Small map, big strategy. Sometimes less map meansmore thinking is required… We have another map by Lich98, this time demonstrating some close quarter combat.
Sorry! I will have that fixed when the game is released because I can put game music in the background, but also I’ve made like 10 videos and this one is one of the earlier ones… Should be fixed after game release
Hey,
Nice video Lich, keep ‘m coming 🙂
One thing I do have to ask is: is there any way to tune down the mist/cloud effect that occurs when you shoot creeper? When you were battling on the small ridge there was so much smoke you could hardly see what’s going on below 🙂
Otherwise: keep up the good work Virgil, I’m sure the end product will be great 😀
I agree, when your killing creeper its hard to see where it is, worst of all those emitter explosions are huge so your blind for about 2 seconds, even though I probably wont use it you might want to add a no emitter explosion setting.
P.S: How do you get the smilies?
Also I really hope that Creeper world 3 is released on PS3, its so hard to convince my parents to buy games on the computer in case they don’t work. Please, please, please, release it on play station store too!
I was thinking about PZ nullifier and I think it’s overpowered. That incredible range will spoil small maps with a lot of PZs i.e. a lot of enemies.
On the other hand it could be great advantage on bigger maps where people could go for harder enemy tower because it has better position.
So maybe modify PZ bonus for nullifiers from range to cost and speed however this will probably make people not build nullifiers on PZs so maybe allow map creators to choose type of bonus for PZs. That could be nice addition when creating a map author can select bonus type and effect for each PZ (for all units ):
Range +-%
Damage +-%
Effectiveness +-%
Cost +-%
None
or combination of them
(I’m aware that cost wont effect units that land on PZ)
that would give some nice options like deep in land PZ on which you can build very effective building (reactor, bomber) but it’s few times more expensive
This was the only map I’ve seen so far in which PZ nullifiers were so clearly the right answer at a certain point; usually they’re either completely or mostly irrelevant. As such I think their bonus is in line with the other PZ bonuses if you average over the map space.
On an unrelated note, I wonder if a shield at the tip of the left island would have helped get the first nullifier finished with less firepower?
I see what you’re saying, but the alternative would be what—either Virgil wastes time implementing an unnecessary nullifier targeting interface where you select which emitter a given nullifier takes out, or you have each nullifier only nullify the closest emitter. Either way, you could still take out three emitters, you’d just need three nullifiers instead of one, and there’s no significant gameplay difference between one nullifier and three (if you have enough control of the area to build one, you can build three). It’s just a matter of energy, and by that point, energy is plentiful.
Super easy…it targets the closest emitter (like you said). This code is already written for the blasters.
I guess I see what you are saying, but still, it doesn’t seem consistent that the nullifiers were incredibly hard to develop (in game lore, that is) and build but then have them take out three for the price of one?
just asking:
wasn’t better building a few more bombers instead of a bertha?
i mean, there was no place to land a good shot, while a better ac coverage could have been useful
(sorry for the crappy english)
It might have been I mainly built the Bertha to destiny all of the creeper and then lay down some anti creeper or make it easier for my front units to attack more efficiently
Considering it takes 150 packets to charge a Bertha, I would think you’d be better off destroying it and replacing it with air support after the first several shots. Also, my OCD makes me hate you. You only terraformed part of your base. You could have made everything nice and even, but no. You only made half nice and even, leaving a jagged mess everywhere else. >:(, Lich, >:(
dear Lich98, can you just not put any music? I have to circumvent youtubes security measures for copyrighted music just to view these videos … and well i do not exactly share your taste for music, so i mute the videos anyway. I can comment on youtube because if the video is blocked you cant comment.
Wouldn’t it have been much easier if you used a terp to build up the land at the island with the creeper? Ideally, make a ledge to build the first Nullifier on.
I wasn’t suggesting to terraform the void. I meant the edge of the island. There were several points where there was either open ground or AC covered ground that could’ve been terraformed up.
I thought about this too, however the land was already level 7 I think (maybe 8?) so you could only go up 2 levels. I don’t know how effective that would be, but it definitely would have been my strategy too.
One another note, it seemed like in the video you can terraform land underneath something that is already built, is this true?
Upon reviewing the video, you are correct. The ground level appears to be layer 9. Terraforming probably wouldn’t have helped as much a I had thought. Good eye.
Okay, so my comment isn’t technically Creeper World related, but I just need to say THANK YOU Lich98 for introducing me to possibly my favorite song of all time, Bleeding Out. 🙂
On another note, game looks great and can’t wait to throw my money at it. 🙂
Either the creeper got stonger, or the PZ mortars got weaker. They just don’t seem to have the emitter ‘capping’ ability anymore.. Also, I think that if mortars can shoot over the void, than PC’s should be able to shoot through it. I know it is like a very high piece of land, but in the game, its no land, I.E. if someone were to manually control the PC, he would be able to aim at the creeper
In that case, why did the PZ pulse cannon not shoot at the creeper? Also, look at it at 10:30. It cannot shoot about half of its range. Is it on lower terrain than the rest of the battlefield?
he was shooting at an emitter, but the creeper dust completely covered it.
the emitter was fast-generating, so the pc couldn’t shot anything else
i was asking it too, then i wathed the video for the 1728th time…
This was supposed to be out last night mister! Hehe
Looking good I’ve been checking this everyday. looking forward to the release.
The content owner has not made this video available to mobile. 🙁 virgil call lich! :p
Sorry! I will have that fixed when the game is released because I can put game music in the background, but also I’ve made like 10 videos and this one is one of the earlier ones… Should be fixed after game release
Ah ha so that means it might possibly could be soonish! Well it deffinetly means something.
LOVE IT 😀 had to take one by one out cool ;p love the music too
Hey,
Nice video Lich, keep ‘m coming 🙂
One thing I do have to ask is: is there any way to tune down the mist/cloud effect that occurs when you shoot creeper? When you were battling on the small ridge there was so much smoke you could hardly see what’s going on below 🙂
Otherwise: keep up the good work Virgil, I’m sure the end product will be great 😀
I agree, when your killing creeper its hard to see where it is, worst of all those emitter explosions are huge so your blind for about 2 seconds, even though I probably wont use it you might want to add a no emitter explosion setting.
P.S: How do you get the smilies?
A really good example of the explosions blinding you is at 13:10 when he detonates 3 of them.
@ DoomChez: just type : and ) after each other for smiley 1 and 2, and : and D for smiley 3 😉
No doubt they’re going to do that if they haven’t already.
Yes you can turn the most effect off
There is a visibility button in the top left that can turn off that (and a few other things).
Ah, just noticed that there is now a visual border around the map. I guess that works, not quite what I imagined, but it works.
A very challenging and tactical map, as soon as you took down emitters 1 and 2 you started storming down the line. Thank you for the entertainment.
Also I really hope that Creeper world 3 is released on PS3, its so hard to convince my parents to buy games on the computer in case they don’t work. Please, please, please, release it on play station store too!
1.Imagine Dragons – Fallen
2.Imagine Dragons – Bleeding Out
3.Imagine Dragons – Hear Me
4.Imagine Dragons – It’s Time
And…
and…?
5. Lich98 – Sqeeuzy voice
Nice video
I was thinking about PZ nullifier and I think it’s overpowered. That incredible range will spoil small maps with a lot of PZs i.e. a lot of enemies.
On the other hand it could be great advantage on bigger maps where people could go for harder enemy tower because it has better position.
So maybe modify PZ bonus for nullifiers from range to cost and speed however this will probably make people not build nullifiers on PZs so maybe allow map creators to choose type of bonus for PZs. That could be nice addition when creating a map author can select bonus type and effect for each PZ (for all units ):
Range +-%
Damage +-%
Effectiveness +-%
Cost +-%
None
or combination of them
(I’m aware that cost wont effect units that land on PZ)
that would give some nice options like deep in land PZ on which you can build very effective building (reactor, bomber) but it’s few times more expensive
Just a thought
This was the only map I’ve seen so far in which PZ nullifiers were so clearly the right answer at a certain point; usually they’re either completely or mostly irrelevant. As such I think their bonus is in line with the other PZ bonuses if you average over the map space.
On an unrelated note, I wonder if a shield at the tip of the left island would have helped get the first nullifier finished with less firepower?
Also, I had a http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDevTeamThinksOfEverything moment when some terraforming caused the coverage of a nearby collector to appropriately expand immediately. Nice.
cw could be located under a high amount of tropes… bfg for example;)
quote
I agree somewhat, what I don’t understand is how one nullifier can take out 3 emiiters for the price of one…THAT is overpowered even more so.
I see what you’re saying, but the alternative would be what—either Virgil wastes time implementing an unnecessary nullifier targeting interface where you select which emitter a given nullifier takes out, or you have each nullifier only nullify the closest emitter. Either way, you could still take out three emitters, you’d just need three nullifiers instead of one, and there’s no significant gameplay difference between one nullifier and three (if you have enough control of the area to build one, you can build three). It’s just a matter of energy, and by that point, energy is plentiful.
Super easy…it targets the closest emitter (like you said). This code is already written for the blasters.
I guess I see what you are saying, but still, it doesn’t seem consistent that the nullifiers were incredibly hard to develop (in game lore, that is) and build but then have them take out three for the price of one?
Want to play it!!!!! realy want to :'( i want play it stronger than watch dogs, and i hell waiting this :/
just asking:
wasn’t better building a few more bombers instead of a bertha?
i mean, there was no place to land a good shot, while a better ac coverage could have been useful
(sorry for the crappy english)
But Lich loves Berthas.
It might have been I mainly built the Bertha to destiny all of the creeper and then lay down some anti creeper or make it easier for my front units to attack more efficiently
Considering it takes 150 packets to charge a Bertha, I would think you’d be better off destroying it and replacing it with air support after the first several shots. Also, my OCD makes me hate you. You only terraformed part of your base. You could have made everything nice and even, but no. You only made half nice and even, leaving a jagged mess everywhere else. >:(, Lich, >:(
I was thinking about that too. I mean the bertha worked for him but I would have done it a little different.
It’s been bothering me, how do you choose which words to bold on your blog posts?
Odin whispers in my ear…
lol! p.s vrgilw i bet it does
For that I would like to see…
dear Lich98, can you just not put any music? I have to circumvent youtubes security measures for copyrighted music just to view these videos … and well i do not exactly share your taste for music, so i mute the videos anyway. I can comment on youtube because if the video is blocked you cant comment.
Wouldn’t it have been much easier if you used a terp to build up the land at the island with the creeper? Ideally, make a ledge to build the first Nullifier on.
That is probably the most effective strategy for this map! It completely blew past my mind. Good thinking 🙂
Terps can’t turn void into land (or vice versa), I’m afraid.
You can’t terraform void into land I think.
I wasn’t suggesting to terraform the void. I meant the edge of the island. There were several points where there was either open ground or AC covered ground that could’ve been terraformed up.
I thought about this too, however the land was already level 7 I think (maybe 8?) so you could only go up 2 levels. I don’t know how effective that would be, but it definitely would have been my strategy too.
One another note, it seemed like in the video you can terraform land underneath something that is already built, is this true?
Upon reviewing the video, you are correct. The ground level appears to be layer 9. Terraforming probably wouldn’t have helped as much a I had thought. Good eye.
Okay, so my comment isn’t technically Creeper World related, but I just need to say THANK YOU Lich98 for introducing me to possibly my favorite song of all time, Bleeding Out. 🙂
On another note, game looks great and can’t wait to throw my money at it. 🙂
You are welcome for that, I’m sure virgil won’t stop you from throwing money at it… 😛
Either the creeper got stonger, or the PZ mortars got weaker. They just don’t seem to have the emitter ‘capping’ ability anymore.. Also, I think that if mortars can shoot over the void, than PC’s should be able to shoot through it. I know it is like a very high piece of land, but in the game, its no land, I.E. if someone were to manually control the PC, he would be able to aim at the creeper
if
terrain_target>terrain_cannon
then fire=false
if
|terrain_target – terrain_cannon|>=100
then fire=true
Or something like that.
Pulse cannons can shoot through void, I think what you mean is over ledges, but then mortars wouldn’t have much point anymore.
In that case, why did the PZ pulse cannon not shoot at the creeper? Also, look at it at 10:30. It cannot shoot about half of its range. Is it on lower terrain than the rest of the battlefield?
Wait… At a second glimpse, it is set to shoot at digitalis. Somebody explain please!
The setting is to shoot at Digitalis as a PRIORITY, s I don’t think it is set to shoot at digitalis exclusively.
I agree though, a pulse canon should be able to shoot over void, but appears to not be able to.
he was shooting at an emitter, but the creeper dust completely covered it.
the emitter was fast-generating, so the pc couldn’t shot anything else
i was asking it too, then i wathed the video for the 1728th time…
It is in lower terrain. Thats why lich changed there mortar instead.