Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: pawel345 on February 09, 2014, 08:42:44 AM

Title: Pass the map 3-Let's make a map together
Post by: pawel345 on February 09, 2014, 08:42:44 AM
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 UNLOCKEDpost.
3. After editing, FINALIZE your map and make a new post with UNLOCKEDin it. Attach the finalized map and screenshot.
4. You may not make another tile unless 3other people make theirs.
5. The time limit is 5 hours, so that one does not lock the topic if they will not make their part of the map.
6.Any CRPL you add to the map must be tested. Before uploading a map with you new CRPL playtest the map and see if everything works. Also when testing do it on another save. Resetting time and deleting all creeper on the map might mess up some things.

Map Specific rules:
1.The map theme is "Vacation on the sunny islands with creeper".

Edit: ah and the emitter in my section gives a totem. If you place any emitters write what will they give.
2. I added a core making a creeper ocean at the edges of the map, and filling the the map with 4-terrain deep creeper. Also the ocean script has tides so it slowly increases and decreased by 1. So terrain 5 is completely safe form creeper and 4 is sometimes flooded. Also the flow and evaporation rates are increased.
3.I made an Emitter script like the one used in the previous pass the map. I modified it with 2 new parameters, describing what will the emitter leave behind. As we had a bit too many PZ in the previous version this time I encourage to use this script to give the player other rewards.
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

4. I disabled terps, but feel free to add the tech somewhere on the map, just make it hard to get.
5. 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".

HINT: Since the squares to edit are not on a grid it might be hard to see where to edit. For that, just don't delete a square just set it's image to none, and edit the terrain.

Edit: The emitter I placed gives a Totem on destruction. Please write what does the emitters you place give.
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 09, 2014, 10:00:52 AM
UNLOCKED

Just started on my square..
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 09, 2014, 11:21:07 AM
UNLOCKED!
pawel, mind if I modify your script so that it can also give a tech on destruction?
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 09, 2014, 11:49:58 AM
Sure do that :D I wasn't sure how to make it give a techartifact and also had little time when I was doing that so I did the easy things to script.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 09, 2014, 12:23:20 PM
UNLOCKED
-Modified pawel's emitter script to allow it to create techs - use 10 for the mode, and use the name of the tech for Str
-Emitter in the bottom-right creates a terp tech on death
-Emitter and slip emitters in the bottom-right emit a bunch of creeper on death

Initially, I tried to make a shield system. It didn't work.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 09, 2014, 12:31:38 PM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 09, 2014, 03:27:51 PM
UNLOCKED

Added two boats that travel in predefined paths. One goes around a large area of the map so if you don't want it near your square, feel free to change its path variables. Both act as emitters, can only be damaged by snipers, drop ore deposits when destroyed, and can return to their docks to repair.

(A note -- it looks like the slip emitters can be nullified and create power zones. Is that intentional?)
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 09, 2014, 03:31:04 PM
Locked
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 09, 2014, 04:19:49 PM
Unlocked
No CRPL in my section.
Disabled Bombers, put a bomber tech on my section.
The section has the cliff-side vacation home of some wealthy people; sealed inside is an Anti Emitter.

Edit: Oops, forgot to use the scripts already in existence. Eh, someone else can mod the AE to leave behind something else if they want.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 09, 2014, 04:33:49 PM
Locked
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 09, 2014, 05:33:45 PM
Unloacked

-Added the middle of a "crescent moon" shaped island with 2 emitters both leave a ore deposit on death.
-Modified the starting island to a higher terrain and addad a 500 energy pack. And I'm still not confident that's enough to survive planetfall's ships. Could you increase the time before they activate?
-Added an oceanic rift with a shipwreck(that does nothing) and a spore tower at the bottom of the sea.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 09, 2014, 06:26:05 PM
UNLOCKED!
Fixed slip emitters
The emitter creates an aether pack.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 09, 2014, 06:39:41 PM
Quote from: pawel345 on February 09, 2014, 05:33:45 PM
Unloacked

-Added the middle of a "crescent moon" shaped island with 2 emitters both leave a PZ on death.
-Modified the starting island to a higher terrain and addad a 500 energy pack. And I'm still not confident that's enough to survive planetfall's ships. Could you increase the time before they activate?
-Added an oceanic rift with a shipwreck(that does nothing) and a spore tower at the bottom of the sea.

Yes, just lower the variable "Heal" in boat.crpl. Or reduce their emitter strength or increase their spore reload time.
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 10, 2014, 07:22:13 AM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: Grauniad on February 10, 2014, 08:51:47 AM
As a caveat. I'm strongly suggesting that the number of scores associated with a community map match the number of authors credited in the opening text. It should ensure that your joint efforts have greater mass appeal. :)
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 10, 2014, 09:13:30 AM
UNLOCKED

- Finished the little sea monster (when it is destroyed by one nullifier it gives a little burst of AC + drops a Convert.
- Added Opening Logo
- Added OreDeposit
- Made a new boat image (it is in the image library if you want to use it)

I think I am done..
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 10, 2014, 11:16:15 AM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 10, 2014, 11:51:24 AM
UNLOCKED

- Added another square on the "crescent moon" island. (Only terrain)
Title: Re: Pass the map 3-Let's make a map together
Post by: J on February 10, 2014, 01:02:20 PM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: J on February 10, 2014, 02:23:49 PM
UNLOCKED

- Added terrain (the editor of the square next to it can change it a bit to fit his own needs)
- Added emitter and AC slip-emitter (emitter leaves ore deposit when it dies)

There seem to be random spores on the map after I nullify the emitter on the 500-energy starting island, doesn't seem very fair to me.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 10, 2014, 03:36:26 PM
It seems they are not random spores but are shot out form planetfalls ships. The ships are a bit too hard, they make the beginning a real problem and they seem to shoot spores at your structures form point blank giving you little chance to beam them. I think that script will have to undergo some changes before we can finish the map.

1) Make the ships start later on, maybe add an emitter to the island so that the player cant rush them before they activate.
2) Change the Spore creating algorithm so that the player has a chance to destroy them.
3) If the above changes then the 500 energy pack will be lowered.

I haven't played the map after my edit so that is all I know that's wrong with the map. I will check it again sometime tomorrow.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 10, 2014, 03:44:43 PM
LOCKED to fix the ships
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 10, 2014, 03:55:37 PM
Cool :D Just play it afterwards and make sure you can win :P Best if you can win without using the energy pack.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 10, 2014, 04:35:10 PM
UNLOCKED

The ships have been rebalanced...
-The one that spams the dock-island emits less creeper
-They do not shoot spores at first. They only begin to spawn spores after they have repaired once, in other words, once the player has decided to attack them. Then they will fire spores with 20% health. After repairing a second time, they will fire spores with 40% health, and so on, but will not create spores with greater than 1 health. This gives the player a reason to kill them quickly instead of having a long drawn out battle, but let xem (EDIT: derp, forgot to finish this sentence) wait until other enemies are less threatening to do so. Also, I fail to see how my ships qualify as "point-blank spores" and that spore tower doesn't...
-They take longer before starting. The long path one begins after one minute and the short path one begins after three minutes.
-Changed sprite to MadMag's.

Regarding beating it... I wasn't able to, but not because of the ships, and I didn't want to mess with others' areas. The problem came mostly from emitters on other islands as I was being overrun before the ships started. I could nullify the emitter on the starting island with the energy pack set to 100, but not without using it entirely. Killing the sea monster was very hard as well, but doable... I could see a "suicide base" strategy to nullify it, grab the AOO and use it to take one of the nearby islands working, but I couldn't pull it off.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 11, 2014, 09:06:49 AM
unlocked

Ok so currently I would say the map is a bit too hard. Therefore I would ask the person making the square to the left of the "starting" island with the energy pack, to make it a player friendly island with something nice to aid the player. There can be an emitter but a low powered one. Also it seems that there are a bit too large distances between the islands so there exists another imaginary square of terrain to edit that is the area between the islands to make small island to place a relay, and sometimes another building. And planetfalls ships... I have no idea how to take them down. I had around 10 snipers firing at them, and they just get back to the dock to repair, I managed to place 2 snipers to shoot at them in the dock but the heal rate was too large to make them destroy it. But the hp of ships is something we can adjust in the final stages of editing the map.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 11, 2014, 05:49:43 PM
UNLOCKED!
Reduced the strength of emitters on my previous islands
Added an easy-to-defend PZ reactor

Disregard this, I used the wrong version of it...
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 11, 2014, 06:06:13 PM
The ships will probably get easier to kill once there is more land in firing range. And once it's possible to expand enough to build a forge...
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 11, 2014, 06:38:59 PM
Lost in Nowhere are you sure you edited a correct square????? As you seem to have edited the one I just made.
The map is unlocked till we sort it out.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 11, 2014, 06:56:15 PM
...
I must have downloaded the wrong one...
I can't fix it right now... I'll just do another one later.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 12, 2014, 07:50:45 PM
Ok, UNLOCKED!
I'm going to triple-check that I'm using the right map this time...
----------------
-Easily-defended PZ reactor by the start
-Weakened emitters on my past islands

edit: Files are good, aren't they?
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 12, 2014, 11:24:52 PM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 12, 2014, 11:39:59 PM
Unlocked
Made a small simple island with a weak-but-fastish emitter that drops energy. Island has a totem on a simple structure.
No CRPL beyond the emitter.

Fixed my previous island by replacing emitter with the CRPL emitter.

Edit: I can't secure the starting islands from the nearby foes (boats for 2x CN, monster for 1x CN island).
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 13, 2014, 01:35:00 AM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 13, 2014, 10:29:12 AM
Time 1:48..

Now you have plenty of space and good time to build many reactors + 4-5 Mortars to keep the island safe before you travel on :)
(The Creeper on the island is there just because of the seamonster and is gone in a few seconds. I placed a collector there on starup)

Second image is from around 4 minuttes.
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 13, 2014, 11:36:00 AM
UNLOCKED

- Minor terrain changes that makes it even easier
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 14, 2014, 12:16:14 PM
We need speed? I`ve take 2 squares now.. Shall I make another landing spot in the upper right corner or the second upper one?
Title: Re: Pass the map 3-Let's make a map together
Post by: TLMike on February 18, 2014, 06:26:55 PM
So, this thing's dead in the proverbial water, huh?
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 18, 2014, 07:16:44 PM
The rules prohibit me to do another square right now...
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 18, 2014, 08:56:31 PM
Same here. I would throw together another square... but...
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on February 18, 2014, 08:57:55 PM
Well, MadMag did two squares in a row on page 2...
Title: Re: Pass the map 3-Let's make a map together
Post by: TLMike on February 18, 2014, 09:00:28 PM
I'd do one, but we wouldn't have anything that resembles a MAP after....
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on February 19, 2014, 01:21:47 AM
I think we need more rulebreakers than me if we are gonna finish this map :)
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on February 19, 2014, 01:32:24 AM
Well I guess the map was around for long enough to lift the rule. So anyone can take the next square but you can't do 2 squares in a row unless none edits the map for 2 days.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 19, 2014, 09:48:20 AM
I second that.
I would do a square now, but I have to leave really soon...
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 19, 2014, 08:21:46 PM
If there is allowed to be an exception to the rules...
LOCKED!  ;D

Unlocked!
Continued a bit of a ridge. Built a non-crpl structure that resembles a platform on stilts, with a free PZ reactor if you can reach it on time.
Tried to punch a hole in the ocean floor, and make a script that would slowly drain creeper out through it. It... appears that it doesn't work.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 19, 2014, 10:47:48 PM
What about it isn't working?
If it's void and the creeper isn't entering, use SetTerrainOverride with a value of 0 on the squares that aren't working
Title: Re: Pass the map 3-Let's make a map together
Post by: TLMike on February 19, 2014, 11:12:39 PM
How exactly is it supposed to work? Is it like a plug that you Nullify, then the creeper starts to drain?
And isn't there a script keeping the "Ocean" full, like 3P used in Hawaii? That may put a damper on things.
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 19, 2014, 11:18:54 PM
Eh.
# Flabort_drain.crpl
# Created on: 2/19/2014 6:50:30 PM
# ------------------------------------------
once
CreateList ->DrainTerrainX
CreateList ->DrainTerrainY
MapHeight 0 do
MapWidth 0 do
I J CurrentCoords IsTerrainLOS GetVoid not and if
<-DrainTerrainX I AppendToList ->DrainTerrainX
<-DrainTerrainY J AppendToList ->DrainTerrainY
endif
loop
loop
endonce
<-DrainTerrainX GetListCount 0 do
<-DrainTerrainY GetListCount 0 do
GetCreeper 1 gt if
GetCreeper 10 div SetCreeper
endif
loop
loop

Basically it just lowers the creeper in the 1-height terrain around the hole... at least, it should. But it doesn't appear to. Oh, well.
Title: Re: Pass the map 3-Let's make a map together
Post by: J on February 20, 2014, 02:23:49 AM
You use the GetCreeper and SetCreeper commands on nothing. I don't see where the coords were put on the stack.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on February 20, 2014, 09:41:24 AM
LOCKED
UNLOCKED
- Added one end of a ridge
- Added a totem
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 20, 2014, 10:13:17 PM
Quote from: J on February 20, 2014, 02:23:49 AM
You use the GetCreeper and SetCreeper commands on nothing. I don't see where the coords were put on the stack.
Do'h! The simple stuff.
:-[
That explains everything.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on February 23, 2014, 03:13:19 PM
UNLOCKED

changes:

added a Creeper Refinery(like a emitter, but releases creeper on death) and a bigger emitter(Constantly makes little creeper). Also you can export a free 120 ore from the guppy there. Use it wisely.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on February 25, 2014, 10:54:20 PM
I just noticed that I made that corner island shaped like a boot.
Title: Re: Pass the map 3-Let's make a map together
Post by: fortas16 on February 27, 2014, 08:35:51 AM
LOCKED
Title: Re: Pass the map 3-Let's make a map together
Post by: fortas16 on February 27, 2014, 08:38:06 AM
unlocked

Added small land
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on February 27, 2014, 10:07:42 AM
By the power of Grayskull, I declare this map to be probably impossible!
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 27, 2014, 10:28:58 AM
Ooh, it's done! I'll attempt to play it after I get back from school..
Title: Re: Pass the map 3-Let's make a map together
Post by: Clean0nion on February 27, 2014, 11:29:48 AM
I am so desperate to change that bit of sand to the left of the title...

EDIT:  ARR, THIS MAP BE unLOCKED

Changed the sand. Also added an extra strip of terrain level 8 to the top of the blue refinery to make it a square.
And you'll see that I saved this over another map that I have, because I'm lazy like that.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on February 27, 2014, 08:22:21 PM
is it OK if i edit it to be easier?
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on February 27, 2014, 10:02:39 PM
Yeah, but first I'm fixing my broken script.
locked

Edit : UN locked
Not sure if that worked.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on February 27, 2014, 11:18:04 PM
UNLOCKED

Changes:
Changed the lone ore guppy into a full fledged outpost... and a message artifact that explains the boats.
Also, the big emitters also hides the TERP tech.
Title: Re: Pass the map 3-Let's make a map together
Post by: Lost in Nowhere on February 28, 2014, 04:33:53 PM
The emitter in the bottom-right already gave the terp tech, and has since sometime on page 1 (or possibly 2)
Title: Re: Pass the map 3-Let's make a map together
Post by: Clean0nion on February 28, 2014, 04:49:33 PM
Quote from: Lost in Nowhere on February 28, 2014, 04:33:53 PM
The emitter in the bottom-right already gave the terp tech, and has since sometime on page 1 (or possibly 2)
Well, now we have two methods of acquisition!
I feel entitled to say "we" because I changed some sand
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 01, 2014, 01:10:05 AM
I'm pretty sure that outpost is too strong.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on March 01, 2014, 05:05:16 AM
Yes the outpost is too much and it's messy, off-screen guppies? Stacked units? such things should not happen. Also I think about adding some small 3x3 islands between the larger island so that you could place relays as right now the islands are quite disconnected. So my changes are:
-Added small islands to allow relays relays.
-Modified the island with PZ reactor to fit and additional unit.
-Modified the island in the middle with the emitter to allow to build a nullifier in range on terrain 1.
-Modified the outpost, removed the stacked units, increased the size a little bit to fit 2 guppies and an anti-emitter.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 01, 2014, 12:52:29 PM
-Made islands bigger and more realistic
-Made the Creeper Refinery slower
-Moved the outpost down a little bit
-Added some ore
-Put a crystal underneath the anti-emitter
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on March 01, 2014, 01:25:20 PM
Starting to get near a release now guys?
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 01, 2014, 04:26:21 PM
The map is still near-impossible. The boats wrecked any attempt on that big corner island in the top and the sea monster blew up half of my units before I could get a nullifier at it. Also, the emitters are all really strong.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on March 01, 2014, 05:41:04 PM
There is something extremely broken with this map. I get around 4-5 fps, even while paused or in the editor.

That, or my computer is even more ancient than I thought.

EDIT: whoops, I was using the autosave from Load File. The actual map put in the editor works a lot better. Is this a known issue?
Title: Re: Pass the map 3-Let's make a map together
Post by: Flabort on March 01, 2014, 08:16:54 PM
suggesting we tone down boat emision power by 25%, and sea monster by 20%. And remove my script and the void there.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 01, 2014, 08:57:08 PM
The boats should also have a warning when they are about to fire spores.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on March 01, 2014, 09:04:13 PM
Quote from: Asbestos on March 01, 2014, 08:57:08 PM
The boats should also have a warning when they are about to fire spores.

I thought I had fixed them to not fire spores until the player attacked them... ?

There was some version confusion a while back so it's not surprising that it was reversed. Here's the "correct" version of the script.

# Boat.crpl
# Created on: 2/9/2014 12:45:19 PM
# ------------------------------------------

$Health:2500
$Heal:5
$Creeper:25
$Speed:2
$SporeChargeTime:300
$InitialDelay:1800
$OutsideX:0
$OutsideY:0
$X1:0
$Y1:0
$X2:0
$Y2:0
$X3:0
$Y3:0
$X4:0
$Y4:0
$X5:0
$Y5:0
$X6:0
$Y6:0

once
CurrentX ->originX
CurrentY ->originY
Self CONST_MAXHEALTH <-Health SetUnitAttribute
Self CONST_HEALTH <-Health SetUnitAttribute
Self CONST_HEALRATE 0 SetUnitAttribute
Self CONST_AMMO 0 SetUnitAttribute
Self CONST_MAXAMMO 1 SetUnitAttribute
1 ->docked
<-InitialDelay Delay
0.0 ->sporehlt
endonce

<-docked if
Self CONST_HEALTH Self CONST_HEALTH GetUnitAttribute <-Heal add SetUnitAttribute
Self CONST_HEALTH GetUnitAttribute <-Health eq if
0 ->docked
Self "Emitter.crpl" "Amt" <-Creeper SetScriptVar
<-OutsideX <-OutsideY @Go
endif
else
GetQueuedMoveCount eq0 if
CurrentX <-OutsideX eq CurrentY <-OutsideY eq and if
Self CONST_HEALTH GetUnitAttribute Self CONST_MAXHEALTH GetUnitAttribute 2 mul 3 div lte if
<-originX <-originY @Go
else
<-X1 <-Y1 @Go
endif
endif
CurrentX <-X1 eq CurrentY <-Y1 eq and if
<-X2 <-Y2 @Go
endif
CurrentX <-X2 eq CurrentY <-Y2 eq and if
<-X3 <-Y3 @Go
endif
CurrentX <-X3 eq CurrentY <-Y3 eq and if
<-X4 <-Y4 @Go
endif
CurrentX <-X4 eq CurrentY <-Y4 eq and if
<-X5 <-Y5 @Go
endif
CurrentX <-X5 eq CurrentY <-Y5 eq and if
<-X6 <-Y6 @Go
endif
CurrentX <-X6 eq CurrentY <-Y6 eq if
Self CONST_HEALTH GetUnitAttribute Self CONST_MAXHEALTH GetUnitAttribute 2 mul 3 div lte and if
<-OutsideX <-OutsideY @Go
else
<-X1 <-Y1 @Go
endif
endif
CurrentX <-originX eq CurrentY <-originY eq and GetQueuedMoveCount eq0 and if
1 ->docked
<-sporehlt 1 lt if
<-sporehlt 0.2 add ->sporehlt
endif
Self "Emitter.crpl" "Amt" 0 SetScriptVar
endif
endif
<-sporehlt if
Self CONST_AMMO GetUnitAttribute 1 eq if
CurrentCoords 15 GetUnitsInRange if
0 StackSize 1 sub RandInt 0 do
pop
loop
->unit
CurrentCoords <-unit CONST_COORDX GetUnitAttribute <-unit CONST_COORDY GetUnitAttribute <-sporehlt 50 CreateSpore
Self CONST_AMMO 0 SetUnitAttribute
ClearStack
endif
else
Self CONST_AMMO Self CONST_AMMO GetUnitAttribute 1.0 <-SporeChargeTime div add SetUnitAttribute
endif
endif
endif

:Go
GetQueuedMoveCount eq0 if
->targety ->targetx
Self "main" CurrentY <-targety sub <-targetx CurrentX sub atan2 SetImageRotation
<-targetx <-targety <-Speed QueueMove
endif
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on March 02, 2014, 10:15:18 PM
UNLOCKED

Changes:
made the anti-emitter in the outpost slightly stronger
reduced the ammount of creeper frome those boats
had anti-boats that make anti-creeper around the outpost
Made a pit trap that has anti-emitters and spore towers in it.
The factory is split and makes anticreeper on death
now there's 4 large emitters going around a 2x2 cell of level 10 terrain.
the hellrider guppy returns, only this time slightly hazier.
made little spots of land for the lake to be slightly easier to deal with.
Edit: forgot this one: moved the outpost out of the way of one of the creeper boat.
Title: Re: Pass the map 3-Let's make a map together
Post by: J on March 06, 2014, 08:04:32 AM
Quote3. After editing, FINALIZE your map
That save.cw3 file doesn't look like a finalized map. If I download that version I won't have all scripts and images.
Title: Re: Pass the map 3-Let's make a map together
Post by: Grayzzur on March 06, 2014, 12:37:09 PM
Quote from: J on March 06, 2014, 08:04:32 AM
Quote3. After editing, FINALIZE your map
That save.cw3 file doesn't look like a finalized map. If I download that version I won't have all scripts and images.
You probably will have everything, but there could be a few quirks. That screenshot is also much larger than the handy 500x500 map thumbnail created automatically when a map is finalized.

After finalizing, it's also a good idea to get out of the editor and hit the Play button under Finalized Worlds -- make sure it starts up and runs like you expect -- then post it here.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 06, 2014, 07:49:34 PM
I say the outpost is still too close to the boat launching site. With those anti-boats, it should at least be an island away.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on March 07, 2014, 11:45:20 PM
ah, sorry for not reading the rules, i guess i should have paid more attention.

I finalized it. Now is it good?
Title: Re: Pass the map 3-Let's make a map together
Post by: J on March 08, 2014, 02:18:55 PM
looks good, but someone broke my AC slip emitter
LOCKED
(I only changed the target coords of the slip emitter, +1 to both x and y)

I don't really get where all the spores are coming from, the ones you are warned for seem to be AC spores and the creeper spores seem to come at random, often killing my entire base.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 16, 2014, 11:07:46 PM
Is this still a thing? Are we ready to upload now?
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on March 26, 2014, 05:27:54 PM
So... should i have some AC allready spawn on some islands?
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 30, 2014, 07:05:27 PM
ASBESTOS MAKES BAD ART CO. presents:
KNUCKLE CRACKER FORUMGOERS MAKE SEVERAL MAPS
or
KC FORUMS PLAYS CW3 MAP EDITOR
or
LOOK, I MADE A FAN ART
(http://i.imgur.com/hloMGLu.png)
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on March 30, 2014, 07:44:07 PM
For a moment I thought that was a parody of The Ultimate Showdown.

BACK ON TOPIC, the map is still pretty screwed up:
1. the AC boats have kinda messy paths and run aground a lot
2. the entire map is laggy for no good reason. By trial and error and deleting random stuff in the editor, I have deduced that the source of the lag is "everything."
3. imho, having tons of AC emitters everywhere is a poor way of offsetting difficulty. Deleting some emitters and/or boats or reducing their strengths is probably better. That's just me though.

Unless we're just going to abandon this, which seems to be the direction things are headed.
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on March 30, 2014, 07:50:35 PM
I say we take off and nuke the entire site from orbit. It's the only way to make sure.

Okay, not really, but I do propose that we lower the sea level and the emitter strengths and put in some normal, CRPL-free emitters in place of some CRPL emitters to make things less laggy.
Title: Re: Pass the map 3-Let's make a map together
Post by: planetfall on March 30, 2014, 07:54:00 PM
OK then...

(UN)LOCKED!

-Reduced all emitters strengths by 25%
-Changed Emitter and PhantomEmitter scripts to display amt/interval when the map is first loaded
-Lowered ocean level by 1
-Changed a bunch of sprites to default; they was the source of the lag.
-Switched boat script to the correct one
-Made the friendly boats not snipeable and not count for victory.

MadMag, Warpsing, and whoever did the shipwreck and the inhibitor-looking building! Please change your custom images to be CustomX instead of CustomXpp. For whatever reason whenever pixel perfect sprites are drawn, immense lag occurs. I had to change them just for the game to run at an acceptable speed. (my computer is old, don't judge me.)
Title: Re: Pass the map 3-Let's make a map together
Post by: burguertime on April 01, 2014, 12:33:39 AM
How this "pass the map thread" aligns with the do not post maps here (http://knucklecracker.com/forums/index.php?topic=15716.0) sticky?

Is that even a real thing?
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on April 01, 2014, 12:39:17 AM
Quote from: burguertime on April 01, 2014, 12:33:39 AM
How this "pass the map thread" aligns with the do not post maps here (http://knucklecracker.com/forums/index.php?topic=15716.0) sticky?

Is that even a real thing?
If we posted each and every new version of the map on Colonial Space, it would be much, much harder to get everything done.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on April 01, 2014, 01:52:23 AM
The do not post maps here is meant for finished maps. Sometimes if you only need to test the map and so on it's ok to post it. And we do upload the finished map to CS. The rule came up when CS launched as people still posted maps on the forums instead of CS.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 01, 2014, 05:21:11 PM
UNLOKED

chantges:
fixed my images.
slightly buffed the guppy.

added 2 more outposts. they both include a bertha.

More bombers, anyone?
Title: Re: Pass the map 3-Let's make a map together
Post by: burguertime on April 05, 2014, 06:04:23 PM
Quote from: pawel345 on April 01, 2014, 01:52:23 AM
The do not post maps here is meant for finished maps. Sometimes if you only need to test the map and so on it's ok to post it. And we do upload the finished map to CS. The rule came up when CS launched as people still posted maps on the forums instead of CS.

If this is so, that policy post really need to be clarified.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 13, 2014, 09:09:21 AM
Well, is the map ready now?
Title: Re: Pass the map 3-Let's make a map together
Post by: J on April 13, 2014, 09:20:07 AM
Quote from: Warpsing on April 13, 2014, 09:09:21 AM
Well, is the map ready now?
Looks like there are images that need to be fixed, so no.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 14, 2014, 01:52:58 PM
Unlocked

Fixed the title thing, although i have no idea in what order the images go for the monster thing.
also added 2 bombers, increased the amount of bombers you get... and can anyone tell me how to get a AC guppy to full?
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on April 14, 2014, 08:13:35 PM
Was that bomber and AC guppy there before?
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 14, 2014, 08:51:48 PM
oh, whoops, yeah.
Title: Re: Pass the map 3-Let's make a map together
Post by: MadMag on April 15, 2014, 04:56:53 AM
It was fine last I tested my square, the game is ment to use pp images and I never had any problems with them.
I don't have time to fix what has been done..
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 15, 2014, 08:17:53 AM
yeah, planetfall changed the PP images.

But I did the work for you.

Changes: Fixed Madmag's sea monster thing. removed the AC guppy, and added ore mines to provide an explosion effect at the palms' tips units being planned to move from one location to the next.
Title: Re: Pass the map 3-Let's make a map together
Post by: Warpsing on April 21, 2014, 07:29:13 PM
Good grief.. did i kill the thread? We need CPR on it! :)
Title: Re: Pass the map 3-Let's make a map together
Post by: Asbestos on April 21, 2014, 08:09:08 PM
Screw it. Somebody upload the map. I think we're done.
Title: Re: Pass the map 3-Let's make a map together
Post by: pawel345 on April 25, 2014, 11:32:19 AM
Ok, I uploaded the map. But a much older version. The latest one was really weird, lot's of unit's in random places. I also removed the spores form the ships and lowered their output. The map is not very easy, but thanks to the energy deposit it's an ok start. Hope you like it. Pass the Map 4 coming soon.