The doctrine of rapid dominance… that about sums up this little video. The Creeper never stood a chance… Thanks to Lich98 for this fine example of overwhelming firepower.
That’s exactly what I was talking about some time ago. Maps are too easy. It would be nice to have in-game mechanics to adjust hardness of the map. for example cost of all things, time of build, amount of ammo per packet strength of guns and other things.
All those settings wouldn’t have to be visible to players but in game settings there could be global difficulty picker easy-normal-hard-insane (unblocked after completing the campaign) that way all maps would be re-playable
I’m sure people are going to be able to create challenging maps using the CRPL engine.
I already have a few nasty ideas, but I need to see how the programming for it actually work (What functions you have and what exactly are your limitations). For examples can you react to bertha shots and air raids? Like an emitter that goes berserk if a bertha shot hits it.
And you can always just pump the stats on the creeper. The easiest solution being an emitter that increases emittion rate over time. Doesn’t flood you into the impossible at first, but gonna give a hell of a fight after a few minutes.
These settings (most of them, anyway) are avaliable in the map editor. If it was per user, than the scores would turn out to be very unfair. I think the simpler way of having hard maps and easy maps (and there are definitely still hard maps) is much, much better.
small rigdes and a large island seprated from the creeper.
I guess that V will make sure there are plenty of though maps to play like the campaign missions in both Creeper 1 and 2 who gave me some though-time in the end.
if you watched the video of Virgil explaining the DMD in combination with the CRPL it is possible to create very diffucult or even more puzzle-based maps. what would have happend when the creeper was twice as strong as in this video and the spore tower (Yea Lich I either name them spore towers :P) would spawn creeper instead of anti-creeper.
Yes this map was slightly on the easy side but that is because I created it with the Dial Map Device which allows fine tuning over difficulty and how challenging the map is
I think most maps wouldn’t let you have a giant area to build with no threat of attack.
Though the bertha:reactor ratio does seem a little disappointing. I realize he has a LOT of reactors, but he also has a ton of berthas, and strafers.
I suppose he does have the Aether Forge going though, pumping up stats on things. And it did take him half an hour to beat the map.
Eh, I just can’t decide. I think these videos are making the game look deceivingly easy (heck, the last video didn’t even have an Emitter that needed destroying, just pure display of firepower, and this video had no threat of defeat). I look forward to actually getting to play it for myself. I’m sure it’s going to be fantastic.
Lich said it took him ~15 minutes of unpaused game to beat the map. I am not sure how hard you want the maps to be. there are maps from CW1 and CW2 that have best times under 1 minute and maps that have best times over 30 minutes. Not all maps will be large enough or have all the weapons available to come up with this much firepower.
You can adjust the difficulty in many ways. If you go back and watch the video where Virgil describes the auto generation system it go over everything. From how to generate the map to how many emitters and how strong they are to the digitalis and runners. This game is easy if you want it to be or heel in other aspects. The answer to everything is over building though.
I would guess that the game might include a Double-Down feature similar (maybe variable strength boost?) to CW 1, in order to make the maps harder; also as a DMD map, you’ll be able to adjust it so it’s far more challenging, if that’s what you’re looking for ;).
There’s also always the option of imposing self-limits on what you can build (like no berthas), to keep things entertaining. Think, no units besides Collectors, Cannons, and Relays (that would be FUN).
I can only imagine the horror that will be the user created maps using the editor.
But that’s not what I wanted to say. I, as well as all other people reading this blog, am aware that we can create difficult maps and we can create super difficult maps.
What I was trying to propose is to create global difficulty settings that will allow player to convert hard map to easy one and the oposit. With out going in to editor and modifying map. Don’t you think that it would be nice to have the possibility to replay this easy map sweating your ass off. Where you still can create berthas but they would be 2 – 3 times better then normal mortar and consume a lot more energy.
About rating why not make more rating scores one for each difficulty level.
Next argument is that adding difficulty level would allow people to create maps using DMD that have easy terrain but are difficult to play.
Last thing is to give map creators the ability to lock out some of the difficulty levels for example you create a hard map and don’t want players to play it using easy mode.
Nice Lich. Pretty similar to my play style too. Takes me a little bit longer to finish maps but that is because I want power in the green no matter what I build.
I kinda overbuild… but I’m more like “There’s creeper still on the map, time to build 10 more drones ontop of my already existing 20!”
Though I’m really OCDish with covered every square with the green collection field. Like I’ll destroy collectors to get hte most out of them, i’ve almost lost a couple of times becasue of it Hahaha
Is there a limit to the aether in a single totem?
i mean, if you manage to get access to one, you can just grind the tech tree or you have to look for more?
4:50 Aether stored gems that provide a huge and fast amount of Aether? AWSOME!
Lich once more, well done! I love the overpowering useage of the Bertha’s.
Yet i think this wasnt a hard map to play. as I see the build-up of the map, espcially the small ridges and the island it is easy to build up a good economic before launching an overwhelming attack.
cant wait to see more! 🙂
DestinyAtlantis(The Lord of Darkness)June 23, 2013 at 10:52 am | Permalink
Try saying that with 10x, 100x or 1000x the creeper amount from the emitters.
Accually I might go do that. I have several other videos in line first but I might make a video of this map and ramp WAAAYYYY up the amount of creeper, emitters and spore towers with creeper.
You could so that in custom maps with CRPL after destroying or getting close enought to an emitter you could set it to emits a huge amount of creeper very quickly
Ahahahaah, the berthas created enough to lag to disrupt the smoothness of the packets.. love it!. Thank-you for another video. 😛 How I miss summer break… Anywho… Virgil, if it’s not too hard to implement, please make control groups. Would make it easier to move mass fleets.
I can’t watch the YouTube video, it says “error in YouTube link” can someone help me out I have not been able to see most of the past videos can someone help me?!?!?!?!?
I was wandering, since I don’t remember getting an answer to this, but is there a new mode that allows the creeper intervals to intensify for the game to be harder over a set amount of time?
virgil, if it’s not a secret, i have a favor to ask you:
can you please link me a guide or something like that that explains how the map generators like the dmd in cw3 work?
If you go to Bridge to Oblivion, V has already linked all the videos to a youtube channel (I believe Lich did the bundling). Just scroll down to Dial Map Device. That’s the one you want.
Well, like Joshua said, I can have CRPL’s doing most of the work ^.^
Maybe I should have been more specific… Lol maybe I could replace all the terrain with void. You never know! 😉
Probly talking in terms of useable units, like use only the new weapons or utility units and titans and what not. Would be very interesting to play a map like that, though beams wouldn’t count as old units since the anti-ari unit changes EVERY game Hahaha.
Could you imagine collectors that damage spores over time so as to remove the need for beams? That’d be wierd. Can CRPL affect player-controlled units like Command Nodes or Reactors?
Could you imagine taht if it was possible someone made hte Aether titan be able to be fed on energy packets alone, but jsut 3 times the amount? Would consume like crazy though.
WHOU HOU Daily post !!!!!
Great job Lich98
Good to meet another overbuilder!! I too enjoy building a massive amount of reactors.
Tnx for the video, you help ease the waiting. This keeps looking better and better.
Yes, I tend to be a bit of an overbuilder
cool
Wholly overbuilding Batman! I LOVE IT!!
That’s exactly what I was talking about some time ago. Maps are too easy. It would be nice to have in-game mechanics to adjust hardness of the map. for example cost of all things, time of build, amount of ammo per packet strength of guns and other things.
All those settings wouldn’t have to be visible to players but in game settings there could be global difficulty picker easy-normal-hard-insane (unblocked after completing the campaign) that way all maps would be re-playable
I’m sure people are going to be able to create challenging maps using the CRPL engine.
I already have a few nasty ideas, but I need to see how the programming for it actually work (What functions you have and what exactly are your limitations). For examples can you react to bertha shots and air raids? Like an emitter that goes berserk if a bertha shot hits it.
And you can always just pump the stats on the creeper. The easiest solution being an emitter that increases emittion rate over time. Doesn’t flood you into the impossible at first, but gonna give a hell of a fight after a few minutes.
These settings (most of them, anyway) are avaliable in the map editor. If it was per user, than the scores would turn out to be very unfair. I think the simpler way of having hard maps and easy maps (and there are definitely still hard maps) is much, much better.
I like this idea…after beating it, up the difficulty. 🙂
This map is easy due its build-up
small rigdes and a large island seprated from the creeper.
I guess that V will make sure there are plenty of though maps to play like the campaign missions in both Creeper 1 and 2 who gave me some though-time in the end.
if you watched the video of Virgil explaining the DMD in combination with the CRPL it is possible to create very diffucult or even more puzzle-based maps. what would have happend when the creeper was twice as strong as in this video and the spore tower (Yea Lich I either name them spore towers :P) would spawn creeper instead of anti-creeper.
Yes this map was slightly on the easy side but that is because I created it with the Dial Map Device which allows fine tuning over difficulty and how challenging the map is
I think most maps wouldn’t let you have a giant area to build with no threat of attack.
Though the bertha:reactor ratio does seem a little disappointing. I realize he has a LOT of reactors, but he also has a ton of berthas, and strafers.
I suppose he does have the Aether Forge going though, pumping up stats on things. And it did take him half an hour to beat the map.
Eh, I just can’t decide. I think these videos are making the game look deceivingly easy (heck, the last video didn’t even have an Emitter that needed destroying, just pure display of firepower, and this video had no threat of defeat). I look forward to actually getting to play it for myself. I’m sure it’s going to be fantastic.
Lich said it took him ~15 minutes of unpaused game to beat the map. I am not sure how hard you want the maps to be. there are maps from CW1 and CW2 that have best times under 1 minute and maps that have best times over 30 minutes. Not all maps will be large enough or have all the weapons available to come up with this much firepower.
You can adjust the difficulty in many ways. If you go back and watch the video where Virgil describes the auto generation system it go over everything. From how to generate the map to how many emitters and how strong they are to the digitalis and runners. This game is easy if you want it to be or heel in other aspects. The answer to everything is over building though.
Actually now you can have emitters that just keep coming stronger and stronger. Filling entire map whit reactors may take too much time.
I would guess that the game might include a Double-Down feature similar (maybe variable strength boost?) to CW 1, in order to make the maps harder; also as a DMD map, you’ll be able to adjust it so it’s far more challenging, if that’s what you’re looking for ;).
There’s also always the option of imposing self-limits on what you can build (like no berthas), to keep things entertaining. Think, no units besides Collectors, Cannons, and Relays (that would be FUN).
I can only imagine the horror that will be the user created maps using the editor.
But that’s not what I wanted to say. I, as well as all other people reading this blog, am aware that we can create difficult maps and we can create super difficult maps.
What I was trying to propose is to create global difficulty settings that will allow player to convert hard map to easy one and the oposit. With out going in to editor and modifying map. Don’t you think that it would be nice to have the possibility to replay this easy map sweating your ass off. Where you still can create berthas but they would be 2 – 3 times better then normal mortar and consume a lot more energy.
About rating why not make more rating scores one for each difficulty level.
Next argument is that adding difficulty level would allow people to create maps using DMD that have easy terrain but are difficult to play.
Last thing is to give map creators the ability to lock out some of the difficulty levels for example you create a hard map and don’t want players to play it using easy mode.
Nice Lich. Pretty similar to my play style too. Takes me a little bit longer to finish maps but that is because I want power in the green no matter what I build.
Thanks for another video!!
Same here!
“Oh no, I’m running out of energy while building reactors…. better go build some more reactors!”
Sounds like me 😛
Dude, that’s my strategy too! Bro-fist!
I kinda overbuild… but I’m more like “There’s creeper still on the map, time to build 10 more drones ontop of my already existing 20!”
Though I’m really OCDish with covered every square with the green collection field. Like I’ll destroy collectors to get hte most out of them, i’ve almost lost a couple of times becasue of it Hahaha
Is there a limit to the aether in a single totem?
i mean, if you manage to get access to one, you can just grind the tech tree or you have to look for more?
You can slowly make your way up the tech tree with one totem it just takes forever
love it very good job and awesome plus love the music too 😀
4:50 Aether stored gems that provide a huge and fast amount of Aether? AWSOME!
Lich once more, well done! I love the overpowering useage of the Bertha’s.
Yet i think this wasnt a hard map to play. as I see the build-up of the map, espcially the small ridges and the island it is easy to build up a good economic before launching an overwhelming attack.
cant wait to see more! 🙂
Try saying that with 10x, 100x or 1000x the creeper amount from the emitters.
Accually I might go do that. I have several other videos in line first but I might make a video of this map and ramp WAAAYYYY up the amount of creeper, emitters and spore towers with creeper.
now if only those emitter were set to TSUNAMI setting then that would have been an intresting fight plus your overbuilding would have been justified
You could so that in custom maps with CRPL after destroying or getting close enought to an emitter you could set it to emits a huge amount of creeper very quickly
I it’s me, the french boy 🙂
There is no french in beta isn’t it? pliz give me a key!!!!!!! xD
*joke off*
I’am very impatient to play it:)
Ahahahaah, the berthas created enough to lag to disrupt the smoothness of the packets.. love it!. Thank-you for another video. 😛 How I miss summer break… Anywho… Virgil, if it’s not too hard to implement, please make control groups. Would make it easier to move mass fleets.
I can’t watch the YouTube video, it says “error in YouTube link” can someone help me out I have not been able to see most of the past videos can someone help me?!?!?!?!?
I had the same issue. I went to youtube and typed in creeper word 3 island with bridges, and the video worked that way. Hope it helps.
Nice to see the upgraded dock and disconnect feature added. Great video lich. almost there Virgil.
So that is what you sound like, Lich? 😉
I was wandering, since I don’t remember getting an answer to this, but is there a new mode that allows the creeper intervals to intensify for the game to be harder over a set amount of time?
Not yet but it won’t surprise me if that comes post release
Small note: The name you gave it is Island[s] with Bridges (without the brackets).
Nice map though.
Oh well, grammer is a pain and It’s summer so I’m not thinking about it 😛
You are making nice videos lich98. One thing that i liked in this video that you made your voice in it.Very good name of the map too.
virgil, if it’s not a secret, i have a favor to ask you:
can you please link me a guide or something like that that explains how the map generators like the dmd in cw3 work?
http://www.youtube.com/playlist?list=PLqmatYpMuWgKhG-MiMpwlZsafphcHwNk7
If you go to Bridge to Oblivion, V has already linked all the videos to a youtube channel (I believe Lich did the bundling). Just scroll down to Dial Map Device. That’s the one you want.
Hope that helped.
i meant the algorythm, how does it work, not what it does
thx, anyway
Obviously some sort of fractal:
http://en.wikipedia.org/wiki/Fractal_landscape
again, thanks for the answer.
but i meant another thing that i can’t express in English, so… i’ll find the answer somewhere else, thx
I did do it! I felt it good to have them in one youtube playlist instead of just the blog post
On the day Creeper World 3 is released, I am going to make a map named: Hail Virgilw!
The map will include only things that are introduced into cw3 ^.^
would be an odd map for sure. depending on what you mean by introduced into cw3.
I see a map with no emitters, but CRPL towers that emit creeper and drones that release creeper on destruction 😀
A map with no terrain? No collectors? No creeper?
Well, like Joshua said, I can have CRPL’s doing most of the work ^.^
Maybe I should have been more specific… Lol maybe I could replace all the terrain with void. You never know! 😉
Propably you could replace everything whit CRPL towers.
Yeah, jokes aside, it does sound like a cool tribute to the new game.
Probly talking in terms of useable units, like use only the new weapons or utility units and titans and what not. Would be very interesting to play a map like that, though beams wouldn’t count as old units since the anti-ari unit changes EVERY game Hahaha.
Could you imagine collectors that damage spores over time so as to remove the need for beams? That’d be wierd. Can CRPL affect player-controlled units like Command Nodes or Reactors?
Could you imagine taht if it was possible someone made hte Aether titan be able to be fed on energy packets alone, but jsut 3 times the amount? Would consume like crazy though.
HAWKS!!!!!!!!
That was beautiful. There is someone who can play Creeper World like a boss. Over building makes level look amazing, so I am glad you did that.