Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 20, 2014, 07:09:27 PM

Title: Custom Map #133: Level 3. By: Zack
Post by: AutoPost on January 20, 2014, 07:09:27 PM
This topic is for discussion of map #133: Level 3
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=133)

Author: Zack
Size: 255x255

Desc:
My third map! Because of I didn't know how to use shield keys before, you need the shield keys from Level 1 and Level 2. Press F to fire something that destroys all creeper in range. (As long as you have at least 100 ammo and 100 anti-creeper!) Also, this map has flip emitters. I hope you loke it!
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Helper on January 21, 2014, 08:34:21 AM
This was a good game to play - lots of different approaches the player can take.
You might want to point out that we have to destroy all of the Emitters, not just 'flip' them. It makes a difference in tactics.
Your custom device for throwing A/C bombs appears to just pick a random direction. The second one I launched went to the top left (middle of my Reactor field) and just sat there.

RE:
"(As long as you have at least 100 ammo and 100 anti-creeper!)"

What does "100 ammo" mean?

Thanks for your work on this game. I'll play it again.
H
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Karsten75 on January 21, 2014, 02:26:57 PM
(http://i.imgflip.com/6aixa.jpg)
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Helper on January 21, 2014, 02:33:55 PM
Playing a map without Totems is like drinking non-alcoholic beer...it KIND OF reminds you of the real thing.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: teknotiss on January 21, 2014, 04:22:20 PM
when Karsten, Helper and i agree either:
1 the universe has become unstable and an even stranger place than it was before  :o or,
2 you should listen since we must be right.  ::)
in this instance i think it's 2  :D

please add some totems or an aether pack or 2 if you want to limit tech advancing. still fun maps so far, just slow cos of no tech

Edit: ok just found some aether packs, so cheers dude! my mistake (in not turning the C opaque or looking at the map harder when starting ::))
fun map, but my new request is.... don't be so stingy with the AC man! 8)
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Helper on January 22, 2014, 07:01:58 PM
Quote from: teknotiss on January 21, 2014, 04:22:20 PM
when Karsten, Helper and i agree either:
1 the universe has become unstable and an even stranger place than it was before  :o or,


L'ingOL
*************

I've played it twicet now and might go again when my eyeballs quit bleeding.
(That bottom right Aether pack is the largest I recall seeing, but a battle to get to.)
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Katra on January 26, 2014, 12:07:44 AM
This special weapon is at least somewhat useful, doing approximately the damage of a Bertha round. (Takes about as long to load -100 energy and 100 AC) There seems to be a bit of a bug; because when the special weapon hits creeper the game goes into pause. (Also, a round accidentally fired at a creeper free spot landed and sat there for the rest of the game. I'm not sure if this is intended or not.)

Nice map; though I completely forgot that these were flip emitters. ;)

The bottom right aether pack wasn't too hard to reach with 5 berthas for cover fire.  ;D (I started with one CN on the bottom edge and the other two near the special weapon for two bases.)

Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Cavemaniac on January 30, 2014, 01:51:02 AM
Quote from: Th3ch053n0n3 on January 29, 2014, 10:57:43 PM
How the M*****F****** Hell do you flip these emitters?

Dude, you can't say 'Hell' on a family forum.

Damn - I said 'Hell'.

Bugger (http://www.youtube.com/watch?v=6RfAYnCxkK0), I said 'Damn'...

Hmm.

This might take a while...
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Helper on January 30, 2014, 08:16:33 AM
@Caveman - Live from the Roxy theater...It's George Carlin as the Hippy-Dippy Weatherman.

@Th3ch053n0n3 - lighten up dude, lots of younger folks hanging around this site.

All 'flip' Emitters are flipped by either Creeper (for A/C Emitters) or Anti-Creeper (for Creeper Emitters).
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: teknotiss on January 30, 2014, 03:19:49 PM
hey zack, i'm making a map using your nullifyable flip-mitters and i have a couple of questions about your scripts.
basically what do the Bombs.crpl and Conv.crpl scripts do?
the keyz.crpl is for the key you collect?
and i think i understand the Flip.crpl  ::) does what it says on the tin, right?
so if i just want the Flip script would deleting the others cause issues?
cheers for making them too!  8)
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: knucracker on January 30, 2014, 03:33:14 PM
A quick note about this map...
It was reported by two folks and in at least one case it was because the map insta-failed when they started it.  Now this isn't a reason to report a map (there is nothing to be censored in a map that doesn't 'work'), but it could have gotten the map redacted by the auto detection logic on the server.  Anyway, I have made it so this map can't be redacted by anyone else who reports it.

That said, of course the reason it insta-fails it because of the lack of the pre-requisite shield keys having been collected (that's what I think anyway).  As a style note it would be best to popup a message or something very obvious before the insta-fail so that players can know that the map is 'locked'.  That will prevent down votes, reports, etc. in the future.  So just a note for any future map maker who wants to tie a map to the completion of others.

As for this map... very cool.  I really enjoyed the flip emitters and deciding what order to attack them in.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: ZackNAttack on February 12, 2014, 09:02:31 PM
Quote from: Helper on January 21, 2014, 08:34:21 AM
This was a good game to play - lots of different approaches the player can take.
You might want to point out that we have to destroy all of the Emitters, not just 'flip' them. It makes a difference in tactics.
Your custom device for throwing A/C bombs appears to just pick a random direction. The second one I launched went to the top left (middle of my Reactor field) and just sat there.

RE:
"(As long as you have at least 100 ammo and 100 anti-creeper!)"

What does "100 ammo" mean?

Thanks for your work on this game. I'll play it again.
H

100 ammo is the red packets.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: ZackNAttack on February 12, 2014, 09:09:38 PM
Quote from: teknotiss on January 30, 2014, 03:19:49 PM
hey zack, i'm making a map using your nullifyable flip-mitters and i have a couple of questions about your scripts.
basically what do the Bombs.crpl and Conv.crpl scripts do?
the keyz.crpl is for the key you collect?
and i think i understand the Flip.crpl  ::) does what it says on the tin, right?
so if i just want the Flip script would deleting the others cause issues?
cheers for making them too!  8)

Bombs.crpl is for the large entity at the top-left corner of the level. Conv.crpl is the objects it shoots.

No, the Keyz.crpl is the script that checks if you have the keys for Level 1 and Level 2 (my previously posted levels).

No, deleting Bombs.crpl, Conv.crpl, and Keyz.crpl would not cause an issue with using the Flip script.

However, using Bombs.crpl without Conv.crpl would cause an issue.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: teknotiss on February 13, 2014, 09:02:56 AM
Quote from: ZackNAttack on February 12, 2014, 09:09:38 PM
Bombs.crpl is for the large entity at the top-left corner of the level. Conv.crpl is the objects it shoots.

No, the Keyz.crpl is the script that checks if you have the keys for Level 1 and Level 2 (my previously posted levels).

No, deleting Bombs.crpl, Conv.crpl, and Keyz.crpl would not cause an issue with using the Flip script.

However, using Bombs.crpl without Conv.crpl would cause an issue.


cool cheers dude!
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 13, 2014, 02:25:57 PM
I played the first and the second level.
But when I have 100 ammo and AC and then press "F", nothing happens?  ???
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Grauniad on February 13, 2014, 02:33:54 PM
The ammo and AC has to be *in* the custom unit to fire. I struggled a little with that as well.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 13, 2014, 02:46:00 PM
But, when does the AC go into the unit?
Because the ammo goes right away, does the AC in the CN's need to be full or something?
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: teknotiss on February 13, 2014, 03:27:18 PM
Quote from: Mexxor-Dinair on February 13, 2014, 02:46:00 PM
But, when does the AC go into the unit?
Because the ammo goes right away, does the AC in the CN's need to be full or something?

once you get some ore in a CN it should just be sent to any unit (including this special one) that demands it. the CN will fill with AC if the ore supply exceeds AC demand
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 13, 2014, 04:05:43 PM
Normally, it should go to the unit, i guess.
But my CN's are full and the AC- shooter doesn't get anything, it is connected directly to a command node though
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: ZackNAttack on February 13, 2014, 04:12:18 PM
The problem is, apparently, units aren't meant to have an ammo bar and an ac bar, so the ammo bar is on the ac bar. :o
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 13, 2014, 04:45:15 PM
That could be, but I think it would still fire stuff, even if you could not see the AC Bar?
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Grayzzur on February 13, 2014, 10:28:43 PM
Your first two maps were a little boring and spread out. This one was much more interesting. The aether really helps keep it from being too slow. I actually only played the first two to unlock this one, after seeing some of the comments on it.

A couple of suggestions:

Your special emitters don't display how much creeper they are pumping out. I'd set the popup text to indicate numbers like a regular emitter.

The special unit that fires the anti-creeper bombs - it wasn't clear how to aim. I wasted several before figuring out they were going to where the mouse pointer is. Work out some kind of targeting reticle, or at least inform the user how to aim. Popup text on the unit would work here too.

I'm curious what awaits us for Level 4.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: ZackNAttack on February 14, 2014, 07:19:41 PM
Quote from: Mexxor-Dinair on February 13, 2014, 04:45:15 PM
That could be, but I think it would still fire stuff, even if you could not see the AC Bar?
I mean, you might not have enough AC to fire.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Grauniad on February 14, 2014, 07:50:12 PM
I know it fired for me when I played your map.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 15, 2014, 02:02:24 PM
Quote from: ZackNAttack on February 14, 2014, 07:19:41 PM
Quote from: Mexxor-Dinair on February 13, 2014, 04:45:15 PM
That could be, but I think it would still fire stuff, even if you could not see the AC Bar?
I mean, you might not have enough AC to fire.

You mean, like 300 AC isn't enought to fire a weapon that need a hundred AC?
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: ZackNAttack on February 15, 2014, 08:43:50 PM
Quote from: Mexxor-Dinair on February 15, 2014, 02:02:24 PM
Quote from: ZackNAttack on February 14, 2014, 07:19:41 PM
Quote from: Mexxor-Dinair on February 13, 2014, 04:45:15 PM
That could be, but I think it would still fire stuff, even if you could not see the AC Bar?
I mean, you might not have enough AC to fire.

You mean, like 300 AC isn't enought to fire a weapon that need a hundred AC?
I mean, you might not have enough AC to fire, but you don't know that because of the ammo bar is covering it.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 25, 2014, 03:30:10 PM
Quote from: ZackNAttack on February 15, 2014, 08:43:50 PM
Quote from: Mexxor-Dinair on February 15, 2014, 02:02:24 PM
Quote from: ZackNAttack on February 14, 2014, 07:19:41 PM
Quote from: Mexxor-Dinair on February 13, 2014, 04:45:15 PM
That could be, but I think it would still fire stuff, even if you could not see the AC Bar?
I mean, you might not have enough AC to fire.

You mean, like 300 AC isn't enought to fire a weapon that need a hundred AC?
I mean, you might not have enough AC to fire, but you don't know that because of the ammo bar is covering it.
I think I figured out what my problem was: I played the map again, but waited with getting anything to the weapon until I had enough AC, instead of immediately powering it up with ammo from the beginning. now it works, but whenever I shoot, the game pauses
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Grauniad on February 25, 2014, 03:36:47 PM
Then un-pause it.
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Mexxor-Dinair on February 26, 2014, 11:32:22 AM
Oh, I do, its not really a problem.  :)
Title: Re: Custom Map #133: Level 3. By: Zack
Post by: Johnny Haywire on November 05, 2015, 08:22:41 PM
I know this is an old thread but I'm kinda new so I'm just getting around to playing some of these maps.

Dude, I like the premise of your maps. But they're soooo crazy huge and empty. I would have loved to do this map if it had the same # of emitters but only about 1/4 the size. As it is I started it, made 20 berthas and then realized it was going to be like playing tic-tac-toe vs. a 3-year-old... for a couple hours.

I dunno if you're still making maps. If you are, it'd be cool to make something smaller so it'd be more challenging AND less time consuming. Thanks for your hard work on the maps!  8)