Knuckle Cracker

Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on April 18, 2017, 09:00:05 AM

Title: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: AutoPost on April 18, 2017, 09:00:05 AM
This topic is for discussion of map #739: Mysterious Maze 1
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=739)

Author: FOXX
Size: 240x240

Desc:
A New Adventure begins!! This time you have to battle your way through a Maze. In this Adventure we have 'Switches' and 'Trails' and other interesting things. The first map will teach you the mechanics used in this Adventure. Scripting By Stickman & FOXX. Construction Pylon By GoodMorning. Uploading 1 Map a day [see Forum]
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 18, 2017, 09:01:37 AM
From today on i will upload a map a day at around 15.00PM Local time [I live in the Netherlands]
On this site you can easily see what your Time Zone is and how much hours you need to add or subtract.
Time Zones (http://www.worldtimezone.com)


The ending of this Adventure will be Sundays.

Have Fun,

FOXX
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: stdout on April 18, 2017, 05:49:56 PM
Very promising! I'm looking forward to the series!
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 18, 2017, 06:35:28 PM
Quote from: stdout on April 18, 2017, 05:49:56 PM
Very promising! I'm looking forward to the series!
I hope you like the maze. Good Luck!
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: RrR on April 19, 2017, 07:30:30 AM
My HQ was hijacked! Reappeared in the starting area

Spoiler
Increased energy range lets you build omnis on the other side of the wall which can then preempt problems - rapid advance
[close]
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 19, 2017, 09:03:14 AM
Quote from: RrR on April 19, 2017, 07:30:30 AM
My HQ was hijacked! Reappeared in the starting area
Yep, it's for preventing players to go on an early HQ Adventure. After 4 mins this is released and the HQ can spawn and go everywhere. [Not recommended]

Quote
Spoiler
Increased energy range lets you build omnis on the other side of the wall which can then preempt problems - rapid advance
[close]
Yes, good thinking. I didn't try it yet but i it's good if players are inventive and think of different ways to play a map.
Seeing your times those early Omni rushes gives you a benefit in time.
I used my first 2 AmpGems on Mine Production Increase and BuildSpeed Increase.
Nice Job RnR !!
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: stdout on April 19, 2017, 01:38:24 PM
Spoiler
The energy mine distance upgrade exploit is particularly effective in your Maze 2 map. I was able to do the map sections out of order.
[close]
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 19, 2017, 02:26:33 PM
Quote from: stdout on April 19, 2017, 01:38:24 PM
Spoiler
The energy mine distance upgrade exploit is particularly effective in your Maze 2 map. I was able to do the map sections out of order.
[close]
Yeah, that Omni Pickup to clear the second part you can reach with Omnis.
I think in the other maps there are also oppertunities.
Feel free to roam with Omnis where you can :)
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: RrR on April 20, 2017, 03:53:29 PM
Tried again without the early omni-rush. Can confirm this is not the best strategy for this map.

Spoiler
First amp-gem on energy gives a faster time.
[close]

It is possible to hack
Spoiler
the flip emitters!
[close]
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 20, 2017, 04:48:11 PM
Quote from: RrR on April 20, 2017, 03:53:29 PM
Tried again without the early omni-rush. Can confirm this is not the best strategy for this map.

Spoiler
First amp-gem on energy gives a faster time.
[close]
Nice to know.
I did this with all maps.

QuoteIt is possible to hack
Spoiler
the flip emitters!
[close]
Euh ... what do you mean by
Spoiler
Hack the Flip Emitters?
[close]
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: taodragon08 on April 24, 2017, 03:09:25 AM
How do I get my fleet past the barriers?
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: GoodMorning on April 24, 2017, 05:22:36 AM
Welcome to the forum.

In order to get your fleet past the barriers, it is necessary for the structure regrowing the Struc (the pointy thing at one end of each line) to be destroyed. However, you cannot do this directly. You must instead destroy or flip certain Emitters. This will cause the desired destruction.

If you are not running the latest version of the game, certain scripts will not run, breaking the map. I believe that someone with this issue completed this map, but the following one proved impossible. If this is the case, updating the game should help.
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 24, 2017, 08:37:51 AM
Quote from: GoodMorning on April 24, 2017, 05:22:36 AM
Welcome to the forum.

In order to get your fleet past the barriers, it is necessary for the structure regrowing the Struc (the pointy thing at one end of each line) to be destroyed. However, you cannot do this directly. You must instead destroy or flip certain Emitters. This will cause the desired destruction.

If you are not running the latest version of the game, certain scripts will not run, breaking the map. I believe that someone with this issue completed this map, but the following one proved impossible. If this is the case, updating the game should help.
Thanks GM for filling in.

And some info for Taodragon08
Spoiler
The structure makers get destroyed by Picking up or destroy Units.
That will be in all the maps. Usually it is a unit at/near the end of a structure line.
For example -> in this map the first 2 structure makers are destroyed by picking up the Omni Pickups near the end of the 1st and 2nd line.
The 3rd one is destroyed by destroying the Enemy ShipSpawner.
[close]

If you have questions, just ask.
Good luck!
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: taodragon08 on April 24, 2017, 04:06:37 PM
Oh, thank you. I"ve been popping my HQ in and out trying to destroy the ship, like an idiot
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: FOXX on April 24, 2017, 04:55:50 PM
Quote from: taodragon08 on April 24, 2017, 04:06:37 PM
Oh, thank you.
No problem.

QuoteI"ve been popping my HQ in and out trying to destroy the ship, like an idiot
Never intended, mostly works.
An Amped MazeMolester [or 2] can do a lot of damage and with some big ships you have the aid of friendly emitters.
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: walky_one on April 30, 2017, 06:21:34 AM
Not sure what I do wrong: Nothing "flips" for me. No barriers get destructed. No new power sources get available. I managed to do the whole thing except for the upper right corner. (mine and mire spawners have been destroyed, but not the enemy itself.

So IMO either the map is unwinnable or there are some errors in the scripts.
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: GoodMorning on April 30, 2017, 06:51:17 AM
Welcome to the forum.

A few people have had this issue. It seems to be caused by the maze management scripts not being compatible with an older version of the game. Updating has fixed it for everyone so far - or at least everyone who mentioned it here.
Title: Re: Custom Map #739: Mysterious Maze 1. By: FOXX
Post by: walky_one on April 30, 2017, 09:22:03 AM
Thanks. Updating did the trick...