What happens when the Creeper is piled up hundreds and hundreds of terrain levels high? Β Watch this guest video from TrickyDragon to find out. Β Hint: There is no substitute for raw firepower.
Awsome to see the creeper travel the void π
Epic firepower and a fun-map like this are great to try out diffrent tactics like Tricky did with the guppy tactic.
Cant wait to see more of the so called “healty collection of Beta Vids”!
Jonathan LogsdonJune 18, 2013 at 12:39 pm | Permalink
I love just using raw firepower. Can’t wait for CW3.
Lol I love the ending! Quick question: Why did you set three berthas to target the anti creeper near the end? Was it to get the barrel of the gun in the direction you wish to fire?
Yeah, I am wondering if the engine is rendering each and every layer of creeper or if there’s a smarter approach. In any case, without hardware acceleration it would be too slow I guess.
Seriously. My laptop is running AIR at 65-70 degrees Celsius, according to Speedfan (Good way to convert Fahrenheit to Celsius: C * 2 + 20 = F or (F – 20) / 2 = C. Not exact, but it works well from room temperature to water’s boiling point.) and I’m STILL lagging at absolute max CPU usage. Nice. If I’m strained delivering 60 packets/second, then I can’t wait to see what Unity will open up. Adobe is crap. Too bloated.
DestinyAtlantis(The Lord of Darkness)June 19, 2013 at 5:46 am | Permalink
Isn’t it F=32+1,8*C???
I hope me poor old DELL XPS M1330 laptop can handle it.
It is, but this is an easy mental-math shortcuts. Right now, I’m running at 60 degrees Celsius, says Speedfan. (60 * 2) + 20 = 140 OR (60 * 1.8) + 32 = 140… Huh. They come out exactly the same. That’s the only value for which that would ever happen. Okay, let’s see idle temperature: (45 * 2) + 20 = 110 OR (45 * 1.8) + 32 = 113. Working out the latter took twice or three times as long (I hate doing decimals mentally) each time, but the shortcut is close enough. Really, I want to start using the metric system, and I need to start training myself to see one meter not as three feet, but as half the height of a tall person, or four kilograms as the mass of a gallon of milk and this went off on a tangent, didn’t it?
*coughs* Berthas are just stupidly powerful. I can’t wait for this and the singularity weapon that we aren’t allowed to see.
Some beta testers have said in earlier threads that you cannot. Would be cool, but I think to powerful to be able to make bridges and protect yourself with void.
I don’t understand why creeper is allowed to pass space at all, it may be an additional gameplay element that makes maps more interesting but I don’t like it. So I hope this “ability” can be turned off in custom maps.
Exactly. Dark Beam. Thor. Really, you can make a fun map with Dark Beams if you don’t allow mirrors. Some of the more fun maps I’ve found in the first game are from turning on Double Down and finding a random Chronom mission that has little high ground to start and few places to move.
Check 12:00-12:05 where 2 berthas are firing. The second one can barely destroy any creeper since the first shot killed all. Some sort of bug in autotargetsystem?
Virgilw has fixed the mortars for this same exact situation, but apparently the berthas are another story. The berthas on auto target are like the mortars from creeper world 1/2
DestinyAtlantis(The Lord of Darkness)June 19, 2013 at 5:49 am | Permalink
Mortars are insta-attack when ready, while Berthas, lock-on target, and turn, so that is probably the reason for the difference, OR to save CPU, the Bertha only checks the deepest spot once(when ready to fire) and not constantly.
Bertha leave try to leave some space in between the firing of others, sometimes shot gets wasted on auto fire but you trade efficency for having to aim them for the best shot ever ~20 seconds or so
And on most maps I would think you could manually target a choke point or two and hold it back like that, since you shouldn’t be using a dozen or more on a typical map. Right, beta testers? Or am I wrong?
Bertha’s shoot at the deepest creeper in the map that is not targetted by another bertha. If you look carefully you’ll see that there was still some creeper in that corner, which was, at the moment it was looking for a target, the deepest creeper.
It was deeper when the bertha looked for a target. When it fires it only checks if there’s still creeper present. The creeper also spread out before the second bullet hit the ground.
they wouldn’t overflow ever…. a normal emitter max is around 20 or so, and that is how high the emitter will set the creeper above it… so it will cap at level 20. (unless set higher, i used level 500 emitters on the void in order to set this map up, i think the creeper levels were around 2000)
Quite correct – Creeper only ‘escapes’ into space under special circumstances.
Some of which include – but are not limited to:
Massive density. If you piled up creeper deep enough on the Earth, some of it would escape into space – while you’d think that gravity would hold it down, bear in mind that the centrifugal force of the Earth’s rotation and the tidal effects of the moon would cause some of it to break away (on a different note, but still of interest, remember that volcanoes on Mars can throw rocks into space!).
Creeper can ‘crawl’ along Digitalis pathways – think of it more as a capillary action. Digitalis growth is a frightening development in the Creeper arsenal…
Sometimes a Creeper payload is deployed over the void by any number of Axis agents.
Yeah, this one criticism I have about creeper…it is still pretty hard to visualize how deep it is and the overall shape of the creeper with how it is currently rendered. Making extra shades of darker blue would help some, but I still feel that graphically the creeper is hard to perceive.
Sorry, Virgil, I love the Creeperworld games, but I still think that the creeper is visually (I can’t even think of how to say it right) hard to see/render/perceive correctly. The black lines separating different levels need some kind of shading or gradient to better understand how the creeper is “sloped”. As it currently is, I feel all I can make out are a bunch of black squiggly lines that seem to just confuse the shape and slope of the creeper. I completely get WHAT they are (contour line), but they way it is implemented makes it visually confusing.
– Does anyone else feel this way ESPECIALLY on this video?
If you really study the image for a while you will notice how there are white reflections (and subtle shading). I have no idea how, but introducing some graphical reflections (not realtime rendered or anything that intense) would perhaps convey the idea of height better. The black lines seem somewhat out of place or perhaps are just too much of a contrast.
(adding random bubbles would be cool, but not necessary) π
I noticed it in this video, but for the most part the contour lines aren’t that bad. If you’re attacking from one side, you know that side is less dense than the other side where emitters area pumping out more. just my 2c
Here are two images to illustrate my point. One is untouched from the previous blog entry. The second is a very crappy render I threw together using paint.
From looking at the other videos it seems like there are so many units that are really powerful that there really will be no challenge to most of the maps, and you can just use brute firepower to win without any strategy.
That will not work on maps that don’t give you room to house the firepower or the energy needed. I’m sure J will come up with some awesome small maps not allowing for brute force and many other players as well
You can lock a unit from being used and I’m sure you can limit it too. My issue is that the Forge has a built in superweapon and is also the only way to get upgrades. I hope you can disable it in the final game.
In most of the maps I have played that “superweapon” isn’t a substitute for just buying the upgrades, I have not yet played a map where I totally maxed out upgrades.
Aren’t there infinite upgrades for packet speed and storage? That was my issue with Tech Domes. Only 682 points usable and I could max them out in under 15 minutes, less if there was no: Ore, AC in general, need for Beacons, traditional weapons (experimentals only), etc. I really want to ask more but I don’t want to bug the beta testers and you aren’t allowed to talk anyway and I don’t want spoilers.
Woo! Nice to see V wasn’t joking about the coming content! Hopefully that means were close!
Pretty cool seeing the creeper passing through the void, and the true power of the Berthas! Looking forward to another video, and most importantly, release! Thanks again V, and nicely done Tricky.
Who the **** needs an emiter when we have 1000 level-high creeper?
The creeper wasn’t destroyed at all. there where creeper remained on those 2 narrow landmasses in the middle and a bit on the creeper mainland.
BTW Cool end π
DestinyAtlantis(The Lord of Darkness)June 19, 2013 at 5:54 am | Permalink
There was no point to stay any longer, since the creeper levels were less than 5-10, i think.
No the ores currently are not limited. ( I would say it is unlikely for them to be changed from but not sure since I’m not Virgil lol) I think the lines you are seeing are the relay connections. Not sure on what is going on there perhaps Virgil is fiddling with them since they don’t change color like the collector lines do now.
The normal collector connection lines are white with a black border. If the resolution of the video is worse than is played at, it might only show the white or the black lines.
its a resizing issue… i recorded at 1440×900 (my desktop rez) and resized it to 1280×720…. it caused some issues i wresled with for a week… but now i just record at 1280×720 x.x
Hey Virgil just something I would like to point out is that there is a glitch in CW2 where if you exceed a certain amount of creeper (it was something ridiculously high) it turns into anti-creeper. I’m just pointing out this bug so you know about it if you programmed the creeper somewhat similar in this game.
Actually was not a glitch. In most if not all cases, you need fields to flip the Creeper type. Virgil probably did not intend this, but said he left it in for the mapmakers to (ab)use. Something like that anyway.
I’d rather call that a feature.
When you create a game, you must decide how much data is stored. Allowing higher creeper heights means more data stored and a slower game. So when the creeper reaches a certain height, something must be done with it (‘flip’ it). CW1 also had this but it was impossible to reach those heights, the creeper could never reach more than 1005 height (max emitter strenght was 1000, and there were no fields or ‘addictive’ emitters).
Not sure that’s the reason, really; I’d assume every “pixel” of a map has a single value for creeper and AC, and the only difference between them is that creeper is stored in the positive range, and AC is stored in the negative range. The conversion from Creeper to AC (and vice versa) is a common problem in computers, where if a variable is at its maximum and is increased even more, it turns negative. For a 32-bit integer, this happens at 2147483648 (so 2147M creeper). I could go into more details about why this happens if anyone’s curious π
480 quaility fails halfway through the video anyone else notice that?
Thanks for the video, it was neat to see a bunch of berthas in action against tons of creeper. I also liked the outro. π
Awsome to see the creeper travel the void π
Epic firepower and a fun-map like this are great to try out diffrent tactics like Tricky did with the guppy tactic.
Cant wait to see more of the so called “healty collection of Beta Vids”!
I love just using raw firepower. Can’t wait for CW3.
Soooo much creeper! That’s awesome. I think this is the first we have seen of creeper escaping into the void.
Is “Space” just a terrain height that’s really, really high, so that it normally can’t be encroached upon?
Hm, I think you’re right! π
Yes the “Void” is level 500.
So if you got enough anti-creeper, it would go in the void too?
is creeper can do it so can AC
If void is layer 500, then what exemption allows blasters to shoot through it? Blasters can’t shoot at creeper on terrain above them, right?
Difference in terrain coding, I guess
Then why can’t units land on it if it’s just terrain?
Limitations of their jump jets I guess?
Because the terrain is above the landable level π
Lol I love the ending! Quick question: Why did you set three berthas to target the anti creeper near the end? Was it to get the barrel of the gun in the direction you wish to fire?
Yea, I aimed he bertha first so i could “pull the trigger” when I wanted to fire
I am no longer concerned about performance under Unity. π
Yeah, I am wondering if the engine is rendering each and every layer of creeper or if there’s a smarter approach. In any case, without hardware acceleration it would be too slow I guess.
Seriously. My laptop is running AIR at 65-70 degrees Celsius, according to Speedfan (Good way to convert Fahrenheit to Celsius: C * 2 + 20 = F or (F – 20) / 2 = C. Not exact, but it works well from room temperature to water’s boiling point.) and I’m STILL lagging at absolute max CPU usage. Nice. If I’m strained delivering 60 packets/second, then I can’t wait to see what Unity will open up. Adobe is crap. Too bloated.
Isn’t it F=32+1,8*C???
I hope me poor old DELL XPS M1330 laptop can handle it.
It is, but this is an easy mental-math shortcuts. Right now, I’m running at 60 degrees Celsius, says Speedfan. (60 * 2) + 20 = 140 OR (60 * 1.8) + 32 = 140… Huh. They come out exactly the same. That’s the only value for which that would ever happen. Okay, let’s see idle temperature: (45 * 2) + 20 = 110 OR (45 * 1.8) + 32 = 113. Working out the latter took twice or three times as long (I hate doing decimals mentally) each time, but the shortcut is close enough. Really, I want to start using the metric system, and I need to start training myself to see one meter not as three feet, but as half the height of a tall person, or four kilograms as the mass of a gallon of milk and this went off on a tangent, didn’t it?
*coughs* Berthas are just stupidly powerful. I can’t wait for this and the singularity weapon that we aren’t allowed to see.
I’m in the same boat. I’m trying to train my mind to think in metric too.
Is it possible to terp void into land/land into void? Or is that too overpowered?
Some beta testers have said in earlier threads that you cannot. Would be cool, but I think to powerful to be able to make bridges and protect yourself with void.
I don’t understand why creeper is allowed to pass space at all, it may be an additional gameplay element that makes maps more interesting but I don’t like it. So I hope this “ability” can be turned off in custom maps.
More creeper does not mean “harder” by default. Good maps will make more use out of less creeper <3
Exactly. Dark Beam. Thor. Really, you can make a fun map with Dark Beams if you don’t allow mirrors. Some of the more fun maps I’ve found in the first game are from turning on Double Down and finding a random Chronom mission that has little high ground to start and few places to move.
Check 12:00-12:05 where 2 berthas are firing. The second one can barely destroy any creeper since the first shot killed all. Some sort of bug in autotargetsystem?
well, they shoot at the deepest pool atm, it’s not a bug, it’s more an “overlook”, imo
Virgilw has fixed the mortars for this same exact situation, but apparently the berthas are another story. The berthas on auto target are like the mortars from creeper world 1/2
Mortars are insta-attack when ready, while Berthas, lock-on target, and turn, so that is probably the reason for the difference, OR to save CPU, the Bertha only checks the deepest spot once(when ready to fire) and not constantly.
Bertha leave try to leave some space in between the firing of others, sometimes shot gets wasted on auto fire but you trade efficency for having to aim them for the best shot ever ~20 seconds or so
And on most maps I would think you could manually target a choke point or two and hold it back like that, since you shouldn’t be using a dozen or more on a typical map. Right, beta testers? Or am I wrong?
Bertha’s shoot at the deepest creeper in the map that is not targetted by another bertha. If you look carefully you’ll see that there was still some creeper in that corner, which was, at the moment it was looking for a target, the deepest creeper.
That amount of creeper on left is light blue. In right island creeper color is still dark blue. Isn’t it deeper then?
It was deeper when the bertha looked for a target. When it fires it only checks if there’s still creeper present. The creeper also spread out before the second bullet hit the ground.
Hope it gets some improvment.
Tnx for the new video!!!
So there is a way for the creeper to escape into the void. I thought that it would stay confined in its island with no posibility of escaping.
Most maps won’t overflow it unless you walk away for 24 hours with the game running at maby 4X π
they wouldn’t overflow ever…. a normal emitter max is around 20 or so, and that is how high the emitter will set the creeper above it… so it will cap at level 20. (unless set higher, i used level 500 emitters on the void in order to set this map up, i think the creeper levels were around 2000)
Is it just me, or is there no emitter?
propably some sort of crpl used.
Yeah, i think he set the map to have very deep creeper without any emitters, so he can show just how powerful the Berthas are.
It’s all stuff that he put down in the beginning
Don’t worry guys, it need astonishing amount of creep to get off an island.
I think you don’t realise how much there is on this “sandbox” map…
on a normal map, i guess it will be only fair for the creep to escape if you let him get this much level…
Quite correct – Creeper only ‘escapes’ into space under special circumstances.
Some of which include – but are not limited to:
Massive density. If you piled up creeper deep enough on the Earth, some of it would escape into space – while you’d think that gravity would hold it down, bear in mind that the centrifugal force of the Earth’s rotation and the tidal effects of the moon would cause some of it to break away (on a different note, but still of interest, remember that volcanoes on Mars can throw rocks into space!).
Creeper can ‘crawl’ along Digitalis pathways – think of it more as a capillary action. Digitalis growth is a frightening development in the Creeper arsenal…
Sometimes a Creeper payload is deployed over the void by any number of Axis agents.
Most maps creeper can’t overflow the void. Just when you let the levels keep building up really high!
Yeah, this one criticism I have about creeper…it is still pretty hard to visualize how deep it is and the overall shape of the creeper with how it is currently rendered. Making extra shades of darker blue would help some, but I still feel that graphically the creeper is hard to perceive.
Sorry, Virgil, I love the Creeperworld games, but I still think that the creeper is visually (I can’t even think of how to say it right) hard to see/render/perceive correctly. The black lines separating different levels need some kind of shading or gradient to better understand how the creeper is “sloped”. As it currently is, I feel all I can make out are a bunch of black squiggly lines that seem to just confuse the shape and slope of the creeper. I completely get WHAT they are (contour line), but they way it is implemented makes it visually confusing.
– Does anyone else feel this way ESPECIALLY on this video?
I would never expect this level of detail, but take a look at this image as an example:
http://hypescience.com/wp-content/uploads/2011/03/gel.jpg
If you really study the image for a while you will notice how there are white reflections (and subtle shading). I have no idea how, but introducing some graphical reflections (not realtime rendered or anything that intense) would perhaps convey the idea of height better. The black lines seem somewhat out of place or perhaps are just too much of a contrast.
(adding random bubbles would be cool, but not necessary) π
Sorry for the long rant, keep at it Virgil!
I noticed it in this video, but for the most part the contour lines aren’t that bad. If you’re attacking from one side, you know that side is less dense than the other side where emitters area pumping out more. just my 2c
Here are two images to illustrate my point. One is untouched from the previous blog entry. The second is a very crappy render I threw together using paint.
Before:
https://docs.google.com/file/d/0B2uYQwN7f_gHOXA2T0hGdm9iaWM/edit?usp=sharing
After adding shading: (Look in red boxed area)
https://docs.google.com/file/d/0B2uYQwN7f_gHRmVKTndGNWl1eVk/edit?usp=sharing
From looking at the other videos it seems like there are so many units that are really powerful that there really will be no challenge to most of the maps, and you can just use brute firepower to win without any strategy.
Yeah, been thinking the same thing. I guess there will be plenty of challenges from custom maps.
That will not work on maps that don’t give you room to house the firepower or the energy needed. I’m sure J will come up with some awesome small maps not allowing for brute force and many other players as well
You can lock a unit from being used and I’m sure you can limit it too. My issue is that the Forge has a built in superweapon and is also the only way to get upgrades. I hope you can disable it in the final game.
In most of the maps I have played that “superweapon” isn’t a substitute for just buying the upgrades, I have not yet played a map where I totally maxed out upgrades.
Aren’t there infinite upgrades for packet speed and storage? That was my issue with Tech Domes. Only 682 points usable and I could max them out in under 15 minutes, less if there was no: Ore, AC in general, need for Beacons, traditional weapons (experimentals only), etc. I really want to ask more but I don’t want to bug the beta testers and you aren’t allowed to talk anyway and I don’t want spoilers.
Woo! Nice to see V wasn’t joking about the coming content! Hopefully that means were close!
Pretty cool seeing the creeper passing through the void, and the true power of the Berthas! Looking forward to another video, and most importantly, release! Thanks again V, and nicely done Tricky.
I’ too wondered about the lack of an emitter. And didn’t we leave before all the creeper was destroyed?
You probably have similar tools to the ones in CW2 when it comes to map making so he most likely just painted a bunch of creeper when making the map.
Who the **** needs an emiter when we have 1000 level-high creeper?
The creeper wasn’t destroyed at all. there where creeper remained on those 2 narrow landmasses in the middle and a bit on the creeper mainland.
BTW Cool end π
There was no point to stay any longer, since the creeper levels were less than 5-10, i think.
Creeper does disappear on its own when no more is introduced.
Loved the vid, keep it up!
What are the black and white lines?
and are the ores limited like in CW2?
No the ores currently are not limited. ( I would say it is unlikely for them to be changed from but not sure since I’m not Virgil lol) I think the lines you are seeing are the relay connections. Not sure on what is going on there perhaps Virgil is fiddling with them since they don’t change color like the collector lines do now.
Ore viens are endless. The “white” and “Black” lines you might be refurring to as the connection paths back as a CW1 style connection between units.
I hope he leaves them endless. I love using anti-creeper π
some connections were a different color (striped) what does that mean?
The normal collector connection lines are white with a black border. If the resolution of the video is worse than is played at, it might only show the white or the black lines.
its a resizing issue… i recorded at 1440×900 (my desktop rez) and resized it to 1280×720…. it caused some issues i wresled with for a week… but now i just record at 1280×720 x.x
Hey Virgil just something I would like to point out is that there is a glitch in CW2 where if you exceed a certain amount of creeper (it was something ridiculously high) it turns into anti-creeper. I’m just pointing out this bug so you know about it if you programmed the creeper somewhat similar in this game.
Actually was not a glitch. In most if not all cases, you need fields to flip the Creeper type. Virgil probably did not intend this, but said he left it in for the mapmakers to (ab)use. Something like that anyway.
I’d rather call that a feature.
When you create a game, you must decide how much data is stored. Allowing higher creeper heights means more data stored and a slower game. So when the creeper reaches a certain height, something must be done with it (‘flip’ it). CW1 also had this but it was impossible to reach those heights, the creeper could never reach more than 1005 height (max emitter strenght was 1000, and there were no fields or ‘addictive’ emitters).
Only 1005? 1023 makes more sense, as it takes up 10 bits. Still, no map goes that high and stays fun.
Not sure that’s the reason, really; I’d assume every “pixel” of a map has a single value for creeper and AC, and the only difference between them is that creeper is stored in the positive range, and AC is stored in the negative range. The conversion from Creeper to AC (and vice versa) is a common problem in computers, where if a variable is at its maximum and is increased even more, it turns negative. For a 32-bit integer, this happens at 2147483648 (so 2147M creeper). I could go into more details about why this happens if anyone’s curious π
Okay, I’m done my replay of the story missions from Creeper World 1 and 2. You can go ahead and release 3, now.
“Not untill its good and ready”
– Vergil Owner and Founder of Creeper world I & II
yes that is a quote
Who’s Vergil? I know Virgil works on Creeper World, but is Vergil his evil twin who perpetually delays the release?
You know too much.
Not sure if its just me, but new videos say the “address is invalid”
Any way to fix?
Tnks