Hi everyone it has been a while since the last Pass The Map initiative for Creeper World 3. Let's try an make a new map to see if our map making skills have not rusted. I reboot with the theme of Pass The Map 3, A vacation with creeper on the sunny seas.
During the previous Pass the maps we have learned a few lessons so the rules will be a bit more strict this time around. I will also cross post this thread to Creeper World 3 Steam Disccusion in hope of some new blood.
Here are the rules:
Rules:
1. You can make changes to the map only if none has LOCKED the topic.
2. To make your tile make a post in this thread saying LOCKED. Then download the map form the latest UNLOCKED post.
3. After editing, FINALIZE your map and make a new post with UNLOCKED in it. Attach the finalized map and screenshot.
4. You may not make another tile unless 3 other people make theirs.
5. The time limit is 4 hours, so that one does not lock the topic if they will not make their part of the map.
Map Specific rules:
1. No additional CRPL
2. The map has an "Ocean" CRPL script, It fills the entire map with creeper up to terrain lvl 4, makes the creeper evapotate and flow much faster and sets the edges to a tide like behaviour between terrain level 3 and 4.
3. The theme Is "Vacation on the sunny islands with creeper".
4. I will be moderating the map.
Some additional points:
1. I disabled terps, but feel free to add the tech somewhere on the map, just make it hard to get.
2. I set some textures that seem to be ok, go ahead and change them, but leave terrain 3 and 4 textures sand like, as that's the "sea level".
3. The emmiter in my inital square gives an ore field.
There is a script added to modify the reward for emitters. Use the custom emitters script if you want something else than PZ to be left behind.
mode:
1-PZ
2-Ore Deposit
3-Totem
4,5,6-Resource Pack, Aether,Ore,Energy use the Ramt to set the amount of resource
7,8,9-AoO Freeze,Mass,Convert
10- tech, write the name in the Str field.
I strongly encourage to use this script for additional rewards as there can easily be a situation where a PZ on one square can be used to kill enemies form another square.
Here are the previous Pass the map topics:
1. https://knucklecracker.com/forums/index.php?topic=15373.0
2. https://knucklecracker.com/forums/index.php?topic=15429.0
3. https://knucklecracker.com/forums/index.php?topic=15471.0
4. https://knucklecracker.com/forums/index.php?topic=16118.0
5. https://knucklecracker.com/forums/index.php?topic=18257.0
6. https://knucklecracker.com/forums/index.php?topic=18372.0
If you have any questions/suggestions feel free to ask. ;D
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Who doesn't love a lighthouse and coral reef? That's how oceans work, right? Hello fellow fish?
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Tidal flats, and a tree growing on Ore. Cut it down if you prefer industry to botany, and have an Ore Mine tech.
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Added a volcano to the (i hope one of) starting location, with a runner nest and some digitalis. The emmiter in the volcano gives a totem, runner nest gives a standard PZ. I hope someone making nearby squares will connect the digitalis as the volcano emmitter is easily destroyed.
Thanks for the invitation and pointing me to this topic!
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UNLOCKEDOkay - I hope it's okay that I have exceeded the limits of the tile a bit - if not, feel free to flatten the area again
I've added a cannon boat with:
- 5 sporetowers, each one spore, initial delay 7000-7400, interval 2500-2900 and payload 30-70
- A nest with one runner, 1200 interval, 150 health and 400 payload
- An emitter with amount 10 and interval 3 and a starting delay of 120
- One weak totem (72000)
each sporetower will give a PZ, but there's void under the units, so no harm can be done to anything in the neighborhood.
Greetings from The Shire!
P.S. If somethings wrong, please let me know - I've accidentally moved one big tile but I think I've put it back in place again... [/list]
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Here's the Terp Temple. Maybe this isn't hard enough to get, but there's not much point in putting a useful tool in the hardest part of the map.
Also: you said no additional CRPL, but you didn't say no additional scriptless CRPL cores! (evil laugh)
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Changes:
New, slower starting area in the lower-right.
Ore mines will need to be acquired now.
By request, planetfall's temple-fires have a different mode.
Why not make a Trip to CW3 Lane.
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Edit -> Let me answer that. Because i can't remove the Square on which Part i want to Edit.
So better leave this to CW3 Map Makers.
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Nothing has changed. Use Previous savefile.
FOXX:
The square-indicator Core is rather large, and can only be moved in "Edit Map" => "Units". The CW3 editor uses "X" as the deletion key. Hope this helps.
Ahaa, i didn't know it was a Core.
That certainly helped.
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Added more starting space in the SE area. [for 2 or more starting positions]
Added 1 Ore Deposit and the Emitter leaves an Ore Deposit.
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Everytime I've looked at this map I've seen a half frog face in the northern west so I've just mirrored Pawel's volcano and runner nest so the frog has at least two eyes... I've placed some void under the nest for not spamming PZs.
Greetings from The Shire!
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A colour-gradient reef for BilboGCL's ship to avoid. It seems to have grown over an Ore mine tech. Nullifiable.
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Made the northeast into a starting area. It's tricky to stabilize, but it can be done.
Also, if we can have a giant sailboat, why not a tiny galleon? Complete with sunken treasure, of course.
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Made a bit of craggy coastline because that's apparently what I'm good at (or at least nobody has told me otherwise), set initial limit of Berthas to 0, added 1 Bertha as reward for my emitter (script was missing the above-mentioned Mode 10 and "Str" initialization field, so I hope you don't mind that I added that. Only modification to the script, I swear... other than that I removed an extra space that was bugging me.)
Don't know whether I should've expanded northward beyond my box but I wanted to be safe so I didn't.
We knew it was missing, but the script change will likely be reverted by someone else accidentally. Existing script files will be compiled over the save-embedded scripts. Easieer, perhaps, to just place the the under the Emitter - a Collector has the same range as a Nullifier, so if you can collect the tech, you can Nullify the Emitter. (Actually, Collector range may be marginally smaller... on a PZ diagonal, which is not relevant here.)
Well then everyone should check to make sure the script properly includes mode 10. We're mostly seasoned mapmakers, so most of us should know at least a smidgeon of CRPL... and the emitter.crpl is by no means a complicated or obfuscated script, it's pretty straightforward.
Don't bet on it working. Refer to the Particle Fleet PTM1...
But the spec mentioned in the rules says it has to work like that. I fixed it because the rules said it should be that way, so any changes away from that are against the rules, are they not?
I will double check the scripts and make sure there is a correct version before uploading a final version to colonial space so don;t worry.
Also the rules are there so that we have a good time making the map and so that the map does not end up a CRPL mess (like some of the earlier ones) . But they are not rigid, in the end we want to make a map together :D
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Frogs. I hate frogs.
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A lagoon in the lower-right, with some more sunken boats. Don't ask how they got there, they're also holding goodies.
Some minor terrain edits to my previous squares.
A quick playtest indicates that the top-left is hardest to hold, but that the Spore barrage will be hard to resist.
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Added a cliff [sort of] to see if more ships are coming.
Don't really know if this section needs an Emitter so i left it out. Can be added later if needed.
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Added more difficult terrain and coastline. Threw in some trees this time for good measure.
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UnlockOnce again I had to realize that drawing something isn't anything I'm good at.
I've added a
Spoiler
seahorse (don't laugh!!)
to the SE starting zone with a slow starting beam (7200 starting delay) to make the start a little easier. The resulting PZ might interfere with the lower part of the northern building zone but only a little.
Greetings from The Shire!
btw: How to implement the trees (they don't do anything or what do I miss)
You missed nothing. The trees are purely decorative, but get in the way until Nullified.
I see, thanks.
I'm play-testing this map, too and when I start in the SE, it is no problem to resist the spores thanks to the PZ, but it is really hard to walk through the sea, after two hours of slow playing, I've cleared the eastern half...
Greetings from The Shire!
When i testplayed this Map i could only get a foothold in the SE.
The other 2 starting zones i lost.
I played for about 20 mins.
Too sad, that it doesn't finish when you are in edit mode...
Some thoughts after playing:
I think we have enough spores, but when someone thinks we need more, I think we can afford four or five more, so that a total of ten can be handled by a PZ-Beam in the SE (I don't count the spores from the SE, as you probably have no chance to get a foothold when you don't nullify it pretty fast)
Right now we have one more ore-field than ore-mines and it's never enough ore to flood an area. So some mines and some more ore would be welcome.
We have two totems, I think this map would be more fun when it has some more totems.
I guess you've made sure that the map will finish without eliminating the ocean core.
Greetings from The Shire
Ooh, one of these again!
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A few more ore patches and 4 more spores.
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added an island with a palm tree on it, and nothing more
oh wait darnit i changed the map name, sorry
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Sorry i took some time, it got late. Its done now though!
I added a little pulsating volcano in the bottom left
Yippieh - I can edit contribute again!
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Sunny seas have to be relaxing! So I made two little pools with AC-palm trees, the upper one gives you a totem and the lower one an oremine.
Greetings from The Shire!
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Vacationers don't generally visit this island, but look at it in the distance from nearby resorts.
You, player, who has no appreciation for natural beauty, will probably assault it with guppies.
Meh, I just played a finalized pre-planetfall version of this map, took me roughly 2 hours ;) And I realized that it'd be nicer if the AC producing palm-trees in the pools won't have to be cleared to win, so maybe the next editor could change that?
Greetings from The Shire!
Looks pretty interesting so far, hope it will be completed someday
I would like to add another area, but I don't know how to create a copy of the latest version. Can someone give a step-by-step explanation? Maybe even link a video that shows every step?
- Create a new, blank map
- In your file explorer, look for the map you just created (inside your documents folder) and replace the save.cw3 by the save supplied in this topic
- Try to load the blank map in CW3, it is now the map from the save you downloaded
Is this still going ?
I would have loved to contribute
It's unlocked, so you can have a shot at the next square. I wonder how many (if any) others are willing to contribute to the remaining portions of the map, but if you don't try it certainly won't be completed.
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Added an island with a small Caldera With a Powerful Emitter with some spores surrounding it, and some veins and digitalis to help creep get out of the Caldera
( First time to Contribute to a PTM, So Please don't be harsh on what I made )
I think somebody should take this and complete it, then upload it
What do you think ?
The guy uploading these maps hasn't been active for years, so I doubt they'll upload it even if it's completed
Go ahead, the thread has been idle for quite some time (one of the flaws of moving to Discord).
Naturally, please give due credit.
Of Course, I'll Credit all of the people that contributed, and author will be "Community"