Knuckle Cracker

Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on June 15, 2017, 11:54:48 AM

Title: Custom Map #816: Main Menu. By: FOXX
Post by: AutoPost on June 15, 2017, 11:54:48 AM
This topic is for discussion of map #816: Main Menu
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=816)

Author: FOXX
Size: 363x205

Desc:
My 4th Image Map. This one is for GoodMorning -> He has won the Contest of the 3rd Image Map. Mainly Omni Map. Scripting By Stickman, GoodMorning & FOXX #GO Omnis #Spawns #Engineers #Particles Over Mired Land #Challenging
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 15, 2017, 01:02:21 PM
Here is a link where you can see the Making of this Map:
http://knucklecracker.com/forums/index.php?topic=25071
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: GoodMorning on June 16, 2017, 01:31:50 AM
Very good fun. Thanks, FOXX. For the greater glory of Omnis!
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 16, 2017, 05:45:29 AM
Thumbs Up GM :)
Omnis Rock !!
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: Johnny Haywire on June 16, 2017, 11:04:24 PM
Aye, another very fun map! It's always good when you enjoy a map, but it's even better when you learn from a map - and that's what this map did for me.

Thanks for the map, FOXX!  ;D
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: GoodMorning on June 16, 2017, 11:53:40 PM
I played again - and halved my time. Time to practice the rush and recall the usefulness of Emergent.

It would help to remember where the triggers were and what they did - but that would spoil the fun!
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 17, 2017, 09:50:25 AM
Quote from: Johnny Haywire on June 16, 2017, 11:04:24 PM
Aye, another very fun map! It's always good when you enjoy a map, but it's even better when you learn from a map - and that's what this map did for me.

Thanks for the map, FOXX!  ;D
I didn't know this was an educative map, glad you enjoyed Johnny !
Quote from: GoodMorning on June 16, 2017, 11:53:40 PM
I played again - and halved my time. Time to practice the rush and recall the usefulness of Emergent.

It would help to remember where the triggers were and what they did - but that would spoil the fun!
I have noticed with testplaying that if you position your first 2 Omnis on the right place and send your 3rd Omni somewhere it gives you a really good start.
So that is what i did. I didn't use Emergent but there are many ways a Map can be played.

Spoiler
IF you look at the Scripts you can figure out what does what but then again -> That would spoil the fun.]

[close]
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: freshbananashea on June 17, 2017, 08:24:11 PM
I enjoyed the difficulty. Foxx as always, your maps don't disappoint. I had to restart a few times to get it right. The stacked omnis were fantastic. I wish there had been at least one more amp gem for omni cannons. Of course we cannot have everything.

I must say, the attention to detail was glorious! Makes me want to strive for better maps.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: Johnny Haywire on June 17, 2017, 09:45:28 PM
Ah, the "learning" comment was that with such limited upgrades, I was forced to experiment with different ones from time to time and then switch them up a bit. Made me pay closer attention to the effectiveness and usefulness of each modification rather than just slapping the upgrades in there.

I also don't save the game, try something, and then reload. I go from start to finish just to make it more realistic. Well, usually  ::) So this map forced me to try lots of things that failed before I found something that worked. Still learning the game you know.  ;)
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 18, 2017, 07:25:24 AM
Quote from: freshbananashea on June 17, 2017, 08:24:11 PM
I enjoyed the difficulty. Foxx as always, your maps don't disappoint. I had to restart a few times to get it right. The stacked omnis were fantastic. I wish there had been at least one more amp gem for omni cannons. Of course we cannot have everything.

I must say, the attention to detail was glorious! Makes me want to strive for better maps.
Thanks Freshbananashea. Yeah, i think the start on this Map is quite important, searched for the good start myself when testplaying.
The AmpGem story is that this Map is GoodMornings Map and this is what he said about Map / Tech :
Quote from: GoodMorning on June 05, 2017, 06:15:35 PM
1. Yes, but my thought was to leave them open and encourage unusual choices.
... "Image: main menu. Omnis, techs as strategic uses ...
So i've decided not to give a lot of AmpGems so the player has to make choices with the Techs.

The last sentence is the best compliment i can have. Thanks again.
In the meantime i have played some of your maps.[some early ones and some later ones] and you are defenitely Improving as a mapmaker.
I've played some maps which don't take long to finish but overall they are fun to play and that is maybe the most important thing with Maps.
The looking good part is the time consuming part. [and the conversations for me]
So if, in the future, you are busy making a new map and something is not clear or so you can always PM me and if i can help you i will.

Good Luck Mapmaking Freshbananashea ;)
Quote from: Johnny Haywire on June 17, 2017, 09:45:28 PM
Ah, the "learning" comment was that with such limited upgrades, I was forced to experiment with different ones from time to time and then switch them up a bit. Made me pay closer attention to the effectiveness and usefulness of each modification rather than just slapping the upgrades in there.

I also don't save the game, try something, and then reload. I go from start to finish just to make it more realistic. Well, usually  ::) So this map forced me to try lots of things that failed before I found something that worked. Still learning the game you know.  ;)

Ha, tbh i had about the same when testplaying for this map. It is my first Omni based Map and i didn't play a lot yet so this Map was kinda new territory for me and i had to change my point of view on some things. [and as you can see above this was intended]

I think you do great and make very usefull comments.
Usually the way i play other maps is the first time i play on 4x speed and build some things [not very focussed] and see what happens at the start. With most maps the start can give you a boost for the rest of the map. Then, at one point, i decide to play for 'real' and then i play in 1x speed and sometimes pause the game.
With all the options PF is a game with many strategies and we all choose our own. [or change strategie when a map requires so]


Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: freshbananashea on June 23, 2017, 03:56:57 PM
I noticed that if you destroy that first mire spawner you only get access to 2 amp gems. But if you wait as long as possible, you can get a bunch of amp gems. Is this a glitch? Or is it something that you coded into the game using the prpl code?
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 23, 2017, 07:37:40 PM
Quote from: freshbananashea on June 23, 2017, 03:56:57 PM
I noticed that if you destroy that first mire spawner you only get access to 2 amp gems. But if you wait as long as possible, you can get a bunch of amp gems. Is this a glitch? Or is it something that you coded into the game using the prpl code?
The First mire spawner [value 16] spawns more mire spawners. The AmpGems are given by picking up an Omni Pickup and one is picking up a Ship Pickup.
Another AmpGem
Is hidden under the Energy Source On the South Island
[close]
What do you mean by a bunch?
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: freshbananashea on June 23, 2017, 10:24:08 PM
Access to the other amp gems for some reason was blocked if you destroyed the first mire spawner too soon. I don't know if its a glitch or intended. Was quite challenging. I played it and then watched ShadeofDead play it. He got more amp gems than me. He didn't destroy the first mire spawner. That is the only difference I noticed.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 24, 2017, 07:58:12 AM
Quote from: freshbananashea on June 23, 2017, 10:24:08 PM
Access to the other amp gems for some reason was blocked if you destroyed the first mire spawner too soon. I don't know if its a glitch or intended. Was quite challenging. I played it and then watched ShadeofDead play it. He got more amp gems than me. He didn't destroy the first mire spawner. That is the only difference I noticed.
I have checked the Scripts just to make sure i don't miss anything. [Also watched ShadeofDead play this map]
AmpGems

1 AmpGem is under an Energy Source at Coords 49 104
2 AmpGem with Omni Pickup at Coords 81 195
3+4 AmpGem with Omni Pickup at Coords 110 113
5 AmpGem with Ship Pickup at Coords  110 80
So in total you should have 5 AmpGems, if you have more then 5 i would consider this a glitch. If you have less then 5 that would be strange because nothing is Scripted to Block off anything.
[close]

The MireSpawner at Coords 56 187 [the one ShadeofDead didn't destroy in the Beginning] has no effect on AmpGems. I believe Shade had 5 AmpGems in the end.

Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: freshbananashea on June 24, 2017, 07:06:25 PM
hmmm.. Don't know what to say... I only had two in the end...

I will play that map again and see if I glitched out or something. I'll let you know.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on June 24, 2017, 08:07:49 PM
Is good.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: stevo on July 25, 2017, 07:36:26 PM
Quote from: FOXX on June 24, 2017, 07:58:12 AM
Quote from: freshbananashea on June 23, 2017, 10:24:08 PM
Access to the other amp gems for some reason was blocked if you destroyed the first mire spawner too soon. I don't know if its a glitch or intended. Was quite challenging. I played it and then watched ShadeofDead play it. He got more amp gems than me. He didn't destroy the first mire spawner. That is the only difference I noticed.
I have checked the Scripts just to make sure i don't miss anything. [Also watched ShadeofDead play this map]
AmpGems

1 AmpGem is under an Energy Source at Coords 49 104
2 AmpGem with Omni Pickup at Coords 81 195
3+4 AmpGem with Omni Pickup at Coords 110 113
5 AmpGem with Ship Pickup at Coords  110 80
So in total you should have 5 AmpGems, if you have more then 5 i would consider this a glitch. If you have less then 5 that would be strange because nothing is Scripted to Block off anything.
[close]

The MireSpawner at Coords 56 187 [the one ShadeofDead didn't destroy in the Beginning] has no effect on AmpGems. I believe Shade had 5 AmpGems in the end.

I can't get any AmpGems at all. Not even from the second item on that list (I haven't managed to do the first item yet).

So I'm really struggling to maintain a decent foothold on this map. Shame as it looks like an interesting challenge.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: GoodMorning on July 25, 2017, 07:54:14 PM
As with most maps involving scripting, the first port of call in the event of bugs which others do not share is to check the game version. If, after updating (or if using the Steam version), the problem persists, then we can start the whole "upload save" process.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on July 26, 2017, 04:25:25 AM
Quote from: stevo on July 25, 2017, 07:36:26 PM
...... I can't get any AmpGems at all. Not even from the second item on that list (I haven't managed to do the first item yet)........
Yeah, this seems like a Version issue. Make sure you have the latest Version of the Game and if it still doesn't work reply back please.
Good Luck !!
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: stevo on July 29, 2017, 07:19:21 PM
Thanks for the replies GoodMorning and Foxx.

Yep, outdated version was the problem. Updated to latest and the first AmpGem has spawned. So have the mire spawners. Oddly the mire that they created seemed to be working in the older version but I couldn't see why. Now I can. All part of the challenge. Nice one.
Title: Re: Custom Map #816: Main Menu. By: FOXX
Post by: FOXX on July 30, 2017, 06:01:06 AM
Quote from: stevo on July 29, 2017, 07:19:21 PM
Thanks for the replies GoodMorning and Foxx.

Yep, outdated version was the problem. Updated to latest and the first AmpGem has spawned. So have the mire spawners. Oddly the mire that they created seemed to be working in the older version but I couldn't see why. Now I can. All part of the challenge. Nice one.
Thumbs Up. 
The Mireing works with every version i think. The issue with updating was in the code.
Nice that it works now.
Have fun playing :)