Might as well share the maps I'm making...
Last update: 12/9
HyperionJust an ordinary crater map... except that you are in the crater and have lost virtually all of your technology. Fortunately, most of it is sitting around somewhere.
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(http://i.imgur.com/Zgl009r.jpg)
Island of TehrasThis can't be too bad, there's only one emitter, right? Riiiight?
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(http://i.imgur.com/DHn2q3Y.jpg)
Lets have some !!FUN!!Well, this one doesn't disguise that it is hard. Although not that hard. It's also very symmetrical!
Now on CS!Spoiler
(http://i.imgur.com/b7CFtGw.jpg)
PondThis one looks rather innocent, even with that giant emitter on the right. At least you get a bit of help from CRPL...
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(http://i.imgur.com/4tci12U.jpg)
PyrIt's a pyramid. Climb to the top. What else did you expect?
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(http://i.imgur.com/wZLP2Ov.jpg)
The FloodThat big green tower in the middle may look dangerous... but it's quite the opposite - it will save your life here.
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(http://i.imgur.com/K1DP3Ea.jpg)
MelohiLots of emitters, little space...
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(http://i.imgur.com/6iumSRw.jpg)
42It's a reference involving the name of what this simulates...
All you need to do is kill all the creeper. Doesn't seem too hard, right?
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(http://i.imgur.com/BP4DF8h.jpg)
SpaceflightA nice little space battle. Keep away from the high terrain and shoot the Creeper to death.
Controls
Arrow keys/WASD: Move
Space:Fire
1/2/3: Change weapon
Weapons #2 and #3 require getting the pickup in the top-left and bottom-right corners to use, max ten. Use the pickups in the bottom left to refill.
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TelunaminA random island in an ocean of creeper. There are several landing sites, which will you choose?
Creeper ocean inspired by ThirdParty's 3P Hawai'i.
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So, what do people think?
hey, i'll be happy to try your maps, but it would be easier to keep them organised if you had your username in the filename, cheers dude
just a small comment about Pond
I spent 2 HOURS securing the main island, and you respond with sending a trillion spores without any kind of warning. thats just not funny
That giant thing on the right is CRPL and is very likely to be broken in some way... sorry.
edit - Reuploaded with the amount and probability for spores decreased. It shouldn't be shooting spores until you get to the island...
Some awesome looking maps coming out of the community - can't wait 'til Virgil launches the custom map sharing feature!
Question for the code-monkeys out there, do we need to be careful about the characters in our map names?
I thought of it when I saw the map name:
Lets have some !!FUN!!
Wonder what those exclamation marks would do to the file handling - the DMD interface doesn't like virtually any characters other than letters and numbers.
Quote from: Cavemaniac on October 21, 2013, 05:01:22 AM
Some awesome looking maps coming out of the community - can't wait 'til Virgil launches the custom map sharing feature!
Question for the code-monkeys out there, do we need to be careful about the characters in our map names?
I thought of it when I saw the map name:
Lets have some !!FUN!!
Wonder what those exclamation marks would do to the file handling - the DMD interface doesn't like virtually any characters other than letters and numbers.
I noted the same thing about a map with an apostrophe in it. Virgil said he fixed the leader board for maps with silly characters.
Added a new map, Spaceflight.
The concept and implementation is good, and I liked the map. But Destroying ship on any terrain touch is somewhat horrible. It took me several tries to figure how to control ship without exploding immediately and to realize that it is intended behavior. You should change explosion to life loss (may be dependent on current speed). And then reduce speed to 0 and move ship back a bit to make it stay not over terrain.
Spaceflight has been updated. You no longer instantaneously die when you touch a wall - instead, you bounce off and take damage. It was actually surprisingly easy to implement.
Edit - Updated again, with HUD showing weapons, reworking of the code that the bullets use for collisions, and slight nerfs to the missiles and super-lasers.
Hyperion seems next to impossible. Move a set of 8 pulse cannons down to the bottom of the crater, maybe?
You can get one of the PC techs and the nullifier techs right at the start.
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Just start with a CN near the bottom, collect the techs, and send it to the crater. While doing this, ignore the health of the CN.
After doing so, it is entirely possible to create a functioning and stable base with the mortars and PCs available.
And, don't forget: Terps are your best friends.
Added Telunamin. Hard beginning, stays decently hard for most of the rest of the time. I quite like it.
I figure I might as well revive this thing, since creating a new one would probably be redundant.
So, I went and dusted off Spaceflight. The hardest thing is balancing the weapons so that, while useful, they aren't too strong. Also messing with the creeper flow rate so that the creeper's manageable. It's... way too hard.
You mean you changed the file in the top post to new one? If so why not call it a v2 since it's hard to notice.
No, I haven't updated the download. I still have a bit of work to do to make it be balanced.
Aaaand the script for the spaceship broke :-\
I'm not sure why it's doing it; it's whining about GetTerrainOverride taking stuff from an empty stack, but there are already two items that were just put there... which is causing it to go crazy and slowly die from running into something.
Oh, yeah, and it also won't let me exit the map in the editor without exiting the game entirely... not sure what's up with that...
I would check your eyesight. On my machine, GetTerrainOverride as it appears on line 75 is actually spelled GetEnemyUnitsInRange, (which takes 3 args), and appears to be trying to take arguments appropriate for GetCoresWithVar.
As a rule, if the system starts glitching out, recompile scripts. That usually works.
That was... interesting that I didn't notice that. It wasn't whining about it, surprisingly (or, at least, I didn't see it).
I tried recompiling several times, which didn't work.
There are a few things that can cause CW3 to crash, but I didn't see any of them in your spaceship script.
So, the tracelog that it spews out:
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 94
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 94
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 227
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 227
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 227
WARNING: Taking item from an empty stack: XOR at line 227
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 230
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 230
WARNING: Taking item from an empty stack: GETTERRAINOVERRIDE at line 230
WARNING: Taking item from an empty stack: XOR at line 230
...repeated over and over and over, probably once per frame.
How bizarre. I did not see those. Just for curiosity sake, how close does your ship get to the edge of the map? You may need to add bounds checking.
There is bounds checking; when it tries to go off the map, it just stops at the edge. The ship was about 20 tiles from the bottom-left corner.
Well, I flew your ship around, and it works perfectly. (I cannot generate those errors.) The bounds checking still has problems, but that is mostly due to what looks like incompleteness. You are of course saving and loading from the editor after recompiling scripts? Do you have two nearly identical, yet different scripts? Did you post the wrong version of your script?
Once I get access to a computer back, I'm going to try just recreating the map and see if problems persist.
Interestingly enough, remaking the map is causing it to work properly. Not sure what the problem was, but as long as it doesn't occur, it's great.
Although it still won't allow me to exit the map...
And an abhorrent amount of lag is being caused whenever the top edge of the map isn't visible... *sighs*
I really need to go through and look at that code...