Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 02, 2018, 08:28:12 AM

Title: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: AutoPost on January 02, 2018, 08:28:12 AM
This topic is for discussion of map #5229: CWDig Introduction
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=5229)

Author: cornucanis
Size: 96x63

Desc:
PLEASE READ THIS DESCRIPTION. This map is VERY heavy on the CRPL. There will be a tutorial to walk you through once you start, but you should know what you're getting into. This is basically a game mode designed to feel like CW2 dig mecahnics. You get no weapons, but you have plenty of anti creep emitters to get the job done. Good luck, and please feel free to tell me what you think on the forums! Too hard? Not explained well enough? Too laggy? Let me know! #CRPL #NoWeapons #CWDig #ACEmitters
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on January 02, 2018, 08:35:24 AM
9 scripts total, several days in the making... Here it finally is. I wanted to try to recreate the digging style of CW2. I found some interesting possibilities. More AC manipulation fun for people who enjoy that. 

This map is no weapons, AC emitter only. There's no reason I couldn't include weapons in future maps with these scripts though. I would also eventually want to include emitters that aren't "contained" so there's some initial pressure. This map is just a simple proof of concept and test to see how people feel about this sort of gameplay. Let me know what you think!

Also, please ask any questions that need clarification. As the dev I've played this countless times, so I may have forgotten to mention some aspect of the game mode that I take for granted.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: Grand Teki on January 02, 2018, 09:16:35 AM
Great map Cornucanis! I liked the style and I'm looking forward to a full map:D
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: stdout on January 02, 2018, 09:51:50 AM
Very interesting and unique gameplay! Would love to see another.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: Keeper Decagon on January 02, 2018, 09:58:31 AM
I quite enjoyed this one. It's very cool that AC is your one and only weapon, and that it can be as potent here as in CW2 (given the right strategy, of course). I'd love to see more maps with these cool scripts! :)
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: chwooly on January 02, 2018, 10:53:28 AM
Thanks, This is a great concept, nice execution. looking forward to the next map.


Cheers
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: BilboGCL on January 02, 2018, 11:41:39 AM
I'll ask my nephews gardener Sam to lend me his shovel ;)

OK, this was a fun map, great tutorials, nice artwork, well done! I'm looking forward to the next ones, too.

Greetings from The Shire!
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on January 02, 2018, 03:29:04 PM
Thanks for the encouragement, everyone! It sounds like there's definitely enough interest for me to make a few more maps with this template and see how it goes. Hopefully I can prevent the gameplay from getting too stale. I also won't necessarily have the same tech limits on the next map. I'll probably enable collectors and disable relays, with map design being adjusted accordingly. On AC heavy maps like this it's hard to make inaccessible areas when the player has relays available unless you make the map large.  I also want to do tech artifacts, so maybe you start with no weapons but then you push forward a little and kill a few emitters which allows you to build 2 blasters, etc. I should be able to make some mildly varied gameplay this way. Maybe I'll make a map using this in combination with my AC Blast script too  ;D

Quote from: BilboGCL on January 02, 2018, 11:41:39 AM
nice artwork

In the interest of not taking credit for work I didn't do, I should point out that none of the artwork used here was created by me. The character avatar is just a screenshot from an anime I've been using as an avatar for years, and the special terrain texture was a public domain texture I found. I wanted to make sure it was 100% obvious which terrain was the special "impassable" terrain, and the best way to do that was with a texture nobody would recognize.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on January 02, 2018, 03:38:28 PM
Oh, here's another interesting tip for anyone who's beaten it and wants to try it with extra stength for kicks

Spoiler
Remember you can load a terp up with ammo and fly it across the map to use the ammo it has saved. This means with a few trips you could technically power up the green tower at the very beginning. Since it powers up all AC emitters it will make getting through the other areas a breeze. You could probably speedrun it pretty quickly using this method if you really wanted to.
[close]
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: yum-forum on January 07, 2018, 05:34:49 AM
Quote from: chwooly on January 02, 2018, 10:53:28 AM
Thanks, This is a great concept, nice execution. looking forward to the next map.


Cheers

+1 Agree and enjoyed!  :)
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on January 07, 2018, 06:42:08 AM
Quote from: yum-forum on January 07, 2018, 05:34:49 AM
+1 Agree and enjoyed!  :)

Thanks! I'm working on the next one, which features flip emitters and more varied terrain! It should be out in the next few days.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: toolforger on March 17, 2018, 09:21:47 AM
Nice concept map.
Flip emitters? Sounds awesome. I can't wait to see what Yum is doing to do with that. Or anybody else with a hand for making challenging-but-possible maps.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: yum-forum on March 18, 2018, 05:00:30 AM
Quote from: toolforger on March 17, 2018, 09:21:47 AM
Nice concept map.
Flip emitters? Sounds awesome. I can't wait to see what Yum is doing to do with that....

I enjoyed unical gameplay concept of Cornucanis very much!
If author will permit me to use his concept I can try to create something interesting. I am not familiar with crpl, but using copy of game in editor it is possible to create another map. I only don't know how change intensity of existing emitters.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on March 18, 2018, 05:15:20 PM
Quote from: toolforger on March 17, 2018, 09:21:47 AM
Nice concept map.
Flip emitters? Sounds awesome. I can't wait to see what Yum is doing to do with that. Or anybody else with a hand for making challenging-but-possible maps.

This map was made a few months ago, I've actually created several more maps using the game mode now if you're interested in trying more. They definitely don't have quite the same feel as yum's maps, though  ;)

Quote from: yum-forum on March 18, 2018, 05:00:30 AM

I enjoyed unical gameplay concept of Cornucanis very much!
If author will permit me to use his concept I can try to create something interesting. I am not familiar with crpl, but using copy of game in editor it is possible to create another map. I only don't know how change intensity of existing emitters.

Yes, my scripts are absolutely free for anyone to use! If you give me a day or two I will try to put together a "template map" similar to the one for PAC (but much simpler) and post it to the CRPL section of the forum.
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: yum-forum on March 19, 2018, 03:04:39 AM
Thanks for reply!
It will be very nice to get from You "template map" of CSM (Cornucanis Style Map).  :)
Your new concept so interesting for me that I cannot wait for template and made experiment and created map based on Your first map.

Best regards,
yum234
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: yum-forum on September 02, 2018, 02:43:24 AM
Some history how it was:

1. Historical for me map 5229. Here in Forum I first time introduced name CSM (Cornucanis Style Map). 

2. Cornucanis created for me template (like for PAC maps)

3. I suggested negative Spore Tower

4. Then I suggested several settings for mapmakers like start delay of flip emitters etc.

5. Then I suggested concept of Stargates with different colors

6. Cornucanis added his new element - black holes

7. Then I suggested modification of gates (white and blue) - only anti-creeper or creeper can pass through its

8. Was introduced monitor developed by Kajacx and Cornucanis

9. I suggested new semiconductor unites and Kajacx created and integrated its in KISS

10. Hope, we will continue...  :)

Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: Johnny Haywire on December 14, 2018, 10:33:29 AM
Hey Cornucanis, I saw your post on one of Yum's maps and decided to start from the beginning of these maps. This is such a cool concept and I'm really glad you (and Yum, et al) continued making these! I liked CW2 okay, but prefer the CW1 & CW3 formats so when I first saw your design I figured it wasn't my style. I'm happy to admit I was wrong though - your scripting ability & creativity introduced a really cool concept to the game!

Thanks so much for your maps & scripts!  ;D ;D ;D
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: cornucanis on December 14, 2018, 04:49:44 PM
Quote from: Johnny Haywire on December 14, 2018, 10:33:29 AM
Hey Cornucanis, I saw your post on one of Yum's maps and decided to start from the beginning of these maps. This is such a cool concept and I'm really glad you (and Yum, et al) continued making these! I liked CW2 okay, but prefer the CW1 & CW3 formats so when I first saw your design I figured it wasn't my style. I'm happy to admit I was wrong though - your scripting ability & creativity introduced a really cool concept to the game!

Thanks so much for your maps & scripts!  ;D ;D ;D

Haha yeah it was pretty heavily inspired by certain maps in CW2 where you use AC emitters as your main weapon, I wanted to see how that would translate to CW3 since I didn't like the lack of AC based maps in Colonial Space. In fact, my very first post (http://knucklecracker.com/forums/index.php?topic=27385.msg167623#msg167623) on the forum was about the lack of AC emitters in CW3. I thought the mode was more or less a dud though given the ratings I got on my maps, until yum breathed new life into it with his ideas and amazing maps. He really has a way of making maps which play to the strengths of the mode in ways I just couldn't seem to do. I will say though that if you continue playing my maps I wish you the best of luck with Claustrophobia, the map I made just to see how hard of a map I could make with the game mode  ;)

Other mapmakers have made maps using the template too, but they're a bit hard to find since people don't all call them the same name like people do with PAC. A few mapmakers who I know have used the game mode: builder17, Iron John Logan, Aesher, teknotiss
Title: Re: Custom Map #5229: CWDig Introduction. By: cornucanis
Post by: Johnny Haywire on December 15, 2018, 01:56:42 AM
Ha! funny you mentioned "Claustrophobia" - I just finished it and posted on the forum. Great map, m8!

Yeah, I love AC too. I think the very few maps I made were all AC and/or spore maps for the most part. And I'm too analytical to be overly creative like Yum. You're right - he really has a way of taking something cool and making it even cooler. His PF maps are great too.

Well, feel free to make those difficult maps if ya wanna. I for one enjoy them!