Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: J on November 04, 2013, 09:30:25 AM

Title: J's maps (Tinyland)
Post by: J on November 04, 2013, 09:30:25 AM
Here I'll post my maps until colonial space is released, or if there are any maps that need more testing, you can find them here too. Also feel free to discuss my alpha maps, any map I made can be discussed here :D

To celebrate CW3 being released exactly one month ago, I'll release 18 new maps today!

Units map pack:
Unlock techs to use in other missions!
Spoiler
18 maps you can play in any order you like, just make sure you have the correct techs from other worlds. Each missions has one tech artifact and one shield key. Finish a world and you can use the tech found there on all other 17 missions! This means you'll have to find out in which order you can play the maps.
I did make a note in which order the maps are meant to be played but I made sure there were other routes too. For example I put totems in maps which are meant to be player before the forge map (and spores before beam map :P (just kidding)). If you've finished them all, please post (in a spoiler!) in which order you played them.
The maps are meant to be moderately challenging, but ofcourse some are a lot harder than others, and sometimes another tech can make it easier. There's one map I didn't have time for to fully test yet but I'm pretty sure it is possible.
If at any time you have more or less techs unlocked than you should, please report.
Extra information due multiple reports: Only the first few maps only require you to collect tech+key. On most maps you need to nullify all emitters ect. to win.
[close]

Progressor:
Fairly easy experimental map, 4 emitters, strenght increases as you destroy another one. For example, after emitting 3 emitters the emitter left produces 10 times as much creeper. And watch out for the other (still rather small) surprises! Still needs update to encourage people to attack emitters fast before maxing out firepower.
Update: Now the emitters also increase in strenght every 10 minutes! Also some mild tech limits which increase when you nullify emitters.

Miniland:
Instead of quadrupling the standard map size I shaved off 44% and created miniland. A small map with 2 strong emitters on it. The map is split by a ridge and a valley but the emitters are on both sides of the map. The bumps in the terrain will slow the creeper a lot but it is also much harder to find a good spot for your units.

Miniland 2:
Same size as Miniland but twice the emitters! It's not easy surviving being surrounded by four emitters. Instead of a screenshot here's a video of the creation of the map. The only difference between the map and the video is some free energy. Here's the video: http://youtu.be/xmTFYKdlrFE

Miniland 3:
Low on energy and a lot of creeper. The only thing that might make it easier is that you can choose your starting position. Check attachments for download and screenshot (dune theme). Video: http://youtu.be/ZGXgunm5PE0

Miniland 4:
Small map and a lot of creeper coming from above and below! Take a look at the attachments for map download and screenshot (the rock theme).

Tinyland:
Tiny map (only 25% of standard map size), no CRPL and a lot of creeper (not that much, but for a tiny map...). Good luck! (map and screenshot in attachments)
UPDATE: a lot harder now =)
Title: Re: J's maps (units map pack)
Post by: eduran on November 04, 2013, 10:17:20 AM
Where do I need to put the maps in order for them to work? I tried both the finalized maps folder and loading them from the main menu. They don't share techs.
Title: Re: J's maps (units map pack)
Post by: J on November 04, 2013, 10:19:45 AM
Open the .zip (sorry for not uploading all 18 maps one by one, if you need this, just post), extract the folders in your finalized folder. Then you should be able to open them from within the projects sector.

You must win the map before you can use the tech on other worlds.
Title: Re: J's maps (units map pack)
Post by: eduran on November 04, 2013, 10:27:58 AM
I just had to unpause the game for the techs to apply. Feeling a little stupid.

Out of curiosity, what's the CRPL behind the tech sharing?
Title: Re: J's maps (units map pack)
Post by: J on November 04, 2013, 10:32:14 AM
Pretty much the same script for each map =P
The shield keys are the key here. With CRPL you can detect which shield keys have been detected. Then you can set the build limit.
if (<-shieldkey GetArtifactCollected) <-techtype -1 SetBuildLimit endif
Now I think of it, I can make the techs apply immediatly using the :Awake function... (gonna do that for the second series :P)
Fixed grammar
Title: Re: J's maps (units map pack)
Post by: eduran on November 04, 2013, 10:46:41 AM
I see. Are the shield keys ID numbers unique to each map? Can you have several per map with different IDs?

And related to the maps:
Spoiler

Am I supposed to win as soon as I collect both the tech artifact and the key? It worked that way on the relay map, but no such luck with the collector or nullifier.
[close]
Title: Re: J's maps (units map pack)
Post by: J on November 04, 2013, 11:11:12 AM
Quote from: eduran on November 04, 2013, 10:46:41 AM
I see. Are the shield keys ID numbers unique to each map? Can you have several per map with different IDs?
Each shield key has it's own unique ID, however they'll only apply once the map has been completed (so only 1 will also work)
Quote
And related to the maps:
Spoiler

Am I supposed to win as soon as I collect both the tech artifact and the key? It worked that way on the relay map, but no such luck with the collector or nullifier.
[close]
Most maps require you to use a nullifier. The maps before the nullifier map (and probably a few after, depends on play order) don't need nullifiers.
Title: Re: J's maps (units map pack)
Post by: pawel345 on November 04, 2013, 11:33:26 AM
It's a really cool series^^ My favorite was the pulse cannon and reactor maps I think^^ And I hated the beam map :P
Title: Re: J's maps (units map pack)
Post by: ThirdParty on November 04, 2013, 02:58:13 PM
I beat nine maps before getting tired/frustrated:
Spoiler
1. Won "Relay".
2. Collected the Collector, although the map didn't give me victory.
3. Won "Sprayer".
4. Collected the Guppy, although the map didn't give me victory.
5. Won "Nullifier".
6. Won "Siphon".
7. Won "Ore Mine".
8. Won "Strafer".
9. Won "Pulse Cannon".
10. Went back and won "Collector".

I'm not sure what my next move is.  I tried "Mortar" and "Sniper", but neither seemed winnable without reactors.  I also squinted at "Reactor", but didn't feel like trying it without snipers.  Maybe I'll come back later and give it a go.
[close]
Title: Re: J's maps (units map pack)
Post by: pawel345 on November 04, 2013, 03:22:18 PM
Well as I had beaten all the maps while testing them out i can say this:

Spoiler
Mortar is doable without reactors but it's hard and long :P
[close]
Title: Re: J's maps (units map pack)
Post by: TLMike on November 04, 2013, 07:01:28 PM
I. This. I look forward. So forward. Like ancient Greek Oracle level forward.
Title: Re: J's maps (units map pack)
Post by: TLMike on November 05, 2013, 12:36:23 AM
Looking at 3P's spoiler, and experiencing what he said about the Collector map each made me think that it'd be nice to know the victory condition of the map before you start playing. Much in the same way that CW2 was set up. It was nice going into the battle to know that you're meant to take out all the emitters, or collect all the bunkers. Perhaps V can add the same sort of thing to the next build of CW3. Maybe, when the game's paused, a nice indicator under the red pause button in the upper right.
Title: Re: J's maps (units map pack)
Post by: J on November 05, 2013, 11:19:54 AM
Since when is it no longer normal that you have to nullify all emitters? All maps require you to kill all normal emitters. On a few maps I swapped the emitters with crpl towers and deselected counts for victory.
maps that don't require nullifiers
Relay OreMine Sprayer
[close]
Title: Re: J's maps (units map pack)
Post by: asmussen on November 05, 2013, 11:22:59 AM
Quote from: J on November 05, 2013, 11:19:54 AM
Since when is it no longer normal that you have to nullify all emitters? All maps require you to kill all normal emitters. On a few maps I swapped the emitters with crpl towers and deselected counts for victory.
maps that don't require nullifiers
Relay OreMine Sprayer
[close]

Yeah, that's pretty much what I used to check to see if I had to kill them. Mouse over them to see if the display comes up showing the amount and interval, and if it does then you probably have to kill them.
Title: Re: J's maps (units map pack)
Post by: TLMike on November 05, 2013, 06:57:57 PM
Well, that doesn't really mean anything. There can be a map with a regular emitter, but the victory conditions are changed with CRPL.

But, yes, I get what you mean.
Title: Re: J's maps (units map pack)
Post by: asmussen on November 05, 2013, 07:18:04 PM
Quote from: TLMike on November 05, 2013, 06:57:57 PM
Well, that doesn't really mean anything. There can be a map with a regular emitter, but the victory conditions are changed with CRPL.

But, yes, I get what you mean.

Well, yeah, I didn't mean to imply that it was a guaranteed method of telling if you had to kill the emitter or anything. It's just a method I used to give me a general guess on this particular set of maps.
Title: Re: J's maps (units map pack)
Post by: asmussen on November 05, 2013, 07:55:02 PM
I've still got 3 maps left to finish in this set, but well done J. Been really enjoying this one.

Title: Re: J's maps (units map pack)
Post by: Sohee on November 06, 2013, 10:06:14 AM
Spoiler

relay
collector
sprayer
nullifier
guppy
siphon
ore mine
strafer
pulse canon
bomber
mortar
shield
beam
forge

ore mine, pulse canon was hard for me.
beam... well.. at first, i think this is impossible.
but i realized that i can get beam tech at start :)
[close]
Title: Re: J's maps (units map pack)
Post by: J on November 06, 2013, 10:48:28 AM
Quote from: Sohee on November 06, 2013, 10:06:14 AM
Spoiler

relay
collector
sprayer
nullifier
guppy
siphon
ore mine
strafer
pulse canon
bomber
mortar
shield
beam
forge

ore mine, pulse canon was hard for me.
beam... well.. at first, i think this is impossible.
but i realized that i can get beam tech at start :)
[close]
That seems pretty much impossible as you need nullifiers to complete collector map. For the beam map, did you nullify a spore tower and built a collector on the PZ? I thought I checked if it was possible to quickly grab the tech. Still, I can change any map before I release it to colonial space >:D
Title: Re: J's maps (units map pack)
Post by: asmussen on November 06, 2013, 11:12:09 AM
Did you not intend for the beam tech to be attainable at the beginning of the map? I also picked it up before building my base. Two properly placed relays, or three collectors have just enough time to grab the tech before the 2nd relay is destroyed by the creeper.

Title: Re: J's maps (units map pack)
Post by: Sohee on November 06, 2013, 11:29:56 AM
Quote from: asmussen on November 06, 2013, 11:12:09 AM
Did you not intend for the beam tech to be attainable at the beginning of the map? I also picked it up before building my base. Two properly placed relays, or three collectors have just enough time to grab the tech before the 2nd relay is destroyed by the creeper.

you can get beam tech, and two PZ.
Title: Re: J's maps (units map pack)
Post by: J on November 06, 2013, 11:47:47 AM
Just edited the map a bit (not uploaded yet), slight terrain modifications make it impossible to get beam tech directly at start, while nullifing two spore towers is still possible, making the rest of the map 40% easier. With a good assault you can get the beam tech mid-game using the PZ's left. Still the map is 100% possible if you have shields.
btw did you know the terrain on the beam map is 95% crpl-generated?

EDIT: uploaded the map (this post), if anyone wants to check if techs are applied directly at start, and if when you start the game, save, finish another map, load the map, the tech from the other map is applied.
Title: Re: J's maps (units map pack)
Post by: Buck on November 06, 2013, 01:06:08 PM
This was well done, it was very fun thanks.

I think this was the order I did it in, the last map took a few runs to figure out:

Spoiler


relay
sprayer
nullifier
siphon
ore mine
cannon
collector
beam
forge
mortar
guppy
strafer
shield
bomber
reactor
terp
sniper
bertha

[close]
Title: Re: J's maps (units map pack)
Post by: Sohee on November 06, 2013, 02:32:09 PM
Quote from: Buck on November 06, 2013, 01:06:08 PM
This was well done, it was very fun thanks.

I think this was the order I did it in, the last map took a few runs to figure out:

terp map without bertha?
pulsecannon map without strafer?

is it possible?
Title: Re: J's maps (units map pack)
Post by: Buck on November 06, 2013, 03:13:51 PM
Quote from: Sohee on November 06, 2013, 02:32:09 PM
Quote from: Buck on November 06, 2013, 01:06:08 PM
This was well done, it was very fun thanks.

I think this was the order I did it in, the last map took a few runs to figure out:

terp map without bertha?
pulsecannon map without strafer?

is it possible?

My order probably wasn't the most efficient, but it works.

Spoiler
Singularity weapon in the forge won those maps for me.   
[close]
Title: Re: J's maps (units map pack)
Post by: Lost in Nowhere on November 06, 2013, 10:55:00 PM
Wow, this is awesome!
(and hard)
Just one question: How did you get the IDs of the artifacts used in the scripts?
Title: Re: J's maps (units map pack)
Post by: J on November 07, 2013, 02:43:51 AM
Thanks for the comment, as that is exactly what it is meant to be :D
Quote from: J on November 04, 2013, 10:32:14 AM
Pretty much the same script for each map =P
The shield keys are the key here. With CRPL you can detect which shield keys have been detected. Then you can set the build limit.
if (<-shieldkey GetArtifactCollected) <-techtype -1 SetBuildLimit endif
Now I think of it, I can make the techs apply immediatly using the :Awake function... (gonna do that for the second series :P)
(I used the :Awake function in the updated beam map)
Title: Re: J's maps (units map pack)
Post by: eduran on November 07, 2013, 03:53:51 AM
Quote from: Lost in Nowhere on November 06, 2013, 10:55:00 PM
Just one question: How did you get the IDs of the artifacts used in the scripts?
It shows up when you double-click one of the keys (not the artifacts) in the editor.
Title: Re: J's maps (units map pack)
Post by: Sohee on November 07, 2013, 06:47:43 AM
Spoiler
relay
collector
sprayer
nullifier
guppy
siphon
ore mine
strafer
pulse canon
bomber
mortar
shield
beam
forge
reactor
bertha
terp
sniper
[close]

thanks for awesome map. it was very very fun.
but i'm noob. so last mission takes 4hour... T_T

hard map : ore mine, pulse canon, bertha, terp.
annoying map : beam(without beam tech)
long map : mortar(without reactor), sniper(terrrrrrrrrrrrrrrrrrrrrrrraforming)
Title: Re: J's maps (units map pack)
Post by: mzimmer74 on November 07, 2013, 10:44:17 AM
Quote from: Sohee on November 07, 2013, 06:47:43 AM
Spoiler
relay
collector
sprayer
nullifier
guppy
siphon
ore mine
strafer
pulse canon
bomber
mortar
shield
beam
forge
reactor
bertha
terp
sniper
[close]

thanks for awesome map. it was very very fun.
but i'm noob. so last mission takes 4hour... T_T

hard map : ore mine, pulse canon, bertha, terp.
annoying map : beam(without beam tech)
long map : mortar(without reactor), sniper(terrrrrrrrrrrrrrrrrrrrrrrraforming)

I appreciate the list...kind of nice to have a direction to approach these.  I'm really struggling on the mortar right now.  I agree that it's a long map.  However, the beam map wasn't that annoying to me because...
Spoiler

If you drop the orbital down to the closest large spot, drop a relay on the long strip north of you, and then put another relay directly south of the beam tech you are just able to complete the second relay and get the tech before the creeper overtakes the relay.  Then just move the orbital over to the west and start building up your defenses.  I can't imagine trying to beat that map without beams!
[close]
Title: Re: J's maps (units map pack)
Post by: J on November 07, 2013, 11:33:02 AM
For the collector map, you'll need at least relay and strafer or pulse cannon tech.
Sniper: I know it is pretty hard to get started, (@Sohee) can you post a screenshot of your finished map (to which level did you terraform it)?
For now I have the following changes in mind (from original maps):
Beam: Easier if you play without beam tech ('free' PZ), harder to get beam tech at start, easier to nullify 2 spore towers at start.
Sniper: A bit easier, it is already hard enough.
Disable singularity
Add totems to most maps that don't have them.
Check for new techs when loading saves and before unpausing.
Add messages for when you do not have to kill emitters.

(sorry for wiping out all scores then, but you can keep your techs!)
Title: Re: J's maps (units map pack)
Post by: asmussen on November 07, 2013, 11:41:21 AM
Has the zip file in your first post been updated with the changes you just listed?
Title: Re: J's maps (units map pack)
Post by: J on November 07, 2013, 12:12:56 PM
no
Title: Re: J's maps (units map pack)
Post by: Jacobkolstad on November 08, 2013, 02:49:44 AM
*Downloading - 3hours left*
Damn you slow network connection!
Title: Re: J's maps (units map pack)
Post by: TLMike on November 08, 2013, 04:39:21 AM
Quote from: Jacobkolstad on November 08, 2013, 02:49:44 AM
*Downloading - 3hours left*
Damn you slow network connection!


For 65 KB? That's... You need to get a new service provider, man.
Title: Re: J's maps (units map pack)
Post by: Sohee on November 08, 2013, 01:51:12 PM
sniper map

i'm novice and lazy guy. pulse cannon can't hit higher-ground..
there is no micro control for lazy guy.
so i did teraform to lvl8.

at the beginning seems to take up to 2hr..
Title: Re: J's maps (units map pack)
Post by: Lioncourt on November 12, 2013, 12:45:37 AM
I am not sure if I just don't know what I am doing, but on the terp map I seem to have a problem.  I got a guppy out to one of the rock islands, built a collector that connected all the totems, plus it connected to the terp tech icon, but it didn't give me the tech.  I took over the island, and tried again, still didn't fly up to orbit, still no tech.  Am I doing something wrong?
Title: Re: J's maps (units map pack)
Post by: J on November 12, 2013, 01:54:52 AM
Quote from: Lioncourt on November 12, 2013, 12:45:37 AM
I am not sure if I just don't know what I am doing, but on the terp map I seem to have a problem.  I got a guppy out to one of the rock islands, built a collector that connected all the totems, plus it connected to the terp tech icon, but it didn't give me the tech.  I took over the island, and tried again, still didn't fly up to orbit, still no tech.  Am I doing something wrong?
You must connect tech to the CN using relays or fly the CN over it (it still needs a collector on the ground to cellect the tech).
Title: Re: J's maps (units map pack)
Post by: ChrRas on November 12, 2013, 11:35:35 AM
How do you do the terp map?

Can someone please upload a picture of how they start out?
Title: Re: J's maps (units map pack)
Post by: Lioncourt on November 12, 2013, 11:08:31 PM
Im guessing in order to make it to the other island, you need the bertha. I would like to see someones video getting the bertha :)  I keep getting clobbered
Title: Re: J's maps (units map pack)
Post by: J on November 13, 2013, 01:49:08 AM
Once started on the terp map (where ChrRas problem lies), you can use either forge singularity or bertha's to kill some creeper before it overflows. To get started, land CN and build collectors in the west/northwest area of the lower left island. Build two cannons and a mortar (make sure at least one cannon finishes  in time) and don't forget to get your beams up in time. It is very helpful to already put everything in a grid so you can maximise reactors and bertha's (without bertha's, singularity + strafers (did I put AET there?) or send mortars on bombing runs).

Bertha: build up using collectors and build a few mortars and beams. Fill the area with reactors and attack. You'll need about six of each for a stable foothold.
Spoiler
Note that you can take out the spore towers with guppy's.
[close]
Title: Re: J's maps (units map pack)
Post by: mzimmer74 on November 13, 2013, 12:15:37 PM
Quote from: Lioncourt on November 12, 2013, 11:08:31 PM
Im guessing in order to make it to the other island, you need the bertha. I would like to see someones video getting the bertha :)  I keep getting clobbered

I was able to beat the Terp map without Berthas (haven't managed to beat that map yet and want to try it with Terp).  It is incredibly hard to do since there is SO much creeper.  The answer definitely lies in using Singularity weapon.  I struggled with finding a place to shoot it that would get me some clear ground for a guppy and a nullifier but just would save, shoot, and reload if it didn't work.  Make sure you shoot a powerful singularity.  You'll probably want 80-100 seconds or so per shot just to give you time to clear out the spot and get the nullifer to go off.
Title: Re: J's maps (units map pack)
Post by: Ninja on November 13, 2013, 02:16:27 PM
I wish that you'd make the Sprayer map a little easier; it seems extremely hard to me.
Title: Re: J's maps (units map pack)
Post by: J on November 13, 2013, 02:32:50 PM
Wasn't the sprayer map the map where you had to suck the AC out of little pools? I already added 2 reactors and a mortar to that one! (if memory serves correctly) Just make sure you 'activate' all pools before engaging the creeper.
Spoiler
Don't be afraid to put sprayers in the creeper near a pool, the AC will evaporate a lot of creeper and eventually make it to the sprayer!
[close]
Title: Re: J's maps (units map pack)
Post by: Ninja on November 13, 2013, 02:46:05 PM
Quote from: J on November 13, 2013, 02:32:50 PM
Wasn't the sprayer map the map where you had to suck the AC out of little pools? I already added 2 reactors and a mortar to that one! (if memory serves correctly) Just make sure you 'activate' all pools before engaging the creeper.
Spoiler
Don't be afraid to put sprayers in the creeper near a pool, the AC will evaporate a lot of creeper and eventually make it to the sprayer!
[close]
Okay, thanks for the hint. But I wish you'd turn down the top left emitter's strength, still.
Title: Re: J's maps (units map pack)
Post by: Lost in Nowhere on November 13, 2013, 05:25:42 PM
If I remember correctly, it is impossible to get any AC except from the already-exposed emitter without using a terp. My strategy was to just get the key before anything bad could happen using a sprayer and a mortar.
Title: Re: J's maps (units map pack)
Post by: J on November 14, 2013, 02:29:39 AM
Quote from: Lost in Nowhere on November 13, 2013, 05:25:42 PM
If I remember correctly, it is impossible to get any AC except from the already-exposed emitter without using a terp. My strategy was to just get the key before anything bad could happen using a sprayer and a mortar.
You can put a sprayer next to an AC emitter and enable the collection field, that should pull the AC over the terrain.
Title: Re: J's maps (units map pack)
Post by: Ninja on November 14, 2013, 09:16:16 AM
Quote from: J on November 14, 2013, 02:29:39 AM
Quote from: Lost in Nowhere on November 13, 2013, 05:25:42 PM
If I remember correctly, it is impossible to get any AC except from the already-exposed emitter without using a terp. My strategy was to just get the key before anything bad could happen using a sprayer and a mortar.
You can put a sprayer next to an AC emitter and enable the collection field, that should pull the AC over the terrain.
Spoiler
It does.
[close]
Title: Re: J's maps (progressor)
Post by: J on November 20, 2013, 10:34:53 AM
Added a new, fairly easy experimental map: Progressor. Map and screenshot in top post, Good luck!
EDIT: the map in the top post got updated, the map now actually challenges you by increasing emitter strenght every 10 minutes, meaning you have to act fast to prevent the map from getting out of control
Title: Re: J's maps (miniland)
Post by: J on November 22, 2013, 09:58:26 AM
New map: Miniland (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16264)! Rather small and 94 creeper/second, good luck! (screenshot in top post)
Title: Re: J's maps (miniland)
Post by: MadMag on November 22, 2013, 11:42:21 AM
Great little map! I love maps like that.
Title: Re: J's maps (miniland)
Post by: ThirdParty on November 22, 2013, 02:12:28 PM
Yeah, nice map.  It's interesting to have space as the limiting factor, and be making decisions like "Would I rather have a Forge or a Bertha?  I don't have room for both!"
Title: Re: J's maps (miniland)
Post by: MadMag on November 22, 2013, 02:20:12 PM
Yeah, same.  Do I have time to build reactor or maybe suffer a little on energy and make that needed Mortar :)
Title: Re: J's maps (miniland)
Post by: Helper on November 23, 2013, 01:35:56 PM
Quote from: MadMag on November 22, 2013, 11:42:21 AM
Great little map! I love maps like that.

LOL!
You should...I just played the whole thing thinking it was one or yours.

@J - great job and a lot of fun.
H
Title: Re: J's maps (miniland)
Post by: Ninja on November 26, 2013, 10:38:41 PM
Could someone tell me (in a spoiler) how they completed the collector map without a nullifier?
Title: Re: J's maps (miniland)
Post by: TLMike on November 27, 2013, 12:14:12 AM
Quote from: Ninjadude501 on November 26, 2013, 10:38:41 PM
Could someone tell me (in a spoiler) how they completed the collector map without a nullifier?

Spoiler
You're meant to do the Relay map, collecting the Relay tech, of course. Then do the Collector map, using the Relay tech to collect the Collector tech. Then return to the map later on and nullify the emitters.
[close]
Title: Re: J's maps (miniland)
Post by: J on November 27, 2013, 01:55:07 AM
To 'collect' the collector tech you must complete the entire map, that means you need nullifiers before playing the collector map. And as there is no ore on the collector map, you'll also need a weapon that works with energy (cannon, strafer...)
Title: Re: J's maps (miniland)
Post by: TLMike on November 27, 2013, 06:14:45 AM
I've given away that I haven't beaten them!
Title: Re: J's maps (miniland)
Post by: J on December 05, 2013, 03:05:52 PM
Yesterday I crafted the terrain for miniland 2 and I thought, why not record it so others can see how I generate terrain? Video (includes creating terrain from scratch, adding enemies ect. and my first two tries to survive):
http://www.youtube.com/watch?v=xmTFYKdlrFE (http://www.youtube.com/watch?v=xmTFYKdlrFE)
As you can see balancing isn't done yet but the map should be coming soon.
Note that most other maps were generated the same way.
Title: Re: J's maps (Miniland 2)
Post by: J on December 06, 2013, 09:12:55 AM
New map: Miniland 2!
Good luck in this small map with 4 emitters!
Click HERE (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16439) to download
Title: Re: J's maps (Miniland 2)
Post by: MadMag on December 06, 2013, 10:52:36 AM
Miniland II - Very fun map! Keep`em coming :)
Title: Re: J's maps (Miniland 2)
Post by: ThirdParty on December 06, 2013, 01:15:08 PM
I second the "Keep 'em coming".  These are really nice maps.
Title: Re: J's maps (Miniland 2)
Post by: Helper on December 06, 2013, 05:17:58 PM
Quote from: MadMag on December 06, 2013, 10:52:36 AM
Miniland II - Very fun map! Keep`em coming :)

Concur!
Good stuff.
Title: Re: J's maps (Miniland 3)
Post by: J on December 07, 2013, 01:04:42 PM
And again, a new map: Miniland 3!
Small map, 4 emitters, and addictional replay value as there are 2 landing zones and only one CN!
Spoiler
Click to download(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16450) (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16449)
[close]
Title: Re: J's maps (Miniland 3)
Post by: Helper on December 07, 2013, 03:00:41 PM
Quote from: J on December 07, 2013, 01:04:42 PM
And again, a new map: Miniland 3!

I had a rough start, but managed to finish. Have to give it another go.
Fun map.
Title: Re: J's maps (Miniland 3)
Post by: ThirdParty on December 07, 2013, 06:15:17 PM
Played through it from each landing pad.  The option that looked easier was indeed easier.

This one was fun too, but I'm getting a little tired of ridges.  I find myself hoping that the next installment will feature some other terrain type, such as islands.
Title: Re: J's maps (Miniland 3)
Post by: J on December 08, 2013, 11:58:43 AM
Quote from: ThirdParty on December 07, 2013, 06:15:17 PM
Played through it from each landing pad.  The option that looked easier was indeed easier.

This one was fun too, but I'm getting a little tired of ridges.  I find myself hoping that the next installment will feature some other terrain type, such as islands.
How would you imagine an island type map that is hard at start and once you have a stable base, easy to finish?
All I can say is that I'm often experimenting with new types of terrain but ridges are so far the best that fit my playing style.
Title: Re: J's maps (Miniland 3)
Post by: Annonymus on December 08, 2013, 12:26:01 PM
Maybe where you are on the island, the ocean is the creeper and you have to defend yourself? This also opens much space for CRPL if you want to (tsunamis for example).
Title: Re: J's maps (Miniland 3)
Post by: ThirdParty on December 08, 2013, 12:43:45 PM
Quote from: J on December 08, 2013, 11:58:43 AMHow would you imagine an island type map that is hard at start and once you have a stable base, easy to finish?
All I can say is that I'm often experimenting with new types of terrain but ridges are so far the best that fit my playing style.
I don't know, I just remember a lot of fun island maps in CW1.  Maps where building relays across flooded channels was easier than draining those channels.
Title: Re: J's maps (Miniland 3)
Post by: J on December 08, 2013, 01:10:15 PM
Quote from: ThirdParty on December 08, 2013, 12:43:45 PM
I don't know, I just remember a lot of fun island maps in CW1.  Maps where building relays across flooded channels was easier than draining those channels.
The problem is that it doesn't challenge your starting posistion and finally nullifying the emitters can take up some time. The only thing that I might still try is putting an emitter on your starting island while somewhere else the creeper rapidly reaches dangerous heights. Maps like 'the bowl' (CW:TS) can also be pretty hard without using a lot of creeper.
Title: Re: J's maps (Miniland 4)
Post by: J on December 08, 2013, 03:14:16 PM
New map: Miniland 4
Spoiler
Click to download(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16462;image) (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16461)
[close]
Title: Re: J's maps (Miniland 4)
Post by: ThirdParty on December 08, 2013, 05:43:49 PM
Great!  Possibly my favorite one yet.
Title: Re: J's maps (Miniland 4)
Post by: Clean0nion on December 08, 2013, 06:02:12 PM
Quote from: ThirdParty on December 08, 2013, 05:43:49 PM
Great!  Possibly my favorite one yet.
J - you see what I mean?
(I told J I wasn't a fan of the, gave my reasons, explained there were other fans of this style who would hold a different opinion
Title: Re: J's maps (Miniland 4)
Post by: J on December 09, 2013, 02:42:33 AM
Clean0nion - you see what I mean?
You don't need CRPL for a map to be good ;) and the version you played was way too hard, all of the 5 emitters were weakened a bit before posting the map here.
3P - Nice to see someone liking my map(s) =J
(I usually get a lot of downvotes from the general audience (CW2))
Title: Re: J's maps (Miniland 4)
Post by: Helper on December 09, 2013, 11:34:26 AM
#4 is #1!

Very nicely done.

(http://knucklecracker.com/forums/Themes/default/images/post/thumbup.gif)
Title: Re: J's maps (Miniland 4)
Post by: Cavemaniac on December 09, 2013, 01:46:46 PM
Quote from: J on December 09, 2013, 02:42:33 AM
Nice to see someone liking my map(s) =J
(I usually get a lot of downvotes from the general audience (CW2))

I'm gonna have to wait 'till my daughter grows up a bit before I can really have a crack at all these awesome maps that are coming on line - at two months old, I'm either tending to her, working or sleeping...
Title: Re: J's maps (Miniland 4)
Post by: Grayzzur on December 09, 2013, 11:54:03 PM
Miniland 4 was fun. Gotta keep an eye on the whole map while you play, or that creeper will sneak up on you from another direction.
Title: Re: J's maps (Miniland 4)
Post by: Helper on December 10, 2013, 03:12:55 PM
Quote from: Cavemaniac on December 09, 2013, 01:46:46 PM
...I'm either tending to her, working or sleeping...

Don't worry - in about 18 years or so, that will ease up...a bit.
Title: Re: J's maps (Tinyland)
Post by: J on December 11, 2013, 01:11:08 PM
Anyone who think Miniland is too big? Here's Tinyland! Only 25% of standard map size!
Spoiler
Click to download
(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16500;image) (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16543)
[close]
Title: Re: J's maps (Tinyland)
Post by: ThirdParty on December 12, 2013, 05:02:42 PM
Seemed very easy.  With three CNs and an energy deposit, I had no trouble getting a cannon onto each of the four ridges at the start, after which it was just a matter of pushing outward.
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 06:02:32 AM
RE: The 18 pack.

Can't even get out of the gate.
Spoiler
I started with Relay and finished, but that tech doesn't show up in any other map I try.
Is there some way to pick up additional techs/keys without a Relay or Collector?
[close]
Title: Re: J's maps (Tinyland)
Post by: J on December 15, 2013, 07:51:02 AM
Did you proceed to the next frame? That should make the tech show up. Addictionally, can you try the updated beam map to see if they show up without unpausing?

@3P, I'll take another look at the tinyland map soon to see if I can make it more challenging (and thus more rewarding to finish)
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 08:10:27 AM
Quote from: J on December 15, 2013, 07:51:02 AM
Did you proceed to the next frame? That should make the tech show up. Addictionally, can you try the updated beam map to see if they show up without unpausing?


Hi J - I don't know what you mean by 'next frame'. I was able to get the Relay tech and the key ; finishing the game in about 37 seconds. I closed out as normal by submitting my score, then tried several other games - but none showed the Relay tech available.

To clarify - I moved all of your *.cw3 files to:
C:\Users\MyName\Documents\CreeperWorld3\Finalized

[EDIT to add the "Finalized" folder.]

Thanks,
H
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 08:17:55 AM
"Finalized" folder:
Title: Re: J's maps (Tinyland)
Post by: J on December 15, 2013, 08:18:17 AM
Did you unpause? (note that the 'new' beam map should have it unlocked directly at start) The place where you load it from (finalized map folder or using the load map planet) doesn't matter. If this all still doesn't work you might need to replay the relay map (as in the story missions there were also some cases where maps had to be replayed).

EDIT: (comment on new reply) do those work in-game? (normally you got to keep them in a seperate folder each (I simply packed all folders in my finalized folder))
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 08:21:46 AM
"unpause" - I saw that earlier, but wasn't clever enough to figure out what it meant!

As soon as I hit the "P" key, I had the relay tech available.
Thank you much...I am moving on down the road.
Title: Re: J's maps (Tinyland)
Post by: Clean0nion on December 15, 2013, 08:56:56 AM
Quote from: J on December 15, 2013, 08:18:17 AM
do those work in-game? (normally you got to keep them in a seperate folder each (I simply packed all folders in my finalized folder))
I think he's loading them using the Load File option.
Title: Re: J's maps (Tinyland)
Post by: J on December 15, 2013, 12:03:58 PM
Updated Tinyland: still only 25% of total map size, but a lot harder now (I didn't even have a stable base by the time I finished the old version)
Spoiler
Click to download
(http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16541;image) (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16543)
[close]

@Helper do you get the techs without unpausing in the updated beam map? (download (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16032)) (you can use that map as a replacement for the original beam map as it has the same key in it)
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 02:56:28 PM
"I think he's loading them using the Load File option."

I wasn't aware of any other way to load map from file. Please enlighten me.

Quote from: J on December 15, 2013, 12:03:58 PM
@Helper do you get the techs without unpausing in the updated beam map? (download (http://knucklecracker.com/forums/index.php?action=dlattach;topic=14584.0;attach=16032)) (you can use that map as a replacement for the original beam map as it has the same key in it)

Spoiler

So far, I only have the Relay, Collector, and Sprayer (in that order). Am not able to complete the Beam yet.
[close]
Title: Re: J's maps (Tinyland)
Post by: Clean0nion on December 15, 2013, 04:34:58 PM
Quote from: Helper on December 15, 2013, 02:56:28 PM
Please enlighten me.
Enlighten you I shall! In the main menu, head to the bottom in the star system that is apparently named "DMD". Yes, I know it's the DMD. One of the planets is named "Load File". Click it, and you'll be taken to a shoddy CW version of Windows Explorer. Find your .cw3 file, open it up, and away you go.
Title: Re: J's maps (Tinyland)
Post by: ThirdParty on December 15, 2013, 05:20:33 PM
Quote from: J on December 15, 2013, 12:03:58 PMUpdated Tinyland: still only 25% of total map size, but a lot harder now
Cool.  Still much easier than the Minilands, but now it felt like a bit of a challenge.
Title: Re: J's maps (Tinyland)
Post by: Helper on December 15, 2013, 05:46:47 PM
@CO - right.
I use the "Load File" function from the main panel. Must have misunderstood your earlier comment - thought there was some other method to 'load' a map.

H
Title: Re: J's maps (Tinyland)
Post by: Clean0nion on December 15, 2013, 05:47:09 PM
I just came here to say this.
Spoiler
You added a red teleporter thing that said "Press space!" So I pressed space. The map restarted.
Spoiler
WHY WHOULD YOU DO THAT TO ME, J? WHYY?
[close]
[close]
Thank you, everybody else, for ignoring this.
Title: Re: J's maps (Tinyland)
Post by: Flabort on December 16, 2013, 01:05:38 AM
J, I wanted to say, when I made it to the Alpha Sector after beating the story mode (got stuck on that 2nd to last for some time), and saw how many worlds you'd made in it, my jaw dropped a little.
So far I've beat Childs Play, The Totem (no number), and Wallsaver.
...Wallsaver. Just how much code went into making that?!
And you wrote it was a preview, or a demo, or something like that. That makes me wonder what you could be planning. What could you be planning.....

Also, downloading the 18.
Title: Re: J's maps (Tinyland)
Post by: J on December 16, 2013, 02:45:49 AM
Quote from: Clean0nion on December 15, 2013, 05:47:09 PM
I just came here to say this.
Spoiler
You added a red teleporter thing that said "Press space!" So I pressed space. The map restarted.
Spoiler
WHY WHOULD YOU DO THAT TO ME, J? WHYY?
[close]
[close]
Spoiler
Took me a while to understand what you were saying =P but the background text clearly says restart. I also made it red to make it look 'bad' so that people won't go in without looking at it. I might need to make the bg text more clear (using a brighter set of backgrounds). I can't do anything about the press space popup.
[close]


Quote from: Flabort on December 16, 2013, 01:05:38 AM
...Wallsaver. Just how much code went into making that?!
And you wrote it was a preview, or a demo, or something like that. That makes me wonder what you could be planning. What could you be planning.....
I said it was a simulator (if memory serves correctly). I might do a bigger wallsaver map but I have nothing planned. (my current plans are: spacedome (hopefully coming up soon) and units map pack 2 (next summer))
The code was pretty simple after all, as the code for wall decay was already in the game. I just needed to move the wall properly and invert the score at the end (and check if the walls are still alive).
Title: Re: J's maps (Tinyland)
Post by: Helper on December 16, 2013, 05:16:31 PM
18 pack -
I managed to get everything except the Terp.
Would sure love to see some screen shots from those who finished that one - and to know the finish times.
Title: Re: J's maps (Tinyland)
Post by: J on December 16, 2013, 05:22:30 PM
Quote from: Helper on December 16, 2013, 05:16:31 PM
18 pack -
I managed to get everything except the Terp.
Would sure love to see some screen shots from those who finished that one - and to know the finish times.
Where lies the problem?
Spoiler
Manage your mainland properly to fit max reactors, bertha's and still have room for a few units. You can juggle multiple groups of mortars to help your bertha's. If you use a relay on the PZ you can reach center island, and with a PZ relay on top island you should be able to bridge the entire gap. Use guppy's until then.
[close]
Title: Re: J's maps (Tinyland)
Post by: Helper on December 16, 2013, 07:11:08 PM
I think I have the basic concept for Terp, but it's looking like my method is going to be one heck of a slog.
One reason why I was curious on finish times.

BTW - I sent a Guppy up to build a Collector for the 'Key', but I guess I need to connect with the CN?
Title: Re: J's maps (Tinyland)
Post by: J on December 17, 2013, 10:28:36 AM
Yes you need to connect the key to the SN. I would advise nullifying the spore tower and AET first so you can connect it to your mainland using a PZ relay. You also should try building more reactors as you are pretty much starving there.
Title: Re: J's maps (Tinyland)
Post by: Helper on December 17, 2013, 12:52:46 PM
Quote from: J on December 17, 2013, 10:28:36 AM
I would advise nullifying the spore tower and AET first so you can connect it to your mainland using a PZ relay.

I agree, but that is going to take some doing. I'm 26+ minutes into the game and the Creeper is stacked up 300+ high on the upper right quadrant. I'm still curious to know what some of the other finishing times were. Do you have any screen shots of how you did this one?

Quote from: J on December 17, 2013, 10:28:36 AM
You also should try building more reactors as you are pretty much starving there.
Concur.
Title: Re: J's maps (Tinyland)
Post by: J on December 17, 2013, 01:04:06 PM
The emitter only emits to 2000 for the first minutes. So as long as you keep shooting, the creeper should decrease. Sending some mortars might help.
Title: Re: J's maps (Tinyland)
Post by: Helper on December 18, 2013, 07:41:52 AM
For future (or current) players:
The finishing times range from 23:20 to 2:03:51.
I ended up at 36:21
Title: Re: J's maps (Tinyland)
Post by: teknotiss on December 26, 2013, 11:36:17 AM
in your units maps info text on this thread you say "18 maps you can play in any order you like, just make sure you have the correct techs from other worlds. Each missions has one tech artifact and one shield key. Finish a world and you can use the tech found there on all other 17 missions! This means you'll have to find out in which order you can play the maps." (italics added) since i clearly can't play them in any order it'd be nice to know which order/s is/are correct.
ps i haven't finished the collector map and still have the tech on the blaster map, so you don't need to finish maps just grab the tech.
i like the idea, but playing them all to work out which i need to do in order isn't something i find fun personally, perhaps some clues in map to push us a little in the right direction at least for the first map or two? anyway still a good idea even if i don't like the jumping in and out of maps part.  :)
Title: Re: J's maps (Tinyland)
Post by: J on December 26, 2013, 12:22:07 PM
Quote from: teknotiss on December 26, 2013, 11:36:17 AM
in your units maps info text on this thread you say "18 maps you can play in any order you like,
means I didn't put any hard limits on the order, you can start all maps but that doesn't mean you can win them
just make sure you have the correct techs from other worlds. Each missions has one tech artifact and one shield key. Finish a world and you can use the tech found there on all other 17 missions! This means you'll have to find out in which order you can play the maps." (italics added) since i clearly can't play them in any order it'd be nice to know which order/s is/are correct.
In colonial space, I did push you a bit in the correct direction, all descriptions say that you should play relay first and in the relay map you can find information on which maps don't need nullifiers. Somewhere the intended order is hidden (you can't find it by just playing the maps) however finding the correct order is the biggest part of the puzzle. You might even be able to find out the intended order by determining the most important techs needed for a mission as for most missions you need the tech of the mission before it (and of course I sometimes failed to do that =P ).
Title: Re: J's maps (Tinyland)
Post by: teknotiss on December 26, 2013, 12:28:41 PM
oh i forgot there was some info in the relay text, i have a terrible memory. well hmm i guess i need to find a notebook and then have a look at the relay conversations again  ::)
problem is there are sooo many maps from all the users and the DMD that i tend to hop from one users to anothers, this is obviously not helpful with your series, perhaps i need to focus better  :)
Title: Re: J's maps (Tinyland)
Post by: Grauniad on December 26, 2013, 12:34:41 PM
Addition of hashtags to the maps will help... that will happen soon, I hope
Title: Re: J's maps (Tinyland)
Post by: Karsten75 on January 07, 2014, 12:18:46 PM
I'm just going to say this. Then I'm going to remove all of your Units maps from my map list.

It is a most frustrating series. I have to guess what will come after what. Load one, then find out I can't do it.. or can I? With most maps, at least I know if there is a score, there is a way to complete it - IN THAT MAP. Not after I played some other map. I've loaded some maps maybe 6 or 7 times, just to decide that maybe if I had another tech I would be able to do this map. But then no, that's not the way. In all, I've maybe loaded 30+ maps to complete only two.

It's like Virgil throwing the Arc Eternal Missions in a list and tells us "go figure it out", except it's probably worse, since Virgil only has 23 maps and in a good number of them the techs are all available already.

J, I usually like your maps and I find that you have a keen sense of map making, but in this series, I think you aimed for making things frustrating more than fun. If so you have succeeded. If I play games, I don't want to sit here and seethe, I want to enjoy things. With this I can't do it.

If there were star ratings for "Most annoying" maps, I would give you 10/10. For fun, not so much.
Title: Re: J's maps (Tinyland)
Post by: Clean0nion on January 07, 2014, 01:09:17 PM
Quote from: Karsten75 on January 07, 2014, 12:18:46 PM
I'm just going to say this. Then I'm going to remove all of your Units maps from my map list.

It is a most frustrating series. I have to guess what will come after what. Load one, then find out I can't do it.. or can I? With most maps, at least I know if there is a score, there is a way to complete it - IN THAT MAP. Not after I played some other map. I've loaded some maps maybe 6 or 7 times, just to decide that maybe if I had another tech I would be able to do this map. But then no, that's not the way. In all, I've maybe loaded 30+ maps to complete only two.

It's like Virgil throwing the Arc Eternal Missions in a list and tells us "go figure it out", except it's probably worse, since Virgil only has 23 maps and in a good number of them the techs are all available already.

J, I usually like your maps and I find that you have a keen sense of map making, but in this series, I think you aimed for making things frustrating more than fun. If so you have succeeded. If I play games, I don't want to sit here and seethe, I want to enjoy things. With this I can't do it.

If there were star ratings for "Most annoying" maps, I would give you 10/10. For fun, not so much.
Honestly J, I'm going to have to agree with Karsten on this one, however all of your other CW3 maps have been excellent.
Even so - kudos for working out how to make a map series!
If I were you, I'd combine all the maps into one - although that could take a while...
Spoiler
You'd start with the relay map, and add a script called "map.crpl" or something. When you completed the relay map, the terrain and all enemy units would be removed and then the terrain rebuilt so that it is the next map in the series.
That will take a long time. How long? This spoiler:
Spoiler
LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG
[close]
[close]
Title: Re: J's maps (Tinyland)
Post by: J on January 07, 2014, 03:49:59 PM
Changing the entire terrain while playing is not an option, takes waaaay toooo looooong. Things I can do is uploading them in a order that is playable, but very hard (so I give the worst option and you can choose the change it into a more preferable order). btw Karsten did you play the maps in CS or did you download them from here (in CS I added a hint for the first four maps). I must agree that the order for the first half was pretty hard to find out. After the completing the first half things get a lot easier (you've seen maps already a few times and less maps to choose from). When I make #UnitSeries2 I'll keep this in mind (fairly easy solution: make sure you don't need the tech of the map before it).

Anyways, thanks for feedback!
Title: Re: J's maps (Tinyland)
Post by: Helper on January 07, 2014, 08:25:34 PM
@J -
I kept notes of the sequence if you want them posted in a spoiler.
H
Title: Re: J's maps (Tinyland)
Post by: cooky713 on January 09, 2014, 09:08:14 PM
J, I would be against you publishing/changing the order of the maps - I went for the Blaster after getting the nullifier - I suspect that was probably incorrect, but I still did it. (And if it was intended then you are an even more devious map maker than I thought), and I got the terp before the Bertha.

If you set out an established order people wouldn't innovate as much when they try and solve the map (in my opinion).


Title: Re: J's maps (units map pack)
Post by: Svear on February 15, 2014, 04:53:57 AM
Quote from: J on November 13, 2013, 01:49:08 AM
Bertha: build up using collectors and build a few mortars and beams. Fill the area with reactors and attack. You'll need about six of each for a stable foothold.
Spoiler
Note that you can take out the spore towers with guppy's.
[close]

I've really been enjoying this series of maps. Now I only have Bertha, Terp and Sniper left.

I can't even get a foothold on Bertha. With enough beams to survive the first round of spores, I get crushed by the creeper spilling over. And with enough mortars to hold it back, I don't have enough beams up to keep one from getting through, then that snowballs down, too. It's so frustrating. Can I get a hint?
Title: Re: J's maps (units map pack)
Post by: teknotiss on February 15, 2014, 08:30:18 AM
Quote from: Svear on February 15, 2014, 04:53:57 AM
Quote from: J on November 13, 2013, 01:49:08 AM
Bertha: build up using collectors and build a few mortars and beams. Fill the area with reactors and attack. You'll need about six of each for a stable foothold.
Spoiler
Note that you can take out the spore towers with guppy's.
[close]

I've really been enjoying this series of maps. Now I only have Bertha, Terp and Sniper left.

I can't even get a foothold on Bertha. With enough beams to survive the first round of spores, I get crushed by the creeper spilling over. And with enough mortars to hold it back, I don't have enough beams up to keep one from getting through, then that snowballs down, too. It's so frustrating. Can I get a hint?

you should be able to grab the bertha tech without finishing the map, just land near it and grab it, then restart the map and, bazinga, you have berthas, that should let you do it, hope that helps  8)
Title: Re: J's maps (units map pack)
Post by: J on February 15, 2014, 12:21:27 PM
Quote from: teknotiss on February 15, 2014, 08:30:18 AM
you should be able to grab the bertha tech without finishing the map, just land near it and grab it, then restart the map and, bazinga, you have berthas, that should let you do it, hope that helps  8)
Even if you have the tech collected, you won't be able to use it from the start on the mission with that tech.

Quote from: Svear on February 15, 2014, 04:53:57 AM
I've really been enjoying this series of maps. Now I only have Bertha, Terp and Sniper left.

I can't even get a foothold on Bertha. With enough beams to survive the first round of spores, I get crushed by the creeper spilling over. And with enough mortars to hold it back, I don't have enough beams up to keep one from getting through, then that snowballs down, too. It's so frustrating. Can I get a hint?
Ignore the bertha tech if that makes it easier, you won't need it the first minutes.
Remember to use as much energy as you produce (if you produce more than you can use, build reactors). Directly build collectors (first only one at time, increase as you get more energy), then build four mortars (2 just above and below CN, 2 in the corners). Then build your beams (6, one just above each mortar (including the ones you didn't build yet)).
If you can survive the first spore wave, you can survive them all as they will be spread more and more. Continue to build reactors and mortars until you can advance. And don't forget to build a forge.
Title: Re: J's maps (units map pack)
Post by: teknotiss on February 15, 2014, 03:13:27 PM
Quote from: J on February 15, 2014, 12:21:27 PM
Quote from: teknotiss on February 15, 2014, 08:30:18 AM
you should be able to grab the bertha tech without finishing the map, just land near it and grab it, then restart the map and, bazinga, you have berthas, that should let you do it, hope that helps  8)
Even if you have the tech collected, you won't be able to use it from the start on the mission with that tech.

oh  :o harsh  ::) i haven't tried the bertha map yet, i sort of gave up for the same reason karsten did, just got tired of starting and stopping maps
Title: Re: J's maps (units map pack)
Post by: Svear on February 17, 2014, 09:15:55 PM
Quote from: J on February 15, 2014, 12:21:27 PM
Quote from: Svear on February 15, 2014, 04:53:57 AM
I've really been enjoying this series of maps. Now I only have Bertha, Terp and Sniper left.

I can't even get a foothold on Bertha. With enough beams to survive the first round of spores, I get crushed by the creeper spilling over. And with enough mortars to hold it back, I don't have enough beams up to keep one from getting through, then that snowballs down, too. It's so frustrating. Can I get a hint?
Ignore the bertha tech if that makes it easier, you won't need it the first minutes.
Remember to use as much energy as you produce (if you produce more than you can use, build reactors). Directly build collectors (first only one at time, increase as you get more energy), then build four mortars (2 just above and below CN, 2 in the corners). Then build your beams (6, one just above each mortar (including the ones you didn't build yet)).
If you can survive the first spore wave, you can survive them all as they will be spread more and more. Continue to build reactors and mortars until you can advance. And don't forget to build a forge.

Thanks for the tip J. It still took a few attempts to sort out the adjustments, but I liked it all the same.
Spoiler
It's amazing how much of a difference 2 fewer mortars and a little position fine tuning made. Also building collectors in the "tide zone" even knowing that they were going to get destroyed when my power usage spiked, helped a lot for getting that foothold.
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