010 at 7:00 pm |

        finish all the levels in the game

        1. keenanuchiha
          keenanuchiha September 21, 2010 at 4:03 pm |

          thank you.

          1. ontheworld
            ontheworld September 23, 2010 at 1:20 pm |

            actually, just the last special ops mission is needed…

            1. mthw2vc
              mthw2vc September 25, 2010 at 9:03 am |

              Ehm, no… If you only work through the last special OPS mission, you won’t have double down. (Trust me, I did this myself) You actually need to finish the last 2 special ops missions.

  42. thepenguin
    thepenguin September 18, 2010 at 1:08 pm |

    ok, I think I get what you meant by beacons lighting up the terrain

    that’s really cool!

  43. cainthegreatdane
    cainthegreatdane September 20, 2010 at 4:13 pm |

    love the new CW image over the video

  44. kgobo
    kgobo September 20, 2010 at 8:52 pm |

    are the enemys that can go threw walls affected by gravity?

  45. cainthegreatdane
    cainthegreatdane September 21, 2010 at 4:43 pm |

    Oh, so you fight not only the creeprer, but gravity Too.

    1. Blaze
      Blaze September 21, 2010 at 11:07 pm |

      And more! 🙂

  46. thepenguin
    thepenguin September 22, 2010 at 6:48 am |

    just got a good idea

    a unit that can be a collector, relay, storage, speed, reactor, or any other civillian building, but only one at a time

    kind of a one-size fits all unit

  47. crazystephen
    crazystephen September 22, 2010 at 5:25 pm |


    CrazyStephen:

    Just a quick idea while on the topic of repulsers and new types of repulser like things. A repulser should be able to push creeper in front of it and pull creeper behind it. Think of it like a fan. It pulls air behind it and pushes air in the front of it. It should also be able to only push the creeper in front of it and not pull any creeper behind it for twice the cost of energy.

    Because of this repulsers can be more vulnerable to creeper behind it or not for twice the cost of energy. it should be like this because I’ll just say do you know any fans in real life push air in front of it and not behind it?

    1. keenanuchiha
      keenanuchiha September 22, 2010 at 5:52 pm |

      or, another idea would be to have a switch, between “off”, “on”, and “fan”, each with their respective energy consumptions.

  48. The smoking revolver
    The smoking revolver September 23, 2010 at 1:58 pm |

    Nice work! It sonds like this will be a awsome game and definitly will be worth 20$ But one thing you need to add is cause/effect events to the mapmaker. It was ne of the things I missed alot from CW1

    1. Blaze
      Blaze September 23, 2010 at 11:55 pm |

      He is making all the story missions with the map editor so anything we see in the story we can do ourselves.

      1. keenanuchiha
        keenanuchiha September 24, 2010 at 8:59 pm |

        unless, of course, it’s similar to the Creeper Nexus. we can’t build that.

        1. Blaze
          Blaze September 24, 2010 at 11:05 pm |

          Nope, anything he does we can do.

        2. Echo51
          Echo51 September 25, 2010 at 3:43 am |

          Not if he uses same trick as he did with the Nexus in CW1 😉

          1. Blaze
            Blaze September 25, 2010 at 10:48 pm |

            Good point…

  49. CrazyStephen
    CrazyStephen September 24, 2010 at 8:00 pm |


    keenanuchiha:

    or, another idea would be to have a switch, between “off”, “on”, and “fan”, each with their respective energy consumptions.

    That would work too.

  50. keenanuchiha
    keenanuchiha September 30, 2010 at 5:05 pm |

    so…*when’s* the next post?

  51. Twi
    Twi September 30, 2010 at 8:34 pm |

    Man, we need a new blog post…

  52. Blaze
    Blaze September 30, 2010 at 10:54 pm |

    Can’t Wait! 🙂

    1. Asldkjf
      Asldkjf November 17, 2010 at 12:15 am |

      Me neither!

  53. bigd
    bigd March 19, 2011 at 1:46 pm |

    frist time reading this post and I just had a idea virgilw
    what about flooding the bottom chamber with frindly creepers

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