24 Responses

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  1. TrickyDragon
    TrickyDragon September 19, 2018 at 8:54 pm |


  2. cooltv27
    cooltv27 September 19, 2018 at 9:26 pm |


    will decay settings be per map or can different areas of the map have different decay levels?

    will it be possible to make it so only terraformed terrain decays, and only down to the initial level?

    I really like what this is going to do to maps, and whats going to be possible with this. looking forward to CW4 more than anything else

  3. Ninjadude501
    Ninjadude501 September 19, 2018 at 11:26 pm |

    Looks interesting, but also looks like it’d be easy to overuse. Also, one question you’d need to answer (if you haven’t thought of it already) is how terps would interact with decayable terrain. Can they harden it so it doesn’t decay? Can they edit it at all? etc.

  4. J
    J September 20, 2018 at 10:33 am |

    Perfect map maker fuel. Thanks Virgil 🙂

  5. TrickyDragon
    TrickyDragon September 20, 2018 at 1:15 pm |

    Would it be possible to change creeper breeder settings from a global Var to a painted Var like decay? Perhaps even change beeder settings per height-level. Say that creeper on terrain level 0 = 2/min but creeper sitting on terrain level 5 is only .5/min. With decay settings and a variable creeper breeder, you create rush scenarios, rewarding skillful play by preventing a more powerful breeding source. Also allowing the inverse of decay to be true with either creeper or anti-creeper will increase the flexibility of interesting map design.

  6. A human
    A human September 20, 2018 at 1:25 pm |

    Can you use decimal or negative values for decay settings?

    1. legato
      legato September 26, 2018 at 12:05 pm |

      Interesting. If so, perhaps anti-creeper could make it grow.

  7. harrymcb
    harrymcb September 20, 2018 at 5:33 pm |

    mesmerize indeed. love that ending. all of it actually.

  8. Honey
    Honey September 22, 2018 at 12:41 pm |

    Hey haven’t checked in for quite some time but I just ran through your most recent handful of videos. Can’t even tell you how excited I am for this. I honestly have to stay away from the blog for that reason. Everything looks more beautiful and well thought out after every video. I’ve never been disappointed by a new CW. You are a master craftsman. Keep up the great work and I’m sure this installment will blow my expectations out of the water just like the first 3 (and particle fleet) did. Cheers.

    Just checked steam: 232 hours in cw3, 351 hours in particle fleet. I think it’s fair to say I’m a fan. Haven’t seen a single dev video that hasn’t caused constant hype. The new displays related to energy and creeper levels is f**king fantastic for turtlers like me. Also, gotta mention again that everything LOOKS amazing. Keep up the great work virgil!

  9. SomeGuy
    SomeGuy September 27, 2018 at 2:52 pm |

    Will we be able to add terrain to voids?
    This is something that I wanted to do in CW3, would LOVE to see it.
    I have hundreds of hours in your games, it is great to be able to purchase and KNOW you will get your money’s worth!
    Thanks for the updates, missed you all summer, but glad to see you back!

  10. 4xC
    4xC September 29, 2018 at 8:44 am |

    If liberation ships can dig through decayable terrain, I don’t see why terps can’t at least erase it. Building on top of it, hmm………..?

    Also, if there were at least 1 special level in which a unique non-main-arsenal device can be used to add terrain to the void and/or vice versa, I think you’d have something really cool to show off.

    Another thought, what if anticreeper could make decayable terrain decay-proof?

  11. Nemo Oceansoul
    Nemo Oceansoul September 30, 2018 at 3:15 pm |

    been a huge fan since creeper world 1 was released on kongregate =D. very hyped to see what is coming next. the decayable terrain sounds like itll be awesome to have in the series.

    also a question which i will pose in the discord soon is considering the 3D style of the game was there ever a consideration to make terrain such that it is handled on a by layer fashion, perhaps to allow creeper to flow under a high piece of terrain? or perhaps a mini-cave system? would a level designer (maybe not a player/terp) be able to do something to cause this effect? why or why not?
    if it was considered but later scrapped was it because of a technical difficulty or a game design choice?

  12. Ryion
    Ryion September 30, 2018 at 6:27 pm |

    This is a great idea. Walls are always a safe haven, it could be nice to play on that. Nothing is sacred.

    It would be really neat if terps land were by default decayable.

  13. Ryion
    Ryion October 3, 2018 at 1:23 pm |

    Still great work!

    I really appreciate that you took the time to redesign units instead of just re-implementing them. The airfields and terps, for example, are a really great re-write. You really need a lot of space to place an airfield now.

    I am aware of the feature creep *pun intended but with your current implementation, I thought two new weapons would add an interesting dynamic.

    1.) Heat laser or some such thing. Instead of firing in a burst and causing a ripple through the creaper, it would continuously fire cooking off creaper.
    2.) Inverse crawlers. A unit that produces uncontrollable crawler units. Essentially the inverse of what you have for crawlers now.

    Just a couple of ideas. Keep up the great work!

    1. harrymcb
      harrymcb October 3, 2018 at 6:23 pm |

      crawlers? i don’t remember anything called that.

  14. aairfccha
    aairfccha October 13, 2018 at 12:46 pm |

    Could there be an option along the line of “make decayable down to level X” or “top X levels decayable, rest normal”? That way a peaked mountain could be tweaked to erode to a still elevated plateau.

  15. A Browser
    A Browser October 16, 2018 at 12:36 pm |

    Apologies that I don’t have much time, but I wanted to say thank you for the video. I like very much what I saw and the features. Thank you for making what I expect will be an even greater game than before. What would happen if the terrain dissolved into empty space and is that possible? Keep up your good work!

    1. harrymcb
      harrymcb October 17, 2018 at 7:42 pm |

      you see it happen in the video

  16. Sora Hjort (@SoraHjort)
    Sora Hjort (@SoraHjort) October 22, 2018 at 1:17 am |

    Suggestions in relation to this new feature:
    1. Have the opposite of this, where when creeper encounters terrain, it will instead grow up to a certain height.
    2. A option to specify whether the decay/grow is caused by Creeper, Anti-Creeper, or both.

    I think that those would cause some interesting possibilities for maps.

  17. Roy
    Roy October 22, 2018 at 6:22 pm |

    Great work, really looking forward to it!

  18. StevieWw
    StevieWw November 1, 2018 at 11:11 am |

    Will this be a mobile app?

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