A long time ago, in a University not so far away, yours truly was a physics undergraduate sitting in a third year class on electromagnetism. It was taught by a professor Lado: http://www.physics.ncsu.edu/people/faculty_lado.html .
Now, nearly everything I know about Maxwell’s equations and electromagnetism in general, I owe to this man. He was a great teacher and I paid attention to every (well nearly) word. Later, I would go on to finish my undergraduate degree then proceed to waste my life in software…
But, a few things from those days stuck with me… ok, maybe a tad more than a few. In particular, I’ve kept a fascination with fields. You know, the kind of things you imagine forming lines between the poles of magnets.
Zip to the present and it occurred to me how interesting it would be if there were fields in the game and if the Creeper were affected by them. Fans of the CW series are well aware that Game 2 had fields, and they were used for some interesting and often destructive things. In Game 3 I’ve expanded the implementation to support analog fields that can push with varying degrees of force in any direction. Now, rather than rush to make a nightmare enemy I thought, “What about something useful to the player?”
12 hours of coding later with fields in place, Shields are born! Shields push outward radially against all Creeper. They aren’t infinitely strong, but they can sure buy you some time and space to let your weapons do their magic. In this week’s image I’ve managed to bridge two Command Node networks together and protect the Relays with shields.
Well…. the Shields seem to be Repulsors pointing in all directions at once 😛
I <3 it.
I recently rushed the CW1 Story Campaign again and if i'd think what would be possible with those….
wow taht would be AMAZING!
Good observation. That’x really similar to how they work internally. Each cell under a shield gets an outward pointing force vector.
Beautiful. Have you considered directional fields, such as we had in CW2, perhaps with a cone of effect? I’m eager to see fields that can be used to make AC more effective, as well as holding back the creeper.
Yes… I’ll be implementing an AC based weapon that uses something like this.
Have you given any thought to the idea of making mods possible for CW3?
In any indie game, mod support seems to be something that is either incredibly popular, or a footnote, a flop. The largest factor seems to be when it’s implemented, in my opinion. Games that release with mod support have a much better community working on the concepts than those who don’t.
I suspect the games retain more players from the initial blooming of the community, and therefore also maintain a larger modding community, as opposed to games that implement it later, so that only the die-hard fans tie into the modding community.
The short story is, if it’s going to be done, it should be complete upon release.
Yeah, see my reply on last week’s Pict of the Week. I just posted there. In general, I do want to make the game as open as possible. It will be a compromise between being open and time to market (the normal give and take).
I’m thinking bigger than the look and textures – what about the possibility of new units that have different capabilities to suit a particular map’s design? For instance, allowing a mapmaker to include a single super-reactor or long-ranged relay as a point of weakness to protect.
Creating a ‘copy’ of an existing unit type and then modifying its parameters….. Interesting. Not terribly quick to implement, but still interesting.
This was discussed for CW2 units as well. I too would love to see it.
There seem to be smaller circles inside the main shields. Are those indicators of the shields strength, or something else?
Those inner circles animate outwards while the game is running. Just an animation to make the shields look more alive.
I support this idea. Intensely. Think of the possibilities of . . . . . . . allied creeper. We could call it AC for short. Oh . . . wait . . . . 😉
Creeper that isn’t hostile to you is indistinguishable from AC, and can be served by putting AC emitters on the map. Multiple creeper factions hostile to you and each other would be cool . . . but difficult to represent visually, with the limited list of colors that contrast terrain well enough for Virgil’s purposes.
There are two implementation challenges with this.
– One is like you say, it’s hard to get two types of Creeper to be visible on the map due to having to pick colors that contrast with terrain textures, much less three or four.
-Two are the data structures used to represent Creeper. Currently there’s an int[]. Negative values are AC. Works great for simulator efficiency. To add more Creeper types requires another int[] and more complex comparisons and arithmetic during the simulation evaluation.
Neither of these mean it can’t be done, just that there are implementation and performance trade offs. That said, I’m itching to try at least two alternate types of Creeper 🙂
Interesting thought . . . creeper with different strengths and weaknesses. One burns through AC better, one more resistant to pulsers, or other weapons, etc etc, each one with a different ‘thickness’, affecting how fast it spreads, responds to fields, etc.
well here’s my idea to the color command issue
have a button similar to CW2’s remove Terran. expect when toggled(this one does not need to be held down)
all creeper turns either red,orange,purple,or yellow.
Terran is hard to see, so a good commander would pause the game to look at the sub-creeper fractions.
could be cool to see it also have a single direction repulse option. make it drain more power but with more distance.
so itll be like a 2 unit in the form of one
oh also
what about “digging” to get to a emitter
like with cw2 you had to sometime dig to get to it. why not here? just have it underground and make the player dig to it. then when they get to the emitter have it spill out creeper. like a volcano “subtle hint at a map design”
It’s been said that buried emitters have been considered, and that buried artifacts are very likely.
Sheilds, maby they kill creeper as well?
They could actually, put some AC-Source into the Shield, so the Shield will push it into the Creeper.
Exactly… Shields push against AC as well as Creeper.
When i think of a shield i think of it as half a sphere, is that the case here? Will the it be like a wall holding back the creep until it reaches 1 elevation before the shield collapses?
How much energy does it consume compared to teraforming a wall
Sort of… more like a squashed half sphere. Presently, the shields push against any creeper under the shield. So they aren’t just a wall that once Creeper gets past it can flow freely. Energy consumption is currently constant. It takes about as much energy as it does to fire a Pulse Cannon continuously. It is difficult to compare to terraforming since terraforming is a one time energy expenditure.
Sphere, not a cylinder? Does that mean that creeper might get OVER a shield in a low-gravity map, where you can have high depths but still have low densities? (Which in turn means that creeper deep enough to cover a shield might not be dense enough to penetrate it)
There’s a difference between depths and densities?
ok a few things here 🙂
1.the shields dont LOOK like they are pushing any creeper back.(note i said look) Will shields be expensive and in the ‘better’ category, or 5 or so packetgs to push back 1 or 2 layers of creeper. Also for shields, does the force intensify if many shields are placed near each other?
2. I have noticed in nearly every picture how much creeper the emitters are producing. These all look like boss levels! Will the layers of creeper turn out to be a regular amount or actually overflowing the whole map within the minute. now onto layers of creeper…(im gonna go count how many layers there are right quick…)
ok, i have counted 26 layers of creeper being produced by the creeper in this picture. How many layers can there be!?!?! Note that this isnt the lowest lvl of terrain!!!
3.along with fields, will there still be gravity? Here is how that could work, in the CW2 map editor, when you put down fields, you have 8 difections to choose from. One is in the middle and ‘stops’ or ‘holds’ creeper in that spot.
You could make gravity using a more advanced method of the holding fields and possibly make the creeper easily go over terrain when gravity is low.
4. I was thinking from the comments about new types of creeper and thought about lava and acid. They would act as both creeper AND anti creeper. There would be no way to make it, it would be added to the beggining of the map. For the data structures, you could put a positive number or both possitive and negative if they have a few differances.(i.e. the acid could be used more as AC and lava more as creeper.)
5.HOw much will this game cost? 5-15 dollars is my estimate.
6. thx for reading if u did 🙂
1: There is an animation that you can’t see in these still screen shots. Shields are medium expensive to build and operate (currently). Yes, shields stack to produce greater protection.
2: Bigger worlds presently have more aggressive emitters. This is because more land gives you more time and more options. Level wise, I show a gradient line for each level. If you see 26 that means the Creeper is 26 terrain levels high.
3: Gravity that points down into the map would affect the Creeper density required to overflow surrounding terrain, not really the spread rate. I’ve not decided if I will do that or not. There can be exotic maps where forces push in directions parallel to the map surface, though….
4: I’ve still not decided if there will be alternate Creeper types.
5: As always, less than $20. Standard indie pricing basically.
6: I read all comments 🙂
Pretty sure creeper can be infinitely deep. That was pretty much the case in CW1, where you could have MUCH greater density (depth) than the walls could ever hope to contain — so much that in some custom maps, a wall of creeper could rush across the map climbing five terrain levels in the minimum time it took to get a single blaster operational. (That map was a serious pain . . . but awesomely rewarding.)
Loving what you’re doing Virgil!
On a related, but slightly off subject note:
Gravity.
Has this been covered elsewhere?
Will different worlds have different gravities?
In CW2, gravity played a significant role – the higher the gravity, the denser the creeper, which affected the speed creeper could fill a space and spread, and also affected what weapon was appropriate to deal with it.
Maybe… if I do implement gravity it will affect the density of Creeper before it overflows surrounding terrain.
What about ‘slope’? Currently, CW1/CW3 creeper seems to behave like CW2 creeper in zero gravity. Would it be possible to ‘slope’ an entire map, which would behave like gravity did in CW2?
Due to the perspective shift, I think code similar to that which indicated gravity in CW2 can functionally control a ‘slope’ in CW3, perhaps putting a player under additional pressure, and creating denser creeper on one side of the map where mortars might be more effective.
I do try not to nag, but is there any chance of seeing something like this, like ‘slope’, separate from field interactions? It seems like a powerful tool for mapmakers, one that is infinitely simpler to utilize than fields.
Looks Greate!
Rare Design.
Not Much to say xD
Can you guis like try make another game than CW ?
you could like try make a 3D game.
maybe 3D CW, like RED ALERT.
The strategy games I make… how do I put this… I try to make them focus on strategy, tactics, refined combat mechanics, etc. If anything gets really in the way of these things they can either be turned off of won’t be implemented. Graphics are often at odds with these goals. A beautiful 3D FPS interface to a RTS can impede strategic planning. It might be fun, it just isn’t the game I’m making.
All that said, I am striving to make game 3 better looking while not sacrificing strategic elements. In fact, I’m adding some new concepts that enhance game play.
Virgilw maybe there could be underground missions,but with no creeper…maybe those ” New sneaky enemies ” that you were talking about…….that would be intresting………..
There will definitely be burring things. But before I get to enemies that operate underground there are a few above ground enemy concepts I have yet to explore.
Repulsors from 2 becomes shields in 3. Does the power still stack? Like when you need to push back a lot of creeper and you set up three repulsors, does doing the same with shields still work? Also, how does the command nodes’ energy display work? Do we see them listed separately on a taskbar, or do we rely on the red energy display on the sprite itself?
Yes, shields do stack and produce a greater outward push. I also plan to support upgrades to increase the radius and the force of a single shield.
Currently, I have focused on ‘on map’ concepts that don’t show numbers. So you can tell how much energy you have and have stored without seeing numbers. This has been to focus my attentions on making the game playable. But, I do plan to make numeric displays available. Likely on the Command Node itself.
Are you leaning towards individual upgrades per unit, or something akin to the tech domes, or even both? I could see some universal upgrades (like in CW1, but with a bit more variety) in addition to the individual.
I would prefer to see some of both, with regards to this. Perhaps a concept pulled from Supreme Commander, where buildings operate more effectively simply by having the right kind of building next to it. For instance, metal extractors extracted more metal/second when storages were adjacent, and anything that consumed energy consumed less when adjacent to a power plant.
I would prefer to avoid, though, having to select each individual unit and upgrade them one-by-one.
I can see single-unit upgrades that exist specifically as a building constructed next to the unit. This might make a certain pattern of energy storages and reactors more energy-productive (or perhaps only a higher energy rate per energy spent in construction) than an actual solid block of reactors.
That said, I also very much like the global upgrades that were made available in CW 1 and 2.
I’m still debating this. Naturally, a number of things about different units can be improved. There are a range of ways to go about this (CW1 style, CW2 style, and many others). Once I decide which system works best, I’ll post about it in great detail.
I am envisioning building a channel of shields in which to pour in tons of AC, and just blast it into the creeper .
Question. The creeper was originally based on a thermal model, yes? Does it have any memory of it’s flow or internal momentum?
The model in game 3 is very similar to game 2. It’s basically a Cellular Automata simulation with a little magic sauce in the rules that govern the expansion. It does not have momentum. It doesn’t really have a memory of the flow other than that any future state is determined precisely by a previous state. The system is highly sensitive and chaotic (butterfly effect), in that a tiny difference in an initial state can make a large difference in the future. But since I use integer math it is all 100% deterministic.
Ah well. I was hoping that player contraptions to accelerate creeper or AC might be used to maybe blast AC long distances or over wide areas – but it sounds like if you dropped AC next to a thick bank of shields that, despite the stacked effect, it would push it only to the edge of the shield.
Ah well. 🙂
How many story maps do there will be?
Twenty, give or take up to twenty 🙂
Strafers and Bombers are ” bumping ” into each other,Just look at 6th screenshot in Air power contiued,take a look at bombers in the corner of the map!
I prefer to think of them as flying above and below each other.
😛
Maybe there could be Night missions when you can barrely see something,and you wold have to build projectors (sorry if i spelled wrong) so they make light and you see…i dont know how to put this…” things around you. ”
That’s kinda like an opaque fog of war… and not a bad idea. I’ve considered it, but not yet implemented it.
I like this too, in my head I see a flying unit thats only job is to act like a big spot light
Is a FOW a plausible concept when you have a space ship flying overhead?
I personally was never a big fan of the FOW. It might be more tolerable with units made specifically for sensors, though, and even interesting with sensors illuminating things in patterns. Things like a spotlight projecting a cone that sweeps back and forth in a limited angle, or a radar sweeping a line around in a circle that momentarily reveals the map, might make it an interesting tool in the player arsenal, rather than being simply annoying.
Well, I was thinking more like some planets would have clouds and you could not see through them from space (depending on their density just like here on Earth) and they would just drift over the level
Game looks great! Work with the creeper pipeline done yet? fields have to be part of it
I am starting to heavily lean towards using the existing grid but pushing different things across it (Ore and AC tanks). I’m concerned that the game is already getting crowded so I don’t want to make it even worse by adding another network to manage.
I like this idea – you mentioned earlier that two networks very much crowded things, so having several stages to AC production that need to visit different parts of the existing network makes sense.
This way you would have a ‘subnet’ of the existing network, a pathway within the network that AC has to travel through. The only real challenge is making the player place these points distant from each other, so that they aren’t all in a little knot, eliminating the AC ‘subnet’.
One thought is to perhaps have each of these structures radiate a particular energy that interfere with each other, so that an ore extractor can’t be this close to a refinery without damaging it, and a refinery can’t be this close to AC storage without damaging IT, etc.
now if the shield emitters could be mobile and pushed forward slowly towards the creeper…..hmmm still need to keep power nodes connected of course, could be most interesting
Who said they weren’t already mobile? 🙂
Well played sir, well played ! 🙂
A small idea, on the subject of these “Shields”:
Remembering the first game’s wall terrain pieces, which would slowly decay over time when creeper touched them, I’m wondering if something similar to them could be added in relation the these shields.
My idea, basically, is to add a building that, when supplied with ammunition packets, would connect to the two nearest units of the same type, and create a wall between them that creeper couldn’t pass. When the creeper hits them, it drains the ammunition much faster, and when it runs out the shield goes down.
That’s the idea I came up with in about a minute, so I understand that there’s going to be huge problems with it.
If not this, I do hope that the decaying walls will make it back in (or if they have already, and I just didn’t see, yay!).
Decayable ‘walls’ will probably return. That said I like your general idea of units that project lines to each other. This is kinda like the way units connect power lines to each other. But, limiting it to 1 or 2 nearby units is interesting. And of course making the line be something other than a power line (in this case a defense wall) is also interesting.
I like this idea, myself. I would like to suggest that the units themselves not be protected, though.
This would require you to either position them on high ground, or to mix them with shields and/or weapons in order to protect the weak points of your fortifications.
What do you think of the idea of having the shield be of near infinite strength, while requiring much energy, that would allow the creeper to flow over it one terrain unit. Essentially allowing a relay of these to keep your base safe even with entire map covered in creep, provided you have the energy economy to maintain it. Of course this would led to tediously long expansion times….
Overflow of the shields leads to a ‘rough’ visual interface experience. It becomes difficult to know what is buried under creeper and where.
But, I do like the idea of consuming more and more energy to produce a greater force field.
Hmm. Do the shields only need energy when they are directly in contact with creeper, or do they have a constant draw? If the former, does the amount of energy needed vary with how much Creeper is in the shields?
Also, these units are awesome and I look forward to playing with them.
Currently, the shields draw a constant amount of power and produce a static field. But I’m considering having each shield inspect the Creeper touching it, looking at the density, then increasing it’s strength and energy consumption accordingly (up to a limit). This would allow a shield to idle when no danger is near.
If not that, then a digital model would also probably work. This model would just turn off the shield automatically when there are no nearby threats. This model has the advantage of clearly knowing what the shield does (based on its upgrade level alone).
While I’m in favor of increasing power requirements, I think that a shield that has nothing to repel should always draw no power, regardless of the model you use. While repulsors in CW2 didn’t do this, I think it’s more user-friendly to have shields toggle automatically.
Though be wary if the creeper suddenly advances faster than you expected and your energy consumption is stretched thin….
Hmm. Those relays look like mobile units for some reason, so I wonder how they would do if actually mobile….
Also, I think that relays should have display a circle when you’re placing them, so that you can see how far they can reach, like you can see how far blasters and mortars will fire.
I just had an idea! what about super upgrades for most unit, the uupgrade is expensiv, and useing it would also be expensiv. but it would be so awesome. So the AC maker would become a creeper storage unit able to store creeper and convert it into ore, but It would take energy in mass, and it would still take damage like normal.
Ow! ow! ow! ow! I just wrote that horribly! Ignore the spelling errors.
There will be upgrades… and some of them will be impressive (and expensive).
Maybe pulse blasters or mortars will have some sort of armor plating,a white bar would apear showing armor strength,and as creeper touches unit , that bar will slowly drain and when armor is destroyed..,….(EVERYBODY ALREADY KNOWS THAT) it s health will start going down and BOOOOM
That is kinda like just adding more health. Currently, a unit’s health takes damage as creeper touches it and when it hits zero, it is destroyed.
Armor could have a use in the game, where discrete enemies damage it before they damage a unit’s health, while Creeper bypasses the armor to damage health immediately. Or the other way around, or any combination you choose.
However, I think this would likely be a needless complexity.
1. yes,yes but the shields could not regenerate health and other side effects could be implemented. You could make it so it flies slower or shoots slower.
2. D:> do shields HALF to consume energy D:> they didnt in the other 2 games <;""C
The only thing similar to shields in previous games were repulsors in CW2, which did indeed consume energy.
Maybe you’re referring to unit health? It’s hard to tell, since this post was added as a new post, instead of a reply. (Something I’ve done myself once or twice.)
Virgilw maybe this time spec ops wont be just bonus missions but diffrent game modes? For example i LOVED pushing creper back,activating the totems and escaping the planet,maybe there could be spec ops where you just activate totems and get out? lie cw1 did.Sure survival mode would be good too.
I’m exploring different game modes….
Maybe there could be some sort of machine that causes a earthquake,which causes land terraforming?
Terrain changes (earthquakes, meteors, etc) are all possibilities.
I have been very happy about your updates, but am a little sad about these shields. I thought the linear repulsars were a really interesting feature of CW2. They created great gameplay moments, where you would be trying to move your line forward, and it was intense, because the gap you created by moving one repulsar could endanger the whole line if you were not prepared. That seems to have been lost here a bit. I would have preferred a cone shaped field with vulnerability from the back and sides. You could even go the full magnet with a push on one end and a pull on the other. Then they would he extra useful paired with anti-creeper, but you would have to think carefully about where to place them. I just worry that a shield without vulnerabilities is going to have to be made weak or expensive.
That said, I have faith in your (and the mapmakers) ability of balance the game.
Directional field units are planned, as well, though whether they’re angle-of-effect or linear is unknown, and probably still TBD.
There are always ways to balance things. For instance, a linear projection would increase in its area-of-effect, and hence its power consumption (I assume) in a linear fashion, while a cone covers exponentially more area as the radius of the circle that the cone is cut from expands. (The inverse square law.) Hence, the winder the cone, the more severe the exponentially increase power draw would be.
Just preliminary thoughts here, but I think there are ways to manage a shield’s balance according to its area of coverage.
PS – I like the idea of a shield that pulls from one side, and pushes from the other, like a pipeline.
the idea of a puch pull shield is a good one…
The shields aren’t as powerful as you think. Even though they form a ‘circle’, Creeper can still flow around them. If you build overlapping shields next to each other, the space where they overlap (the leading point of intersection) is a weak spot. Creeper that gets pushed around will usually penetrate the shields at these locations first.
That said, shields are the last unit to use fields. There will be other things…
Hey Virgilw,man how old are you?
Mid 20’s – mid 30’s would be my guess, but I might be wrong
“Diamonds are Forever”, “Clockwork Orange”, “The Andromeda Strain”.
rrrrrrr…. April….. idk. <3 Michael Crichton though.
Wow, that was an extremely relevant comment.
We’ve had people talking about terrain-deforming weapons, subterranean creeper emitters, and having to dig up emitters to get them nullified.
These concepts could work together to give the player some new time pressure. If they don’t find a buried creeper emitter in time, it might explode from the ground from the pressure build-up. The crater would probably destroy any structures on the deformed terrain, and lots of high-density creeper would be released all at once.
If the player knows there are buried emitters but not where, it might put him under some time pressure. They’d have to suitably disperse their network, and start trying to locate the emitter (whether through digging or detection tech is of course, up for debate) then try to find a way to release the creeper in a controlled manner so that the huge release didn’t overwhelm their defenses.
Good ideas….
People,people! Dont worry about that balancing,maybe when new enemies will be added everything will balance for itself?
I have an idea about the upgrades
you can upgrade units individually but they cant do anything when being upgraded and they take an amount of “tech packets” some upgrades may be collector: range or effiency
weapon: range, fire rate, or ammo usage
also how about in x frames some thing will happen to this spot of the map like a meteor that destroys ground builds and creeper (not emitters)
I could see something like that for upgrades… though I have to be cautious about making upgrades require too much micro management.
You could minimize this by selecting upgrades (from an upgrade panel, or unit panel, etc) and providing a build-highlight that is red, but turns green over units eligible for the upgrade – then you would be able to apply upgrades to many hand-picked units, without having to re-select the upgrade over and over.
Maybe there could be a mission when you rift on a planet but there is NO CREEPER AT ALL…..surprised? So there is the idea-severeal meteors fall on the planet, they fall apart….and creeper pops out of meteor. So those meteors can contain creeper emitters.
I like this idea….
will there be any new packets? grren for building, red for ammo replenishing and white for rifting.(not to sure about that last one)
you could add…i dont know…yellow for upgrading. That would be a good idea, instead of insta-upgrade,you half to spend packets on it.
Probably. Ore and compressed AntiCreeper may form new packet types.
What if threre could be some sort of care package,you drop a smoke on ground,then package is beeing dropped on ground and you must put collectors in its range to collect the package. Theese care package’s could contain upragade points,pulse blasters or other weapons. But as soon as creeper touches it it will explode.
You will be able to drop things from orbit during a mission….
Maybe there could be diffrent characters to play with? Like at the start of the game you play as one character,and in later missions you could play with other characters,and every character has theyr special weapons. For example, i dont know ” Echo team ” has pulse blasters, ” moon slice 2 ” has bombers and something like that.
That really only works for RTS’s where all of the factions are basically the same, but they have different god-mode units/weapons and slightly different economies. Obviously, your network =/= ever-expanding mass of blue goo. Creeper World has only ever had the bare minimum when it comes to weapons, and making one of those exclusive to one character would upset the balance far too much. However, something like this COULD work if, instead of unique units, those characters got a specific ultimate UPGRADE on an otherwise universal weapon, e.g. blasters can fire twice as fast, mortars’ range triples…
Holy crud…
Firstly, I love creeper world. It’s about my favorite game(s) in the world right now. I looked at your blog purely because I play the game. I’ve taken classes taught by Prof. Lado. I already have friends who did a physics degree at NCSU and are working in programming, web development, etc. It blows me away that you are from this physics program or a similar program. Can I buy you lunch sometime?
Yep, I went through the physics program at NCSU, along with the Computer Science program. My first job out of college was for a startup that was in a building right next to Char-grill on Western Blvd. Good times… 🙂
If you are in the area and want to meet up, I sometimes (OK, like once, but am looking for an excuse to go again) show up at this meetup: http://www.meetup.com/gamedev-176/
You can also drop me a line (support at knucklecracker dot com)…
ive noticed that you have never had more then 3 command nodes at a time, is this a limit or by choice
will there be a limit
Looks awesome! I can’t wait to see the finished product.
One question: Is their still going to be repulsers? How are they going to work? (I guess that’s two questions)
im 99% sure it will be 3.
there will HALF to be a limit, the map doesnt go on forever 😉
Virgil has said that there will probably be a coded limit, and that 10 sounds about right – or something to that effect, but that you’ll probably drop 2 or 3, typically.
That being said, everything is in flux during the alpha.
there is no limit as of now. Eventually there will be, but i think it will be high. You are also limited by how many CN’s you have manufactures/found.
In every creeper world emitters start makin creeper only then when you arrive ( when you enter a mission ) So is it possible that when you arrive creeper has flooded 3/10 of map already?
In cw2 you could place creeper and anti-creeper in the map editor.
Yeah… If the creeper’s purpose is to destroy other life it shouldn’t politely wait to activate the emitters until you arrive.
I didnt ment games,i ment all creeper world missions.