Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Telanir on April 17, 2015, 04:26:23 AM

Title: Sleeper Map Template
Post by: Telanir on April 17, 2015, 04:26:23 AM
The PAC maps have an amazing template post for developing maps of that gameplay style and I figure that you guys should have one as well for the Sleeper gamemode. Who knows? Someone might use it! : )

Maps created using the Sleeper template will be featured on the main post (https://knucklecracker.com/forums/index.php?topic=18407.0) and authors given due credit. I am excited to see what you guys might come up with, generally it's a straightforward process having to do mostly with story editing and map development but I will also add instructions below for anyone to follow step-by-step.

Current Template Version: 1.1

Template Tutorial
This is a basic tutorial, if you follow the steps outlined here you will most assuredly get a Sleeper map with at least bare minimum requirements. For a more engaging map, you can follow the more advanced instructions in the rest of this topic post.

How to Design Your Map
Typical maps in Creeper World 3 involve a dynamic player that will move and advance on the Creeper that will recede as time goes by and be eventually nullified by the player, for the most part it is not responsive and is highly predictable. When you are working with the Sleeper template you have to remember that the Sleeper reacts and responds to threats imposed by the player and will play dirty or advance on strategic locations to gain an edge.

In these maps the main concern is not the emitters but is the Sleeper itself, it is essentially a CN vs CCN scenario where you fight an equivalent and challenging enemy. Therefore, when you are adding the Sleeping emitters they should be distanced from the player a fair bit and not numerous, they are a side-addition, the cherry on top.

You don't want to make the beginning ultra-challenging for the player. This is usually a bizarre scenario because the longer the player lives in a traditional CW3 map the easier it gets and typically map developers want to put players in a pinch at the beginning to get the adrenaline running. In this case, the player needs some space initially to develop their infrastructure, give them some energy deposits and some minerals, players absolutely need the beginning time to get stay alive. You must remember that the Sleeper also starts off at ground 0 but as time progresses begins building an increasingly concentrated amount of Creep units on map and becomes very dangerous very fast. If the player has yet to get their socks and t-shirt on with finally creating a wall of units substantial enough to repel emitters while the Sleeper has had a few minutes to build there is virtually no chance of victory and the game will become exponentially hard with Creep units advancing to take out the front lines of the player and wreak havoc.

Remember that having a Sleeper on a higher altitude creates a much greater difficulty because Pulse Cannon Creeps can shoot down and player Pulse Cannons can't shoot up, and vice-versa that it becomes easier if the player has a terrain advantage. Sometimes you may want to go for a valley type scenario where it would involve a sort of tug of war with the Sleeper, with both having a terrain advantage at their end of the map.

Now for an extremely important point, do not neglect the Sleeper when placing Ore deposits and Totems! The Sleeper, just like the player, requires Aether to upgrade and uses Ore deposits to create Ore mines that create substantial creeper and help keep the player at bay. These two factors can dramatically increase or decrease the difficulty of the level because Ore mines produce a lot of Creeper, and the more Totems the Sleeper has access to the faster it unlocks further Creep units.

I hope that with these tips you'll be able to create a great map, just make sure that it's not impossible and isn't a cakewalk, because both scenarios are frustrating and boring. : )

Advanced Dialogue - Cinematic.crpl
If you hovered your mouse over the Runner Icon in the template you would notice it tells you to see Cinematic.crpl. This file allows you to edit further dialogue that is responsive to Sleeper actions such as the pre-landing, initial landing, first power surge, and victory dialogue, all optional.
Here is a quick tutorial on how to get to the file, you will have to do a bit of fiddling with the CRPL code however a tutorial is included IN the file.
Possible Numbers
Replace the [NUMBER] with any of these values.
0 is Abraxis
1 is Lia
5 is Military Director
6 is Settlement Director
7 is Sleeper (transmitting or being decoded)

:FirstChat
This occurs just before the Sleeper is about to land, you can use this to brief the player on any special strategy for this map.

:SecondChat
This occurs directly after the Sleeper has landed.

:TurboChat
This occurs the first time that the Sleeper uses a power surge to repel a significant number of the players units.

:DestructionChat
This is the victory chat that occurs right before the Sleeper plays the detonation sequence and destruction animation.

What is the cinematic hqx and hqy?
When you are in the editor, you can select the Cinematic.crpl and set the (X, Y) coordinates of any unit on the map, the player will lose control of that unit (if they have any) and when the Sleeper lands it will be destroyed. This is used in Era of the Sleeper (https://knucklecracker.com/forums/index.php?topic=18408.0).

Sleeper Customization
The Sleeper has a massive array of customizable variables that you can get to by double-clicking the Sleeper node while in unit editing mode, here I will detail every single one of them and explain what you can do with them.
Density algorithm is what determines how many Creeps can be built by the Sleeper in one area within a specific radius. The DENSITY_RADIUS affects how far from any selected point to check, and UNITS_PER_RADIUS is the maximum amount of Creeps allowed in that radius.
Aether collection and upgrades determine the pacing of the map and how difficult the Sleeper gets increasingly with time. Starting with an initial 0 Aether the Sleeper will construct Totem Siphons to extract more.
Sleeper Requirements:
Ore Mine: 0
Totem Siphon: 0
Collector: 0
Cannon: 0
Mortar: 0
Beam: 0
Terp: 35
Spore Tower: 80
Shield: 125
Strafers: 250
Values unmentioned should not be touched, they are modified while the code is running by the Sleeper itself and are only visible so that other scripts can take advantage of them.

Creating Creeps
For those of you who are feeling adventurous or who would like to dabble in some coding I would like to direct you to the following important posts for guidance:
Without further adieu, I will explain how you can create a new Creep that the Sleeper can build.
Most of your AI will be written in the :AI block, occasionally in the :SleepAI block, and rarely in :FlightAI. If you have some code that should always run no matter what if the Creep is built you use ConsistentAI and that will run regardless of sleeping or flight.




I appreciate all feedback and suggestions and will make them as soon as possible, this topic post will always contain the latest Sleeper Template. If you have any issues please report them to me, I have worked to make sure that it is a seamless process but we all know developers make mistakes. :)

If there's something you guys want added to Cinematic.crpl or extra functionality or customizability for the Sleeper let me know what you'd like to see below this post.
Title: Re: Sleeper Map Template
Post by: Telanir on April 18, 2015, 02:30:20 AM
Sleeper Template has been updated to v1.1.

Changelog:
Title: Re: Sleeper Map Template
Post by: Telanir on April 19, 2015, 03:34:32 AM
I've been working on the Sleeper Template, here's a sneak peek at version 1.2. :)
Hope you guys like what you see, I'm starting to go for a more generalized map Template.
Title: Re: Sleeper Map Template
Post by: thenoobish12341234 on May 13, 2015, 08:42:54 PM
I'm not seeing any difference between (making a map, but not unpausing during build;) and (deleting the sleeper, letting the game run, and replacing it.) Whats the difference?

I even delete the sleeper mid game, create a new one through edit mode and continue playing, and the AI works fine.

Why can't we unpause the game, it is annoying me.
Title: Re: Sleeper Map Template
Post by: Telanir on May 13, 2015, 10:04:36 PM
Quote from: thenoobish12341234 on May 13, 2015, 08:42:54 PM
I'm not seeing any difference between (making a map, but not unpausing during build;) and (deleting the sleeper, letting the game run, and replacing it.) Whats the difference?

I even delete the sleeper mid game, create a new one through edit mode and continue playing, and the AI works fine.

Why can't we unpause the game, it is annoying me.

Unpausing is not recommended for map makers who don't want to meddle with CRPLCore's or are unfamiliar with coding or scripts. Seeing as you most clearly are familiar with it it's not prohibited. :)

It is only a recommendation or a guideline that you don't have to follow. Sleepers are fairly flexible and the code will certainly run just fine even if you unpause to do some things and replace it later.


I suggest you also read my response on this page (https://knucklecracker.com/forums/index.php?topic=18408.0) if you haven't already.
Title: Re: Sleeper Map Template
Post by: Nicant on August 15, 2015, 06:25:13 PM
Been a while... Anything new since the last update?
Title: Re: Sleeper Map Template
Post by: Miksu on August 20, 2015, 03:19:30 AM
Been wondering the same. I just recorded Telanir's maps to my channel and damn, this is pretty damn cool. I want more. :D
Title: Re: Sleeper Map Template
Post by: Nicant on October 28, 2015, 06:47:07 PM
Will there ever be anymore units?
Title: Re: Sleeper Map Template
Post by: mike1011031 on November 23, 2015, 09:24:43 PM
What happens if we put 2 or more sleepers in the map?
i feel like a fairly epic map could be made with multiple sleepers
Title: Re: Sleeper Map Template
Post by: Nicant on November 24, 2015, 03:51:06 PM
Quote from: mike1011031 on November 23, 2015, 09:24:43 PM
What happens if we put 2 or more sleepers in the map?
i feel like a fairly epic map could be made with multiple sleepers
There can be multiple sleepers in a map! (My map has 2 sleepers in it https://knucklecracker.com/forums/index.php?topic=19598.msg137361#msg137361 (https://knucklecracker.com/forums/index.php?topic=19598.msg137361#msg137361))
Title: Re: Sleeper Map Template
Post by: rer24 on December 12, 2015, 07:30:08 PM
Anyone know how or where to get the custom images?
Title: Re: Sleeper Map Template
Post by: pablo2007 on December 14, 2015, 12:20:33 PM
Quote from: Telanir on May 13, 2015, 10:04:36 PM
Quote from: thenoobish12341234 on May 13, 2015, 08:42:54 PM
I'm not seeing any difference between (making a map, but not unpausing during build;) and (deleting the sleeper, letting the game run, and replacing it.) Whats the difference?

I even delete the sleeper mid game, create a new one through edit mode and continue playing, and the AI works fine.

Why can't we unpause the game, it is annoying me.

Unpausing is not recommended for map makers who don't want to meddle with CRPLCore's or are unfamiliar with coding or scripts. Seeing as you most clearly are familiar with it it's not prohibited. :)

It is only a recommendation or a guideline that you don't have to follow. Sleepers are fairly flexible and the code will certainly run just fine even if you unpause to do some things and replace it later.


I suggest you also read my response on this page (https://knucklecracker.com/forums/index.php?topic=18408.0) if you haven't already.
no sleeper units screen! please help
Title: Re: Sleeper Map Template
Post by: Builder17 on January 24, 2016, 04:04:35 PM
I created Sleeper base what doesn't end game when one goes down. Can somebody check it works?
Title: Re: Sleeper Map Template
Post by: TLFP on January 24, 2016, 04:29:29 PM
Quote from: Builder17 on January 24, 2016, 04:04:35 PM
I created Sleeper base what doesn't end game when one goes down. Can somebody check it works?
It works! The only problem with it is it doesn't end the game if all of them go down.
Title: Re: Sleeper Map Template
Post by: Builder17 on January 25, 2016, 02:37:48 AM
Did you changed Sleeper node amount from variables to amount of these?

Maybe making it check how many sleeper nodes there is when finalizing map with Template helper.Crpl ?

Edit:Above added changed Template Helper . crpl . Try it , if you want.
Title: Re: Sleeper Map Template
Post by: Builder17 on January 29, 2016, 02:27:42 PM
I understanded it should add 1 to dead CCN count before checking dead CCN amount.
Title: Re: Sleeper Map Template
Post by: TLFP on January 29, 2016, 08:13:56 PM
Quote from: Builder17 on January 29, 2016, 02:27:42 PM
I understanded it should add 1 to dead CCN count before checking dead CCN amount.
It doesn't work now.
Title: n
Post by: MysteryCreeper on February 09, 2018, 11:34:36 PM
n