58 Responses

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  1. Michionlion
    Michionlion May 17, 2012 at 8:56 pm |

    Looks pretty darn cool. i have a question: are there subcells for the creeper, as in cw2, or is the cell system based off cw1?

  2. Ebon_Heart
    Ebon_Heart May 17, 2012 at 9:02 pm |

    Overkill for the win!

    1. SlickRick
      SlickRick May 17, 2012 at 10:50 pm |

      This looks awesome!
      I noticed you put all 3 command nodes next to each other, is there a benefit to that over spreading them out?

  3. CobraKill
    CobraKill May 17, 2012 at 10:18 pm |

    Are those 9 Bertha cannons?! Man you have some firepower.

    1. CobraKill
      CobraKill May 17, 2012 at 10:19 pm |

      Just realized, what’s that thing in the top left corner? It looks like a portal.

  4. pj
    pj May 17, 2012 at 11:23 pm |

    Looks awsome! 🙂 Hows the creeper pipeline system comin. 😉

  5. Thallori
    Thallori May 18, 2012 at 3:21 am |

    Or dear, it seems almost bad that I only realized how good of an economy terraforming allows.

    I don’t suppose you have a level that requires you to terraform a plateau in the late game after establishing an economy that just support its construction before the creep over runs your starting location?

  6. Lich98
    Lich98 May 18, 2012 at 3:40 am |

    Picture looks AWESOME! I can’t wait.

  7. Blaze
    Blaze May 18, 2012 at 3:56 am |

    Hey! You’re building like me! 😛

  8. MadMag
    MadMag May 18, 2012 at 5:18 am |

    The new maps is very fun to play, I just spent 2 hours on one map. Very good balance right now.

  9. Karsten75
    Karsten75 May 18, 2012 at 6:55 am |

    What is the purpose of the 3 Command nodes? WHy place them together? Do they perform additive or alternate functions in the game? IOW, are they complementary or independent? Do each store packets, so you have (for instance) 60 packets of energy with 3CNs and only 20 with one? Assuming previous limits and not the new ones.

  10. NNR_Alex (Xander)
    NNR_Alex (Xander) May 19, 2012 at 2:34 am |

    I’ve got to say, even though I don’t play as much as I use to, as a rule of thumb, I usually find myself going to CW1 more than CW2.

    CW2 was a fun game (and like CW1 I do plan to review it eventually). CW2’s had a lot of good ideas, but I always enjoyed the top down, battles over large amounts of terrain in CW1. I”m not sure how to put it into words other than ‘it’s what i preferred’.

    Judging by the direction you’ve taken I’m assuming most people feel the same way? Regardless I’m very happy for this return, as well as some of the things you’re bringing back from CW1 and keeping from CW2, and of course the brand new elements unique to CW3. You’ve got me VERY excited for CW3

  11. AnonymousX
    AnonymousX May 19, 2012 at 3:29 am |

    You mention procedurally generated maps, are random maps /seed generated maps an included feature like cw2?

  12. crazyone76
    crazyone76 May 19, 2012 at 8:31 am |

    I always disliked how the creeper looked so cubey
    this looks great!
    I just hope the command nodes dont interfere with the others. for example, 1 node is building something and another node sends packets to that structure while it was already finished by the other one

  13. Richard333
    Richard333 May 19, 2012 at 8:56 pm |

    Will anti-creeper make a return and will we be able to build out own anti-creeper emitters?

  14. Trey
    Trey May 20, 2012 at 11:49 am |

    Looks great, I’ve always preferred cw1 to cw2 and this looks like it will blend the best of both.

    One question: do you have a more specific eta? Can’t wait!

  15. Nemoricus
    Nemoricus May 20, 2012 at 3:44 pm |

    Hmm. If there’s going to be terrain that changes how fast the Creeper can move across it, will the player also be able to change the terrain type? And will there be types that affect Anti-Creeper but not Creeper and vice versa?

  16. 2b3o4o
    2b3o4o May 21, 2012 at 10:42 am |

    You’ve mentioned quite a few different units so far, any guesses as to the total amount of units there will be?

  17. billy
    billy May 21, 2012 at 8:34 pm |

    me like. sorry for taking so long for chiping in
    (a lot of questions and ideas)
    will having more then one terraforming unit cost more to build like tech centers?
    will creeper be able to launch into space,triggering a space defense battle?
    ideas: command upgrade: makes commands nodes link and share energy. using CW2 cost rates, it would cost 60-80 tech packets to make it a very late game idea.
    ACB: anti-creeper bomber: expansive mid to late game unit and/or upgrade that dropes bombs that explode (damages creeper only)like a mortar then leave a small to medium amount of AC. costs AC from your system.
    side idea for ACB: possible secondary upgrades to increase explosion radius and/or AC drop amount.

    sorry for the big post but you are making my head explode with ideas. expect many more ideas to come.

    1. Rushed
      Rushed May 22, 2012 at 2:54 pm |

      I am almost positive that, given what I have read, every Command Node will instantly link the energy network if near one another or connecting to another Command Node’s network. I would like the Anti-Creeper-Bomber… That would be a very useful weapon once obtained, and I would love to deploy an enormous bomb of Anti-Creeper into the heart of a dense Creeper lake.

  18. pj
    pj May 22, 2012 at 9:19 pm |

    Will you physically be able upgrade structures. eg.Mortars can be upraded so they have a bigger blast radius.

  19. anon
    anon May 23, 2012 at 3:32 pm |

    Questions, comments, and suggestions inbound in a massive wall of text!

    First off, those are a LOT of Berthas. How do their fire rates, energy consumption, and range compare to the Mortars? Also, are all of the weapons (except maybe the wave-killer, i. e. the new SAM or Phantom Coil) getting a Titan weapon “upgrade” or equivalent? Second, how does the terrain modification work? Is it one packet per level change (so level 5 to level 8 costs 3 packets), or does one packet change it instantly (so X to Y always costs one packet, unless X=Y of course)? Third, will we still be able to send Anticreeper “bombs” into the blue mass of terribleness? In CW2, if you fully charged a Maker and sent it behind enemy lines, it would be destroyed and drop its payload. Finally, are speed and storage upgrades going to be separate structures or just upgrades?

    Now suggestions. One: if there needs to be an energy per second cap, can you make it so it can be toggled on or off, or allow the user to change it from the minimum to infinity? One of the worst things in CW2 is losing all of your crystal energy. The code map “run toy tree” on large/high has an emitter of 115.3 MILLION and NO experimental weapons available. It IS possible to complete, but you need more than 60 energy per second. On a less essential note, please keep the laser machine gun’s name “Blaster”. It and the Reactor are the only two units to not change names between CW1 and 2. I would also like it if the packets kept their bright colors. Gaudy candy red is far easier to track than a muddy pink color. The last I think would be cool (if it works) is a bridge terrain type. Essentially, it gets “painted” on top of a different terrain type and Creeper moves under it (over the original terrain) and structures can be placed on top (on the bridge level). So Terrain A is level 3. A level 5 bridge is painted over it. Instead of forming a wall that stops the Creeper, it allows it to flow under, leaving structures unharmed until the Creeper pool/river below it rises to above level 5 (where it flows over the bridge and destroys everything in its path).

  20. Lurkily
    Lurkily May 24, 2012 at 9:03 am |

    I have a question about command nodes. You’ve said in the past that energy is dispatched from the nearest command node. Makes sense.

    Does this mean that Command Nodes on the same network instantly pool their energy, or is their storage separate? For instance, if I have two command nodes producing energy on opposite sides of the map, am I going to get 100% production from the nearest node, or will packets be transmitted from the far node when the closer node’s production of energy is overwhelmed?

    I would prefer the latter. Frankly, I’d like to see more intricacies in how energy and packets are handled. Intricacies like that are the kind of thing that won’t necessarily remove the semi-casual element of the game for newcomers and casual gamers.

    A single detailed intricacy can also provide the basis, concept, and challenge of an entire map for an expert-level player, if a mapmaker focuses on particular intricacies that a player needs to manage at an expert level to succeed.

    1. Lurkily
      Lurkily May 24, 2012 at 9:08 am |


      Lurkily:

      For instance, if I have two command nodes producing energy on opposite sides of the map, am I going to get 100% production from the nearest node, or will packets be transmitted from the far node when the closer node’s production of energy is overwhelmed?
      I would prefer the latter. Frankly, I’d like to see more intricacies in how energy and packets are handled.

      I should add that a player can easily mitigate this issue by adding on-the-map storage – requiring energy from a far-off source is effectively the player’s own fault in this case.

      There are issues with whether far-off sources of energy will arrive before a closer node can dispatch energy. Including some pathfinding logic that compares the time until energy can be dispatched to the time energy will take to traverse the network can also solve this problem.

  21. pj
    pj May 24, 2012 at 9:13 am |


    virgilw:

    I don’t really think of them that way… even though there will of course be a final number. I think of them more along the lines of what roles or capabilities they provide. Symmetry is also important. For instance, there is a unit for handling spread Creeper efficiently (the Pulse Cannon). There is a unit for handling denser creeper efficiently (the Mortar). There will be deep strike weapons (Strafe Drone, and Bomber Drone). There are Titan weapons (Ex. Bertha).
    These things are definite units. There will be more, but everything else is subject to experimentation and ‘coolness’.

    Hmm… You said something about “Strafe Drones”,how do they work

  22. Lurkily
    Lurkily May 24, 2012 at 6:55 pm |

    On a note less related to mechanics, I like the new RNG-based levels. Looks like all the tinkering with fractal algorithms is really paying off. That level looks much more detailed, more interesting, and it looks like the level seed is much more influential in generating levels that require a certain kind of handling, rather than 101 levels that can be effectively played the same way.

  23. MadMag
    MadMag May 25, 2012 at 2:09 am |

    The RNG levels is very fun to play, you have to think more strategic with placement of Collectors and Relays + you might have to terraform terrain to get where you need.

  24. JohnyB
    JohnyB June 20, 2012 at 4:07 am |

    Is it possible that strafers or bombers can crash into each other?? Becouse in this screenshot i see that ( theese must be strafers) are like ” bumping ” into each other. Also are you planning to return aerial creeper spores , i had loads of fun by building SAMs destroying them.
    *If you do return them is it possible that they may hit one of your strafer or bombers and they fall into the blue ocean of death….

  25. cw biggest fan
    cw biggest fan September 8, 2012 at 6:19 am |

    when will it be out? Cuz i am so looking forward to it

  26. cw biggest fan
    cw biggest fan September 8, 2012 at 6:23 am |

    i also have an idea.

    can you make it so you can create a temporary force field and any creeper thats inside it is pulverised so you can move units into it then you can blast it in massave power groups

  27. The Last Spycrab
    The Last Spycrab June 9, 2013 at 7:06 pm |

    No really how do we change pictures

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