yesterday i have beat all the levels in cw2, including the bonus levels
and after i have beat the game i have only 2 things to say
1) virgilw is very very evil in some of the levels
2) when are the editor out
and please don't post "the editor is out when it is out"
i already have some ideas for a lot of levels i want to try out
here is some of my ideas:
1) you start in a small hole and have to dig you self out, but on the surface is there a lot creeper there is digging down to you.
2) a level were you only have CBombs and reactors, and a fixed amount of creeper
3)
Spoiler
a level there is inspired by the assault bonus level were the creeper form a big monster there shoot at you
just some of my ideas what is your
There is not much more to say then it's coming out sometime soon. Virgil as far as i know is working on code maps along with the 2 flash portal releases.
I heard the betas are thinking July, Kam said september. :( And I'm going to make a level with a big styglek like boss formed from creeper, it'll fly around, shoot dense creeper balls, form walls, tentacles, all sorts of cool stuff. And of course, instantly spawning creeper lasers.
The first map I'll make will be a space invader one. Just like the arcade game but then exactly the same.
I already got it all sorted out.
I've not given out dates for any release... this isn't because I am being coy, it is because I don't know. I can give general and crude estimates to set expectations, but exact dates aren't something I can do. This is all because I only release something once it had the 'feeling' of completeness and quality that I want to achieve.
This doesn't mean I wait for something to be perfect... that would take forever. I just like to work till something is really very solid and stable.
So, code maps are days/weeks away. Custom maps are weeks/months away. I do not anticipate custom maps being as far out as september, though. I have a really strong incentive to get finished... Namely, I need to finish things so I can do flash game releases... and I need to do those so I can ramp up exposure/sales to the next level.
Quote from: virgilw on May 24, 2011, 12:52:40 PM
I've not given out dates for any release... this isn't because I am being coy, it is because I don't know. I can give general and crude estimates to set expectations, but exact dates aren't something I can do. This is all because I only release something once it had the 'feeling' of completeness and quality that I want to achieve.
This doesn't mean I wait for something to be perfect... that would take forever. I just like to work till something is really very solid and stable.
So, code maps are days/weeks away. Custom maps are weeks/months away. I do not anticipate custom maps being as far out as september, though. I have a really strong incentive to get finished... Namely, I need to finish things so I can do flash game releases... and I need to do those so I can ramp up exposure/sales to the next level.
Well then hurry up, we're all very excited for the map editor, you've made such great levels on this game, we want a crack at it! I've been doing rough sketches to get ideas down during school, based on what I've seen from videos and stuff. And of course, my knowledge of the game... I have several ideas, not all I want to post on the forums just yet. I'd be so mad if they got stolen, yes I know, paranoid me...
Quote from: Ebon_Heart on May 24, 2011, 03:29:33 PM
Well then hurry up, we're all very excited for the map editor, you've made such great levels on this game, we want a crack at it! I've been doing rough sketches to get ideas down during school, based on what I've seen from videos and stuff. And of course, my knowledge of the game... I have several ideas, not all I want to post on the forums just yet. I'd be so mad if they got stolen, yes I know, paranoid me...
No, I'd much rather have Virgil taking his time for it and make it release-worthy. I also like him to have a normal life and being able to spend some time with his family.
You just keep your idea's in your head or write them down, like all of us do. It would be much worse when your idea's don't work out as expected because the editor contains some flaws. Virgil's good reputation is also at stake here.
Be patient and you'll enjoy it much more later on.
I know.... and how is his reputation at stake? His reputation went so high up with cw2, I doubt any lousy editor could damage it. And from what was shown in dev video #1, it already looks pretty cool. I just can't wait to try my hand at it.
EDIT: and you can't blame me for being excited for the editor, KEES. I'm sure just about everyone is.
I just want to editor to come out soon only because I am going to university soon. :( But I will not troll virgilw into making him release it ASAP. (Just take your time)
I want to make a series of maps with its own unique (as well as humorous and satirical) plot. That is why I am hoping that their will be an option to upload any picture you want to the characters speech so I can make my own characters (if not, I am just going to stick with the main characters that are given to you :-\ ). It will basically be about a commander and his brother (who are both morons) trying to fight a Styglet commander (who will also be a moron).
As for the level themselves, I want to make "creeper mortars", creeper that is in the shape of claws, a massive volcano,
Spoiler
And of course, a massive creeper cannon as the final(?) boss. ;)
I should be able to make everyone happy here...
I won't release the editor until it is relatively solid and I also will _not_ take my time :)
Trust me, I want code maps and the editor to be released ASAP so I can get on to the flash game releases. Not because I love the flash games, but because I want the game to get as much exposure as possible. More exposure means a bigger community and more custom maps and excitement for all.
I'm largely unaware of the process here - I'm just a game player, not a developer. LOVE CW2 btw. Here's the dumb question - isn't the map editor already done? Didn;t you use it to create about 30 levels already?? I must be missing something, seems this piece of work is already done...
Quote from: koker93 on May 24, 2011, 11:43:22 PM
I'm largely unaware of the process here - I'm just a game player, not a developer. LOVE CW2 btw. Here's the dumb question - isn't the map editor already done? Didn;t you use it to create about 30 levels already?? I must be missing something, seems this piece of work is already done...
He's still making sure it works, he also has to integrate CW2 to be able to play the custom maps.
It's not done yet, but it should be getting close to being finished. Even if it was done, Virgil wants to release it later so that he can finish the flash games for CW2 and an updated CW1 flash game so that he can bring in more people.
I have one CW2 map in mind already. The final chapter of my CW1 pirates series. (Subtitle 'The Mine of Doom.')
I hope there will be instructions how to include your own images for the various terrain cells and units, as I love to apply a special theme to a map. My first ones will probably be plain though.
I'll try something with two nexii
Quote from: virgilw on May 24, 2011, 10:45:46 PM
I should be able to make everyone happy here...
I won't release the editor until it is relatively solid and I also will _not_ take my time :)
Trust me, I want code maps and the editor to be released ASAP so I can get on to the flash game releases. Not because I love the flash games, but because I want the game to get as much exposure as possible. More exposurep means a bigger community and more custom maps and excitement for all.
I'm not really in much of a hurry, like KEES said, take your time. It's a prett good rule, "don't criticize about something you know you can't do any better" The best game I could make would resemble pong. Lol
I had an idea today... a creeper super collider, creeper in one end, greeper in another, what would happen if highly packed cubes of the two flew at each other at high speeds, then dispanded at the exact same point at the exact same time???
Quote from: Ebon_Heart on May 25, 2011, 03:57:25 PM
I had an idea today... a creeper super collider, creeper in one end, greeper in another, what would happen if highly packed cubes of the two flew at each other at high speeds, then dispanded at the exact same point at the exact same time???
Technically, That would have no effect at all, as assuming they had the same density, they would cancel each other out, though if they canceled slightly before, you would get something more interesting.. However, if virgilw lets you make a negative value for emitters (which I hope he would, and the possibility of making it emit only if the density was lower than say, -10000) I could see a setup where it generates creeper and anti creeper at opposite sides, which shoot at each other like that, and cancel each other out, and limit you to say 3 blasters total, no other weapons, you could have a setup where you have to get the good creeper to push the bad creeper back, and cap the emitters, though it would require your help.
are you sure they'd cancel each other out? I thought they'd pool out, and then destroy each other.. and I was thinking the point of the mission would be to get ore and keep the greeper maker working until you can get a survival pod.
Finish My Operation ESCAPE Series I hardley started but didn't finish :P
whoo! and what if... you had the sort of creeper guns, with a maker in one hole, an emitter in another, and they're in small pits, one across, 2 up, with the emitter/maker in the top. And fields will teleport creeper to little launching ports and fire the pellets every few seconds. If you run out of friendly creeper, the scientists will get destroyed, so you'll have to get more ore before that happens.
I'm more interested in making neat little things with fields and editor options than I am about making maps. Kinda like my invisible creeper map, and my obstacle course. I enjoy making novelty tricks rather than skillful maps. Such as a creeper force field than will be more or less indestructible until you takeout the emitter that is elsewhere meaning you'll have no packets past that point. A boss attack that destroys all your reactors. Creeper spores from above. So many ideas!
I know! And you should try to make another awesome map like your obstacle course... I never did figure that out. Lol
Creeper rain? How bout a spore airstrike? A creeper monster with tentacles that move with fields? ???
I am really looking forward to this map editor! 8)
Quote from: TonyP2000 on May 25, 2011, 08:51:16 PM
A creeper monster with tentacles that move with fields? ???
I have an idea for something sort of like that... but about 3 levels up. My current best idea, I have rough sketches for it, but I'm not saying anything more about it on the forums atm.
EDIT: btw, whatever happened to those drip fields??? I didn't see them in any of the maps. I have an idea with that... "The rain brings pain" I'm sure the map concept is easy enough to guess.
Quote from: Ebon_Heart on May 25, 2011, 08:53:16 PM
btw, whatever happened to those drip fields??? I didn't see them in any of the maps.
Haven't played the Credits mission?
Quote from: UpperKEES on May 26, 2011, 03:58:16 AM
Quote from: Ebon_Heart on May 25, 2011, 08:53:16 PM
btw, whatever happened to those drip fields??? I didn't see them in any of the maps.
Haven't played the Credits mission?
care to explain? where are they?
Quote from: thepenguin on May 26, 2011, 06:25:23 AM
Quote from: UpperKEES on May 26, 2011, 03:58:16 AM
Quote from: Ebon_Heart on May 25, 2011, 08:53:16 PM
btw, whatever happened to those drip fields??? I didn't see them in any of the maps.
Haven't played the Credits mission?
care to explain? where are they?
ya, I didn't see them in the credits mission either.
Around the box displaying the names.... It finally drips in a blob though, as individual drops will never pose a real threat.
They are very big drips... :D
Quote from: Ebon_Heart on May 25, 2011, 08:53:16 PM
EDIT: btw, whatever happened to those drip fields??? I didn't see them in any of the maps. I have an idea with that... "The rain brings pain" I'm sure the map concept is easy enough to guess.
That field type actually shows up in quite a few levels, I believe. It's a special grab and drag field, and you'll see it on Trickery and The Tide, for the hyperdots and space invaders.
However, I don't think it's actually used in the Credits.
I see what you mean now.... and that means you can do a whole lot more with that than I thought! Now if only you could make fields cause creeper to rotate... I'm dreaming, but..... ehh. God knows how difficult that would be to put in. And I know it'd be buggy.... The creeper would probably end up losing or gaining mass because it rotated 45 degrees.
I was also thinking about that 'rain' idea.
big creeper clouds you have to nullify, with low density raindrops falling on your head the whole level... you'll start in a little crevice or something.
I have an idea to celebrate the editor coming out, but I'm not going to spoil it. (No, me saying this does not mean it'll be out in a few days)
I will celebrate the editor by making a new obstacle course! =P
I'm planning to make an Up-fighting level, based off of the one featured in the blog, that I wished had been in the finished game, even at a challenge level.
I may well end up making a TD type map with hyperdots.
Make a maze with invulnerable rocks with a hyperdot emitter on one end, and the LS on the other.
Last as long as you can kind of game.
Only problem I can forsee is, without being able to destroy the emitter (because I'd have to disable Nullifiers if possible), nobody would ever be able to submit a score.
That and eventually you'd run out of space to build Launchers or Blasters so you'd always reach a point where you'd fail.
Hmm, guess it's not a good idea afterall. I'll still give it a go though.
Quote from: Krell on May 27, 2011, 12:53:59 PM
I will celebrate the editor by making a new obstacle course! =P
YES!
Quote from: Emmote on May 27, 2011, 08:20:40 PM
I may well end up making a TD type map with hyperdots.
Make a maze with invulnerable rocks with a hyperdot emitter on one end, and the LS on the other.
Last as long as you can kind of game.
Only problem I can forsee is, without being able to destroy the emitter (because I'd have to disable Nullifiers if possible), nobody would ever be able to submit a score.
That and eventually you'd run out of space to build Launchers or Blasters so you'd always reach a point where you'd fail.
Hmm, guess it's not a good idea afterall. I'll still give it a go though.
Just give them a capsule next to the LS and let them save it at any time they lose.
Quote from: ontheworld on May 28, 2011, 04:40:25 AMJust give them a capsule next to the LS and let them save it at any time they lose.
Ooh, never thought of that. Nice idea. :)
Much as their was a game mode for obliteration and acquisition, maybe there is a game mode built into the editor for survival itself? :-\
Quote from: TonyP2000 on May 28, 2011, 10:24:05 AM
maybe there is a game mode built into the editor for survival itself? :-\
You mean: the longer you stay alive, the more points you get? We've suggested a mode for that, see
here (http://knucklecracker.com/forums/index.php?topic=4714.0).
That mode would be amazing. My TD idea isn't looking so bad afterall. ^^,
Yeah, it's my own favourite too (I love long fights that get harder and harder), but it's up to Virgil if it gets implemented.
And disabling nullifiers is a great idea towards some of the problems dicussed there
I'd like to see the ability to put in shields with custom health values.
Quote from: Ebon_Heart on May 28, 2011, 04:39:43 PM
I'd like to see the ability to put in shields with custom health values.
Don't forget they're just buildings though
I know. But it'd still be nice in some cases.
Id like the ability to change all the stats of buildings, including whether or not they must be mounted, and if so, which directions would be possible. A Terrain type that would have the 4 corners solid, but the rest not would be really cool, as packets and creeper could go through, but buildings could not (Micro-rifts anyone?) And naturally they would be invulnerable. Heck, making a porous terrain type could be interesting as well, lets creeper pass, but a slower rate, as this could allow for some interesting things.
I mentioned editing the properties of individual subcells earlier... and I don't think we should be allowed to mess with whether or not things need to be mounted... you don't want floating reactors/tech domes. What direction... that's fine. I'm sure more people than just me are excited to make super mario galaxy missions too.
direction's already in.
For those solid corners rock, I'm sure there has been a lot of discussion about it (and it'll probaply get in)
I was thinking of making old skool Makers, that you have to mount, and are a lot more powerful than the ones we have now.
That could be doable... And I suppose a level where blasters and mortars had to be mounted could be difficult. And I kind of dislike the fact that makers are movable now... it takes a lot of the strategy out of it... it's so much more fun to have to place shields and repulsors to get the greeper where you need to it tog.
eh I still use them like they're mounted to avoid wasting all my ore. I place 6 or so on 4x speed and super fill a small chamber when I'm getting ready to make a really fast push in the next room.
I do that all the time. aww, fun with greeper. I'm gonna make a custom map where you'll get a mega greeper bomb.
How bout set up some fields that will force the creeper to swirl around your base, slowing getting closer and closer and
I am certain that people are going to make the hell out of volcanoes.
Oh, oh, CREEPER NUKES!!!! :o ;D
Oh boy, People are going to be incredibly diabolical with this editor. ;)
I personally want to put really crazy maps in my upcoming series and have the characters react to them funny. :D
all ideas I've thought of... and trust me, my volcanoe will be awesome!
Hey Ebon, want to help me design the obstacle course map? I could use some help with this one since it's going to be a fair amount more complex.
I foresee land mines of creeper saturated ground. ;D
The problem with land mines is, you can see what terrain cells have creeper in them.
Realistically, who's going to check every single cell for the presence of Creeper in them? And if it's just in one subcell of a terrain tile, it would be easy to miss. It'll probably be an effective trap the first time a person plays a map, though if they get overused that won't work as well.
ehh, subcells.... that's differnt I guess. But realistically, how do you fill just 1 subcell with creeper?? From what I understand, making entombed creeper atm involves creating a square of terrain around the space you want loaded, filling it when creeper, then making a terrain space in the creeper square... then removing the surrounding terrain. Like building a shield overlapping anti-creeper.
And if you look to your right, you see a radar that shows all the creeper there is, even entombed creeper!
Well, the campaign has creeper occupying the same spot as some terrain, and just the center sub-cell, so I would expect it would be extremely simple to do, as I imagine that the creeper overlay is separate from the terrain overlay, and since you can paint creeper, well. I think that there should be a required key like shift or ctrl, when painting creeper on teraign, as it would be somewhat hard to see that you made a mistake like that.
Quote from: Ranakastrasz on June 05, 2011, 09:42:35 AM
Well, the campaign has creeper occupying the same spot as some terrain, and just the center sub-cell, so I would expect it would be extremely simple to do, as I imagine that the creeper overlay is separate from the terrain overlay, and since you can paint creeper, well. I think that there should be a required key like shift or ctrl, when painting creeper on teraign, as it would be somewhat hard to see that you made a mistake like that.
I once heard that in order to create fields below a piece of terrain you first had to place the fields and then the terrain, because it wouldn't work the other way around.
If that's still the case and the same counts for creeper, you just have to paint your creeper, and place a piece of terrain above it.
that's what I said! lol
Quote from: Ebon_Heart on June 05, 2011, 11:26:06 AM
that's what I said! lol
Just stating it with prove (as long as you can call a vague reference somewhere can be called evidence).
I just thought of this, in the first development video, mister V. cut of a part of creeper with terrain. Maybe there's a small frame where you can see whether there's creeper below it.
So what would happen if you detonate a conversion bomb next to a square of creeper saturated ground?
Quote from: Katra on June 05, 2011, 08:28:32 PM
So what would happen if you detonate a conversion bomb next to a square of creeper saturated ground?
Good question! I think it shouldn't affect the entombed Creeper and it probably already works this way.
Quote from: UpperKEES on June 05, 2011, 08:43:28 PM
Quote from: Katra on June 05, 2011, 08:28:32 PM
So what would happen if you detonate a conversion bomb next to a square of creeper saturated ground?
Good question! I think it shouldn't affect the entombed Creeper and it probably already works this way.
I wouldn't be so sure. Remember, entombed creeper can be destroyed by launcher splash damage.
I think conversion bombs probably won't hit inside terrain because the conversion bomb works by line of sight - launcher missiles and blasters probably ignore line of sight on their splash damage for performance issues (like in CW1).
Quote from: Kithros on June 05, 2011, 09:30:37 PM
I think conversion bombs probably won't hit inside terrain because the conversion bomb works by line of sight - launcher missiles and blasters probably ignore line of sight on their splash damage for performance issues (like in CW1).
Exactly. This however doesn't prevent the player to time the detonation of the CB precisely with the last dig packet hitting the terrain cell.... ;)