Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Saticmotion on April 11, 2014, 09:32:22 AM

Title: 'Rooms' maps in CW3?
Post by: Saticmotion on April 11, 2014, 09:32:22 AM
In CW2 I really enjoyed the 'Rooms' (http://knucklecracker.com/creeperworld2/viewmaps.php?author=Chaz) maps that Chaz and others used to make. So this has me wondering, is anything like this possible in CW3?
It will obviously need CRPL, because there's probably no other way to keep creeper contained in a room. Does CRPL support anything that might make these maps possible?
If so, I might try to make something.
Title: Re: 'Rooms' maps in CW3?
Post by: MadMag on April 11, 2014, 09:34:52 AM
It is 100% possible with CRPL.

If you take a look a the map "The Settlers" the creeper is cdetained before the dam breaches.
Title: Re: 'Rooms' maps in CW3?
Post by: Saticmotion on April 11, 2014, 09:44:50 AM
Quote from: MadMag on April 11, 2014, 09:34:52 AM
It is 100% possible with CRPL.

If you take a look a the map "The Settlers" the creeper is cdetained before the dam breaches.

I see, though not quite the effect I was hoping to get, it does get me closer.
I would have to contain the creeper with units, or something, so that I can decide myself when to destroy them (with a nullifier perhaps).
But thanks for the suggestion!
Title: Re: 'Rooms' maps in CW3?
Post by: pawel345 on April 11, 2014, 10:06:38 AM
There are fields in CW3 you can add a field for each cell separately.
Also the idea you mean is probably easiest done with either void or set terrain overlay.
Title: Re: 'Rooms' maps in CW3?
Post by: Karsten75 on April 11, 2014, 10:10:31 AM
Another variation on "rooms" can be found in the credits mission. Can be adapted to land a CN and relay energy to conventional weapons with a nullifier needed to open "doors"
Title: Re: 'Rooms' maps in CW3?
Post by: Clean0nion on April 11, 2014, 10:34:36 AM
Any island map.
Title: Re: 'Rooms' maps in CW3?
Post by: Saticmotion on April 11, 2014, 10:53:52 AM
Quote from: Karsten75 on April 11, 2014, 10:10:31 AM
Another variation on "rooms" can be found in the credits mission. Can be adapted to land a CN and relay energy to conventional weapons with a nullifier needed to open "doors"

That's exactly what I need! Now I just need to find out how Virgil did it.
Title: Re: 'Rooms' maps in CW3?
Post by: MadMag on April 11, 2014, 11:17:07 AM
Do you know how to extract scripts from a "story" map?
Title: Re: 'Rooms' maps in CW3?
Post by: Clean0nion on April 11, 2014, 11:26:15 AM
Quote from: MadMag on April 11, 2014, 11:17:07 AM
Do you know how to extract scripts from a "story" map?
http://knucklecracker.com/wiki/doku.php?id=crpl:examine_map_resources
Title: Re: 'Rooms' maps in CW3?
Post by: Saticmotion on April 11, 2014, 11:37:07 AM
Quote from: Clean0nion on April 11, 2014, 11:26:15 AMhttp://knucklecracker.com/wiki/doku.php?id=crpl:examine_map_resources

Thank you very much!
Title: Re: 'Rooms' maps in CW3?
Post by: burguertime on April 13, 2014, 08:26:50 AM
Quote from: Clean0nion on April 11, 2014, 10:34:36 AM
Any island map.

As long as the void gap is bigger than the CN bridging radius.
Title: Re: 'Rooms' maps in CW3?
Post by: Cat on June 27, 2014, 11:48:09 AM
I definitely agree with the need for rooms maps. I still go back to CW 2 just to play maps like Cha's Dark Temple series. I'd also like to see some maps like "Infrastructure" from one of the flash versions of CW.
Title: Re: 'Rooms' maps in CW3?
Post by: Asbestos on June 27, 2014, 04:09:19 PM
Rooms maps are easily made - just make a void island map, steal some scripts and patch them together for crazonium, then make sure that you can't bridge with blasters, and then disable guppies. Then make a CRPL script that, when you reach a goal or something, you get some islands to connect your units, et cetera.