It took a few weeks, but Update 1 for CW2 is now out. Β Get it here:
http://knucklecracker.com/creeperworld2/patches.php
With this update, billions of maps are now made available via “Code” missions. Β And just to keep things interesting, I threw in a few other surprises…
Enjoy!
HEX YEA!
YEA!
-On day 20, if you have 2 makers, could you vacuum with 1 and create with the other?
-does vacuum have a speed setting?
-finnaly, does the maker only vacuum up what’s directly under it?
Thank you for your time.
Yes, you can vaccum with one maker and produce with another. Vacuumed creeper gets turned back into ore… so upgrade your ore storage to collect more.
Vacuuming can go as fast as there is creeper underneath a Maker. So you can collect a bunch or ore really fast this way, if there is very dense AC underneath the Maker.
Thank you for clearing that up. I was a little confused… I’m not very active on the forums……
YES YES YES YES YES YES YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! <3
SWEET!!! guess I wont be sleeping tonight XD
What about map editor? How long until that? May i ask…
Hey virgil, not sure if I’m seeing things but i put a maker into a shield box and burst it, the creeper density inside read about 7007K which is 7Mil? yet on the highest capacity the maker can store is 60Mil? does it just spread out into a one block space?
A boxed in cell will be made up of 9 subcells (3×3). So the anti-creeper contained in your Maker will spread out into those 9 subcells.
Oh… so the anti-creeper’s “burst” mode is only 1 dot, not an entire square? Well, that seems kinda under powered.
Would it be unbalanced in any way if the vacuum worked for adjacent cells as well? I ran into an issue where I couldn’t vacuum a crevice without destroying my buildings there, as I couldn’t get the Maker there. Vacuuming a one cell distance adjacently would seem to fix this.
But a really great update! There’s a lot of subtle adjustments (e.g. measurement units, gravity direction, blaster AI control, etc.) that are excellent. Well done! π
I would want this too, Perhaps with field manipulation, that would be possible.
Bravo! Bravo! This is just beutiful! Almost makes me want to tear up :'( Anyways now we just need the editor π
I don’t know if its just me but I really want a good map where you fight up like virgil did here: http://knucklecracker.com/blog/wp-content/uploads/2010/09/upfight.jpg
I was disappointed not to find a map more like this.
if you’re dissapointed, then wait for the map-editr(could take some time, not even the betas have access to it) and CREATE THAT MAP!
Maybe Virgil will do, will you Virgil? Your first custom: Fighting Up!
I was dissapointed no Acidgun appeared in Bonus 8: Assault.
Okay, it would be a bit impossible to get it in there, but that isn’t important right now xD
Fact is, we all expect more from a game than the developer could ever put in, so there is no chance NOT to be dissapointed right?
Pew, another big square of text, I not wanted to write that much.
Pew.^^
yay now I have one day to try it before loz
Im so excited about this! Loving code maps!!! One question: I noticed that at the end on the graph, it calls it “good creeper” while you always call it “Anti-Creeper”
Oh yeah, and Virgil, you forgot to remove the “(coming soon)” thing on the CW2 homepage, listed under the “Stats” menu, next to the “Billions of Code missions”. Btw, it’s not “billions”, more close to (approximately) 1.267650600228229401496703205376e+80 code missions. That’s about 71 more zeros than a billion.
Probably just gonna do it soon, but on the Creeper World 2 main screen it still says that code missions are coming soon. Love the code missions π
the coded maps are briliant.
try:
D
you shod try code mission 20 g.
its hard!
Hey, will the custom maps be in the next update?
The map editor is moving into beta and is one of my main focuses moving forward. So the next major update will include custom maps.
This is most definatly something to look forward to! I never thought it would be next! I would have thought you would be looking for more bugs π
This is way more than I could ever hope for!
Thank you, Mr.Wall!
XD
SO! I love the new update. All the features are wonderful! I especially like how you can specify what actions the blaster will take. One suggestion on that feature, however. Is it possible to alter the appearance of the blaster when it changes its priorities? I feel like it’d be a lot easier for me to organize my forces if I could tell by sight which blasters attacked which enemies. Other than that everything came out great! Love the new maker. Definitely gotta play around with that more. Till next time!
Hmmm… this thing about the blasters… Good idea! I’ll put it on my list.
Glad you like it! =) One other suggestion. I like how when you’re mining dirt you can drag the cursor to select multiple patches at once. Is it possible to do the same with reactors? It’s a nuisance to have to build bunches of them in a row when I mine strips for them, even if it’s only a minor nuisance. Shields would be another instance where this would be helpful.
Can’t wait till the map editor comes out! Well, actually with code missions I can xD
It does not appear that either ore efficiency upgrade, nor weapon attack speed increases the rate that makers charge. Is this true?
The weapon fire rate tech upgrade increases the rate that Makes produce and charge (assuming you have the ore supply).
i got a bunch of ideas and BUG REPORT
it’s for your code maps.type in the word destroyed.that map is unbeatable,cause u can’t get to the creeper.while this might just be that map,this could spell trouble if all maps could be infected
ideas
1:storage tank. this unit is the size of a blaster,and stores the same amount as makers,but has much more health.AKA anti-creeper bomb!muhahhahaahhaha
2:ore synthizier.similire to teck domes,this think produces ore.more energy is needed per creator,because it requires more dirt to make ore.can be upgraded to improve amount per second.cannot take any anti-creeper,just like reactors.
3:dig bot.this unit flyes through dirt creating tunnels very fast.massive energy requirments to build it.small health.
hope you will read this v.
Some maps will have no creeper and some may have unreachable creeper. The vast majority aren’t like this. The impossible and the ‘null’ maps will be fodder to the map editor once it comes out. People will be able to save these special maps and then edit them to put the enemies where they want.
I’ve made it my purpose now to seek out maps like this. =D
add on to idea 3 of mine.
the drill has 2 special abilities.
1st is a collasping tunnel.when this is active,all squares the drill goes through will be set with energy bombs.at the user’s command,the bombs will go off,sealing the tunnel.combine this with a micro rift,and you can keep cleared areas.
2:laser mode.when active,instead of the drill going through the ground,it creates cracks in it.[the kind creeper can get through]
for the repulsor it be cool it u make mirror for it to just like the dark beam???
…just a idea
maybe if there would be an option to rotate the map 90 degrees, so you get a side scrolling map instead.
Wow! Some of the code missions are really hard, and some are impossible. Try “the can by” on high complexity and small size; I don’t think you can survive the first assault of creeper and drones.
i love then game and you have seen my ideas,but now that i think about it,i have a question
why do micro rifts get destroyed by creeper?why dosen’t creeper just go through?[which could be a problem,but if u deactivate all but 2 micro rifts,you could effectively depressurize a area.]and why dosen’t good creeper go through?prahaps a control similire to the blasters…allow drones,allow packets,allow creeper,allow anti-creeper.
virgil said in a previous comment that if creeper traveled through micro rifts, it makes a real problem real fast.
I believe Virgil experimented with that, but it was too complicated. It could have worked that way if you had to build M rifts in groups of 2 though.
i just wanted to throw the idea out there,cause if this was to happen,we could see anti-creeper and creeper duke it out in rift space and normal space…..EPIC
Thanks, I had great fun with code maps so far. I wonder, would it be possible to include more customization options to it? Like, having no drones, therefore getting much more creep tumors in a map? Would be kind of nice, but once the editor is out it’s probably not necessary anymore (:
I’m loving these code missions!
I’ve also discovered an unexpected feature of playing ‘Today’s Mission’ – I live in New Zealand (we’re the first to see the sun each day), I’m about the first person to submit a score every day. Anyone else closer to the rising sun?
I like to compare my results to others, so I usually end up playing the missions several times to try to improve my times (and score, but I like to play it as time-attack)… Also, I go back and play yesterdays mission…
All this will end when I get a job!
Anyone else think it’d be handy having a link to the high-score web page from the code missions page? Especially if it’d link directly to the code already typed in (i.e. see how others have scored in ‘Today’s Mission’ without having to manually navigate to the correct page then type – or paste- in the code)?
On another note – I just had a ‘gotcha’ moment when creeper ‘dissolved’ a the square under my beacon, destroying it and plunging me into darkness with no control over my blacked out units. Note to self: build on firmer foundations! π
I agree with some of the other people. Why not make a mode on Micro-Rifts allowing a toggled mode between allowing creeper to pass through and not allowing creeper to pass through, like on the blasters when you can switch them between their top priority target, or the emitters when you toggle between making, charging, and collecting creeper.
It might be a bit more complicated than the blaster and maybe the emitter. For instance, a paradox would form when the creeper is transported. When the creeper touches the first micro rift, it is transported to the other one. Since the creeper is on that other one, it will be transported again to the other, and again, and again… etc. Easily solved by a delay, yet that would be still less efficient than what the possibility can be. It would be a bit harder, but you could set one to “Send” and the other to “Receive”. I think that would solve the problem, and it would provide maximum efficiency.
There would still be a lot of other things (Bad creeper destroying it, packets still being sent through, missiles, etc.), but it will provide a way to easily transport good creeper, and a way to de-pressurize bad creeper. I still remember bonus mission 9… I got owned 2-3 times by that bottom-left square π .
Aside from there already being a thread in the forums about this, Makers are already a better method for this.
Have you tried to vacuum up creeper, then re-distribute it again? It takes forever, especially on levels with experimentals. Try vacuuming up millions of creeper and trying to produce all of it. You have to make at least 16 makers for it to even start to have the possibility of dropping. I think that makers are over-powered near the beginning levels, yet under-powered near the ending levels.
Hey Virgil, is it possible to add a figure when you hover over the makers showing how much creeper they have charged up, just for speed wise when checking my production? just a small 3.2/7.5mil or something? π would make it alot quicker knowing when checking alot of makers that are nearing their max capacity, thanks
I would prefer a creeper bar like the energy bar for weapons.
guys read my posts on the t-shirt i have some upgrades for the new updates virgilw
Post them either here, or in the forums please.