Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Grayzzur on November 11, 2013, 11:43:24 AM

Title: Grayzzur's Maps
Post by: Grayzzur on November 11, 2013, 11:43:24 AM
The idea for this first map, Spore Valley, was conceived when I saw mopa42's CW1 to CRPL Project (http://knucklecracker.com/forums/index.php?topic=14557.msg106886#msg106886) post. I decided the project was in need of CW1 style SAM Launchers.

This map is more of a demonstration of the Spores and SAM Launchers. I had posted a preview of this in mopa42's thread, and now I'm at a point where I can call it version 1.0.

Additional Credits/Thanks:
* Got the idea for the red spore warning banner from eduran's BorderSpores.
* Used a modified version of J's "Connect totems to win" from CRPL Examples page to give the map more of a CW1 feel.




Second map is a rough representation of Ix, the CW1 map where we are introduced to Drones. Making Drones is a bit of a challenge, as CRPL doesn't natively support player units. Here's what you do:
There are some shortcomings. No user interface to disable/disarm/stop resupply. You can't click the drone itself to select. Drag-select doesn't work. You can't drag a target line for bombing (but then, CW1 Drones couldn't do that anyway, so I'm fine with that).

Thoughts? Suggestions?
Title: Re: Grayzzur's Maps
Post by: Ninointeli on November 11, 2013, 11:45:24 AM
Wow good job for a start ;)
Title: Re: Grayzzur's Maps
Post by: Grayzzur on November 11, 2013, 12:00:12 PM
Some technical details and thoughts about the Spores and SAMs -- feel free to ignore this post.

Making player units is tricky, as the game doesn't truly support them. What I'm doing is piggybacking onto the Beam launchers. As I'm unable to target and fire at actual spores with CRPL, I had to make a custom spore projectile, and this also has the benefit of keeping the Beams from firing at them natively. The Beam also takes care of all the UI bits for moving a unit, so I didn't have to try and recreate that. One of the scripts basically watches the map for Beam units that don't have one of my SAM units paired up with them, and creates/pairs it up. The SAM Launcher follows the Beam around and steals it's ammo.

Issues:

If you want to put SAMs on your map, I've liberally commented the crpl code. Zip file attached here contains the code and the images that I'm using.
Title: Re: Grayzzur's Maps
Post by: Grayzzur on January 30, 2014, 10:13:03 AM
Ix-like map is up, with preview of CW1 Drones. I'm open to suggestions on how to make the interface better, since CRPL doesn't support player units directly. Or, maybe Virgil will decide to do something about that... :)
Title: Re: Grayzzur's Maps
Post by: pawel345 on January 30, 2014, 10:35:32 AM
Nice map :D As for the drones, they are really powerful :D my suggestion is to add the disarm/disconnect/stop resupply  on C ,V,B key down if unit is chosen. Also change the packet request delay depending on the number of player upgrades. Right now it builds really fast.
Title: Re: Grayzzur's Maps
Post by: Grayzzur on January 30, 2014, 11:19:36 AM
Yes... it does. That's the debugging build speed. I forgot to slow it down. At least I didn't leave it at a cost of 1. :)

I tried to reverse engineer the damage a mortar shell does and make each bomb do the same. I have no idea what the right balance would be for it yet.

As for player upgrades... how does one determine that? I wasn't aware of a way to query the forge for upgrade levels.