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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 10, 2014, 07:56:07 PM

Title: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: AutoPost on February 10, 2014, 07:56:07 PM
This topic is for discussion of map #217: Ptechnological Pterror
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=217)

Author: planetfall
Size: 100x150

Desc:
[PF #5] As a war rages around them, Skars and Lia push onward to save the life of one man... (WARNING! Contains spoilers.) #CRPL #CustomEnemy #Spores #Digitalis #NoRunners #Void #PFSeries
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 10, 2014, 07:57:05 PM
I swear, the next map will have a cool new enemy in it. I swear it!
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 07:39:54 AM
Save, save, save your game...then save it again...

Wow - great example of 'tough, but fun'.
Just got blown away for the third time, but think I know how to get past what got me.
This is your basic barn-burner.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 09:17:27 AM
Any hints on where I go from here?
I can't figure out those special devices you have built into your maps.

Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Asbestos on February 11, 2014, 10:01:16 AM
Quote from: Helper on February 11, 2014, 09:17:27 AM
Any hints on where I go from here?
I can't figure out those special devices you have built into your maps.


Put a Beam in that cross-shaped thingamabob.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 10:42:34 AM
Quote from: Asbestos on February 11, 2014, 10:01:16 AM
Put a Beam in that cross-shaped thingamabob.

Thank you, but I have plenty of Beams to handle the Spores.
What I can't figure out is where/how to put the Emitters where they'll take out the remaining targets.
It appears to have something to do with the unique towers that planetfall uses.
H
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: eduran on February 11, 2014, 12:45:16 PM
Quote from: Helper on February 11, 2014, 09:17:27 AM
Any hints on where I go from here?
I can't figure out those special devices you have built into your maps.
Spoiler
You have to use one of the void-to-terrain Terps. Either build one using the constructor or use the one on the center right side of the map. Ctrl+E explains how they work.
[close]
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Jamz on February 11, 2014, 12:48:10 PM
zomg!!! it's here!!! muuuust plaaaaay... :D
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 02:19:17 PM
@eduran - thank you. That did the trick and I was able to finish.
For the life of me, I can't figure out the "Constructor".
Is there a Q&A/FAQ about that somewhere that I'm missing?
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 11, 2014, 04:06:37 PM
Quote from: Helper on February 11, 2014, 02:19:17 PM
@eduran - thank you. That did the trick and I was able to finish.
For the life of me, I can't figure out the "Constructor".
Is there a Q&A/FAQ about that somewhere that I'm missing?

I probably should make a FAQ or "chart of units" thread... For the time being Ctrl+E works on all custom units and enemies, though.

The constructor is that thing with five rings on the tall ridge. You use it to build advanced (crpl) units by building certain combinations of normal units in its rings. To do so you must connect to the tech shrine (gray square things) for that unit. Ctrl+E on the tech shrine will tell you what the unit does and how to build it.

Also -- you can land CNs in AET areas? Well that kind of ruins things...
Spoiler
Free power zone from the start and save dax before you get the "hurry up and rescue me" artifact
[close]

Oh right... you moved it... Probably should have included a crplcore that creates unterraformable bumps so there's no 9x9 area to land on.

Well, that's an idea for another map.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 04:57:25 PM
planetfall -
Thank you for responding.
When I LCTRL click on the Ptero-Former, it says place a Terp in the red ring, then a Strafer, Bomber, Guppy, and another Terp in the green rings.

When I do that, all I get is the above named items.
Can you look at the picture attached and tell me what I'm doing wrong?
I was able to finish with using only the Ptero-Former that comes with the map, but would like to create more - for the speed in building terrain.
Thanks,
H

Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 05:03:37 PM
Wow!
Never mind - something just happened and it created it.
Good thing it's Beer O'clock here, cause I need one.
H
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Jamz on February 11, 2014, 05:17:01 PM
Oh wow, really enjoyed this map. I think this is probably my most favourite so far of all your maps (all of which I enjoyed.)
Really liked the idea behind creating land on voids.
A nice tricky start which needed some thought behind it as there were emitters on both sides to defend against but also a corrupted forge which needed to be taken out quick to prevent spores from going out of hand.
And then once that was done, BOOM, a whole different ball game in the approach that was needed to finish the rest. But fortunately, a good supply of ore and aether meant that things didn't take an awfully long time as the Ptero-Formers were quite inefficient anyway (as they were supposed to be.)

So all in all, I thought it was yet again, a nice innovative map, and one which was well balanced too in terms of difficulty.

Thanks for the great map and as always, am looking forward to the next map! :)
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 11, 2014, 05:26:49 PM
Quote from: Helper on February 11, 2014, 05:03:37 PM
Wow!
Never mind - something just happened and it created it.
Good thing it's Beer O'clock here, cause I need one.
H

The reason is that in the screenshot you hadn't connected to either of the tech shrines with the pteroformer icon on it. I take it you built a relay next to it at around Bottle:59? :P
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Jamz on February 11, 2014, 05:38:22 PM
Just some other things by the way...

I wasn't able to build a Ptero-Former on the left PZ after nullifying that emitter. It seems this occurred because the constructor can only move 3 cells/pixely/square thingies at a time meaning I couldn't quite get the centre of the constructor on that PZ. Wasn't a major problem though as I managed to make up for the speed by building multiple Ptero-Formers as was advised in-game. I suppose though I could've built a Generator PZ and a Ptero-Former would've quite likely fitted well on that.

Secondly, again I'm really sorry, I dont know if it's just me being a bit slow-minded but would you mind explaining to me the stats that contribute to the Ptero-Formers capabilities? I think I've got it right. The Build Cost is pretty self explanatory. Then for the Cell Cost, is that the cost it takes to terraform one bit of land? And then Seconds per Cell, is that how long it takes to terraform one bit of land?
Also thirdly, am I right in assuming that the Ptero-Former stores 100 energy/packets? Assuming that I am right about what the Cell Cost is, then it would make sense that my Ptero Former would only terra-form 12 bits of land before going for a refill because 100/8 = 12.5 (when I was first connected to the tech shrine on the left, not the one on the top right)
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 11, 2014, 06:04:09 PM
Quote from: Jamz on February 11, 2014, 05:17:01 PM
Oh wow, really enjoyed this map. I think this is probably my most favourite so far of all your maps (all of which I enjoyed.)
Really liked the idea behind creating land on voids.
A nice tricky start which needed some thought behind it as there were emitters on both sides to defend against but also a corrupted forge which needed to be taken out quick to prevent spores from going out of hand.
And then once that was done, BOOM, a whole different ball game in the approach that was needed to finish the rest. But fortunately, a good supply of ore and aether meant that things didn't take an awfully long time as the Ptero-Formers were quite inefficient anyway (as they were supposed to be.)

So all in all, I thought it was yet again, a nice innovative map, and one which was well balanced too in terms of difficulty.

Thanks for the great map and as always, am looking forward to the next map! :)

Interesting you should say this is your favorite... because this is the only one that I'd say has severe issues (landing the CN in the top right, erratic behavior of ptero-formers, and occasional survival of guppies when building ptero-former bases, to name a few. The first is facepalmingly obvious, the second )

I'm not complaining, though  8)

My goal for this map was to make strange puzzley gameplay that still felt like cw3, which it seems to have accomplished.

Quote from: Jamz on February 11, 2014, 05:38:22 PM
Just some other things by the way...

I wasn't able to build a Ptero-Former on the left PZ after nullifying that emitter. It seems this occurred because the constructor can only move 3 cells/pixely/square thingies at a time meaning I couldn't quite get the centre of the constructor on that PZ. Wasn't a major problem though as I managed to make up for the speed by building multiple Ptero-Formers as was advised in-game. I suppose though I could've built a Generator PZ and a Ptero-Former would've quite likely fitted well on that.

Secondly, again I'm really sorry, I dont know if it's just me being a bit slow-minded but would you mind explaining to me the stats that contribute to the Ptero-Formers capabilities? I think I've got it right. The Build Cost is pretty self explanatory. Then for the Cell Cost, is that the cost it takes to terraform one bit of land? And then Seconds per Cell, is that how long it takes to terraform one bit of land?
Also thirdly, am I right in assuming that the Ptero-Former stores 100 energy/packets? Assuming that I am right about what the Cell Cost is, then it would make sense that my Ptero Former would only terra-form 12 bits of land before going for a refill because 100/8 = 12.5 (when I was first connected to the tech shrine on the left, not the one on the top right)

That is all correct. PZ generators target 6 cells away from themselves, so it's always possible to build a technyte unit on a player-built PZ.
It's also not possible to align a constructor with an ore deposit, because the average player may not know that ore mines get no bonus from PZs. Once I have a mine-based "super unit" the ore deposits on all the planets they come across will magically realign to a 3x3 grid.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 11, 2014, 08:25:18 PM
Quote from: planetfall on February 11, 2014, 04:06:37 PM
Oh right... you moved it... Probably should have included a crplcore that creates unterraformable bumps so there's no 9x9 area to land on.

Well, that's an idea for another map.

Dude! Don't be harshing my mellow.
:)
It is plenty tough enough as is.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: TLMike on February 11, 2014, 09:02:38 PM
Spoiler
I made a PZ next to the Beam Tower Upgrade Station and parked a Sprayer there in level 10 terrain. It sucked up AC from the BTUS, and blasted away all the C long enough for me to create platform using the VtT Pteroformer. It wasn't really THAT hard of a map. Liked it, though :>
[close]
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Lenori on February 11, 2014, 10:53:25 PM
Loved it! can't wait for the next one.

Spoiler

Bad thing is my normal playing style makes doesn't work very well for starting at the bottom, so I was taking advantage of landing in the NE corner.
[close]

Given the thought that has gone into your new units, the idea of you creating a custom enemy frankly terrifies me :o 

Can't wait to see them.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: Helper on February 12, 2014, 08:09:22 AM
I think I had a blinding flash of the obvious overnight, but will verify.

The Constructor:
It doesn't matter WHERE it is when you're creating an object. The different objects are created by the 'recipe' you use, NOT the location. Right?

(continues mumbling to self
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: pawel345 on February 12, 2014, 08:34:55 AM
I finally had the time to play all of your maps and I must say I'm amazed :D They are incredibly cool :D And all those new special units :D

Especially the beam station is great :D The PZ maker and the Pterp Are nice, but sort of irritating to use and I never have enough place to build all i want :P

After finishing your map series, would you upload the scripts somewhere so they can be used by others?
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 12, 2014, 03:19:10 PM
Quote from: Helper on February 12, 2014, 08:09:22 AM
I think I had a blinding flash of the obvious overnight, but will verify.

The Constructor:
It doesn't matter WHERE it is when you're creating an object. The different objects are created by the 'recipe' you use, NOT the location. Right?

(continues mumbling to self

Eeyup.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 12, 2014, 03:39:31 PM
Quote from: pawel345 on February 12, 2014, 08:34:55 AM
I finally had the time to play all of your maps and I must say I'm amazed :D They are incredibly cool :D And all those new special units :D

Especially the beam station is great :D The PZ maker and the Pterp Are nice, but sort of irritating to use and I never have enough place to build all i want :P

After finishing your map series, would you upload the scripts somewhere so they can be used by others?

Since there are so many units already I will probably make an "encyclopedia" thread that explains them all, and put the scripts there as well.

For now you can rip the scripts directly from the map using the editor. You might want to wait however because I'm going to update the constructor, pteroformer, and possibly PZ generator scripts pretty soon.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: pawel345 on February 12, 2014, 05:30:32 PM
Yes, I simply thought that they would make a cool addition to some maps, for example the PTM maps, but ofc when they are completely finished, so that would be around the time you finish your map series I guess :P
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 12, 2014, 05:49:15 PM
Quote from: pawel345 on February 12, 2014, 05:30:32 PM
Yes, I simply thought that they would make a cool addition to some maps, for example the PTM maps, but ofc when they are completely finished, so that would be around the time you finish your map series I guess :P

Well, beam stations are basically done and mostly perfect, and their variables can be tweaked to fit the purposes of the map far better than other units' can at the moment. PZGs are pretty reliable too, though. One or the other might be added to PTM3 to make it a little more playable...
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: ak on February 16, 2014, 10:44:10 PM
Control-E doesn't work for me, on a Mac.  :-\ So how do these things work? 
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: TLMike on February 16, 2014, 11:46:14 PM
The CTRL+E mechanic doesn't work while the game is paused. (PF should add an OperateWhilePaused function to that, maybe.) So if you were attempting to do that with the game paused, that may be your issue.

That said, I'm not sure if the function works on a Mac :/
You might try the CMD key? I'm not really suuure.

Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: ak on February 17, 2014, 02:51:19 AM
Just needed to update to the latest version.  Great map!  Everything makes a lot more sense now :)
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: planetfall on February 17, 2014, 06:22:57 AM
I'm using a mac, and it works fine while paused.
Often OperateWhilePaused cores don't work on the first frame of the game, though.

The other thing might be there is a background emitter or drone behind the terrain where you are scanning, and the scanner is picking that up but not displaying anything. I've tried to fix its priotitizing, but then it claims to have found power zones in empty areas and doesn't scan actual cores very well.
Title: Re: Custom Map #217: Ptechnological Pterror. By: planetfall
Post by: TLMike on February 17, 2014, 06:38:44 AM
Quote from: planetfall on February 17, 2014, 06:22:57 AM
Often OperateWhilePaused cores don't work on the first frame of the game, though.

That. I meant to say that I was mistaken, but I had other Mike things to do.