Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: pawel345 on April 25, 2014, 11:58:54 AM

Title: Pass the map 4-Let's make a map together
Post by: pawel345 on April 25, 2014, 11:58:54 AM
Rules:
1. You can make changes to the map only if none has LOCKED the topic.
2. To make your tile make a post in this thread saying LOCKED. Then download the map form the latest UNLOCKED post.
3. After editing, FINALIZE your map and make a new post with UNLOCKED in it. Attach the finalized map and screenshot.
4. You may not make another tile unless 3 other people make theirs.
5. The time limit is 6 hours, so that one does not lock the topic if they will not make their part of the map.

Map Specific rules:
1.The map theme is "Mountains and Valleys".
2. No new CRPL is to be added to the map.
3. Level 1 terrain left behind may be edited by others to better connect to other squares.

There is a script added to modify the reward for emitters. Use the custom emitters script if you want something else than PZ to be left behind.
mode:
1-PZ
2-Ore Deposit
3-Totem
4,5,6-Resource Pack, Aether,Ore,Energy use the Ramt to set the amount of resource
7,8,9-AoO Freeze,Mass,Convert
10- tech, write the name in the Str field.




I hope this one will make it better then the last one :P


Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 12:07:37 PM
Simple CRPL just to make the map more "eyecandy" must be ok?

LOCKED

Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 12:24:17 PM
UNLOCKED

Just started to create the terrain.
& a "logo" than can be added later...
(http://i.imgur.com/9joVBa7.png)
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 25, 2014, 03:47:30 PM
so basicly i dowload the map, edit it, and post it back on the thread?
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 03:50:38 PM
Yep :)
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 25, 2014, 04:08:49 PM
only one of the squares, correct?
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 04:15:08 PM
Only one right now, but you can alter more squares later.. We can come back to that.
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 25, 2014, 04:21:19 PM
ok im a total newb but how do i edit it? I put it in  its own folder in the "Finalized" folder but it wont show up in my projects. I can load it, but i cant edit it when i load it in.
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 25, 2014, 04:43:42 PM
ok now i can open it but it opens to some random and crazy map with digitalis and such.
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on April 25, 2014, 04:47:59 PM
Quote from: EpicEthan101 on April 25, 2014, 04:43:42 PM
ok now i can open it but it opens to some random and crazy map with digitalis and such.

That's the default map. Rename the file to save.cw3 and try again.
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 04:59:58 PM
READ INFO IN FIRST POST

- If you are editing the map, you have to make a post with "LOCKED"
- Finalize map and upload with screenshot (you can find screenshot in the same folder as the finalized map) Under crepperworld3/Finalized

Remember, you can always come back and edit your square, it is not finish before the last square is done :) (You must remember to lock/unlock + upload save and screenshot after editing also)

Hmm...

New map makers may do not know how to..
Go to CreeperWorld3/WorldEditor folder and make a new folder called "PTM4" save the file (from the recent unlocked post) there and rename it to   save.cw3    Go to projects and edit what you want and then Finalize. Go to the forum and post savegame and screenshot from Finalized/PMT4 folder :)

Remember, even tho the file you downloaded from the forum is named Pass The Map 4.cw3 you must rename it to save.cw3 to load it from your PTM4 folder.

If you have questions, do not beafraid to ask.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 25, 2014, 05:24:50 PM
I'd love to help but my projects folder doesn't exist
And i can't cprl to save myself
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 25, 2014, 05:27:18 PM
projects folder = creeperworld3/WorldEditor/"mapname"

Like this PASS THE MAP 4 will be ...creeperworld3/WorldEditor/PTM4    (save.cw3)
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 25, 2014, 05:42:34 PM
Here it is! UNLOCKED
Picture: http://cloud-2.steampowered.com/ugc/3296942832751600264/DE9D3D0C007928CAF8BCCD5D5EDF7AE60366683E/
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on April 25, 2014, 06:13:42 PM
edit:UNLOCKÉD

Added a landing spot with an easy emitter.
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 25, 2014, 07:19:47 PM
UNLOCKED
changes:
made more terrain, made some emitters that drop nothing on death, and even a emitter that drops both an artifact and tech!
also locked ore mines and added some into text. I'm wondering, would it be ok to just add images to the map?
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on April 25, 2014, 11:18:03 PM
Where's the map?
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 25, 2014, 11:18:49 PM
oh right, i forgot.
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on April 26, 2014, 08:50:22 AM
LOCKED
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 26, 2014, 10:01:27 AM
Quote from: MadMag on April 25, 2014, 05:27:18 PM
projects folder = creeperworld3/WorldEditor/"mapname"

Yes THAT is the folder that I DONT have
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 26, 2014, 11:04:05 AM
make it then.. :)
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 26, 2014, 12:07:30 PM
Treid that
Don't work
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 26, 2014, 05:13:14 PM
try making a map in CW3?
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 26, 2014, 05:45:55 PM
pass the map five should be themed evil and destruction.
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on April 26, 2014, 05:50:29 PM
The reason I'm late is because of the computer that I'm using for PSM4 is being used by someone else.
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on April 26, 2014, 09:25:45 PM
Finally!
UNLOCKED
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 26, 2014, 09:52:14 PM
UNLOCKED
Heres the picture: http://cloud-3.steampowered.com/ugc/3296942832786278533/EE146A3DE4CB35DDE1C3A9A77D089ED6B1E65FAC/

Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on April 26, 2014, 10:05:50 PM
UNLOACKED
- Added 30i/25s emitter
- Added totem that doesn't level up
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 26, 2014, 10:08:27 PM
Hey, after this gets finished everyone should complete the game then post a picture of the finishing product and the time they spent. It would be cool to compare them.
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 26, 2014, 11:20:11 PM
unlocked.
Edits:

Poor hellrider guppy... you crashed, and became a emitter... that sprays out more creeper every so often and blocks off it's power zone with a 1 energy resource pack..
also, dialogue has changed and a outpost has arisen in the bottom right..
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on April 27, 2014, 12:24:44 AM
whoah..... TWO people locked it at the SAME time! 0.0
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 27, 2014, 11:08:51 AM
Quote from: Warpsing on April 26, 2014, 05:13:14 PM
try making a map in CW3?

yeah when i say the files gone i mean the files gone
i tried aking a new one
i tried adding maps
im trying copying the one i found in the recycle bin
nothing has worked so far

edit scrathc that IVE FIXED IT
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on April 27, 2014, 05:13:52 PM
A question, who added more CRPL to the map? Since all the maps before had too much CPRL in the rules for this one there is a NO MORE CRPL to be added. And yet there are 4 new scripts.......
Title: Re: Pass the map 4-Let's make a map together
Post by: Lost in Nowhere on April 27, 2014, 07:36:59 PM
None of them seem to be being used by anything; they were probably just added by someone putting the map into a folder that already had scripts.
Anyways,
unLOCKED!
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on April 27, 2014, 08:08:05 PM
LOCKED
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on April 27, 2014, 08:51:52 PM
UNLOCKED
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 27, 2014, 09:43:40 PM
UNLOKED
changes:
added another custom emitter.
added invisible warp spots for AC, and added a AC node, acts like a AC emitter.
buffed the Hellrider Guppy up some.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 28, 2014, 12:00:10 PM
I can't crpl but now I've fixed my files I might make som minor improvements if I can
I can't wait for unlockage
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 28, 2014, 07:16:59 PM
^ you cant add new CRPL to this map.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 29, 2014, 12:03:03 PM
?????
please explain
Title: Re: Pass the map 4-Let's make a map together
Post by: Jamz on April 29, 2014, 12:22:27 PM
I try not to read these "Pass the Map" topics but just to see the pics of the map and get a rough gauge as to how far it is to completion. Don't like to read it because I don't want to read any information on how to beat the map so that I can figure it out myself when I play the map.

However, when browsing through this topic, I couldn't help but notice how a couple guys have been saying no to the use of CRPL.
Just wondering... is that only a specific rule for this map or a rule for all future maps too?
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on April 29, 2014, 12:28:18 PM
Quote from: Warpsing on April 28, 2014, 07:16:59 PM
^ you cant add new CRPL to this map.

oh wait hang on

i can be such an idiot sometimes
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on April 30, 2014, 01:02:04 AM
@Jamz: Just for this map.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on April 30, 2014, 04:23:58 AM
UnLocked
Title: Re: Pass the map 4-Let's make a map together
Post by: Vanguard on April 30, 2014, 04:16:58 PM
LOCKED
Title: Re: Pass the map 4-Let's make a map together
Post by: Vanguard on April 30, 2014, 04:51:39 PM
Unlocked
- Added artistic value  ::)
- added 3 emitters none of which leaves a PZ behind to not making any assault to be a cakewalk, one of which spawns anticreeper ( a fairly low amount ) and which can be neutralized in order to get an ore mine, if players fancy.
- ALL BEHOLD SKULL CRACK MOUNTAIN!
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on April 30, 2014, 05:12:18 PM
UnLocked.
Changes: added some units, for example, the two starting base locations i can see has some starting things. one is a pulse cannon/collector linking. the second has a terp and a beam.
also, more mortars to make the bottom right easier.. and also some AC. if it's too much you can delete it. also emitters, antiemitters, 2 islands that essentally give you ore, and the anti-emitterish thing on the base with the pulse cannons is lowered  in value a little.
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 03, 2014, 09:42:35 AM
UNLOCKED!
Picture: http://cloud-4.steampowered.com/ugc/3298069372258759842/8A4784C53AE2F33346C6F671F8DD5E8E4BBAC73C/
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 03, 2014, 10:29:07 AM
What's up with all of the random units all around the map? They make it look cluttered and ridiculous to me.
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on May 03, 2014, 12:29:03 PM
And a violation against the rules by modifying other members squares.
If the map is to hard there is better ways than adding plenty prebuild units :)
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 03, 2014, 10:01:21 PM
ah whoops.

Yes, i did remove the units that i made, sorry... i added my own message thing to the bottom left detailing... something.
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 03, 2014, 10:37:37 PM
Why are there relays right next to emitters? Why are mortars set to move rather than just being at their destinations? Why is there a nullifier in the middle of nowhere away from anything to nullify? Why am I bothering to ask all these questions?
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 03, 2014, 11:05:39 PM
Plus, somebody replaced most of the level 1 terrain with level 2 for some reason. It makes the map look all weird.
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 04, 2014, 12:21:50 AM
Quote from: Asbestos on May 03, 2014, 11:05:39 PM
Plus, somebody replaced most of the level 1 terrain with level 2 for some reason. It makes the map look all weird.
:( i did that to smoothen the terrain a bit. i thought it looked nice. :'(
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 04, 2014, 07:43:25 AM
sigh.... remember, you can't modify other people's squares.
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 04, 2014, 09:18:15 AM
Quote from: Warpsing on May 04, 2014, 07:43:25 AM
sigh.... remember, you can't modify other people's squares.
Unless it's level 1 terrain. It's in the original post.

Quote from: pawel345 on April 25, 2014, 11:58:54 AM
3. Level 1 terrain left behind may be edited by others to better connect to other squares.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 04, 2014, 10:31:18 AM
The map may be smoother, but now we can't edit any of it. And the theme is "mountains and valleys".
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 04, 2014, 12:17:38 PM
Quote from: Asbestos on May 04, 2014, 10:31:18 AM
The map may be smoother, but now we can't edit any of it. And the theme is "mountains and valleys".
we can still edit it, it is just complete now.
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 04, 2014, 02:43:19 PM
Quote from: Asbestos on May 04, 2014, 10:31:18 AM
The map may be smoother, but now we can't edit any of it. And the theme is "mountains and valleys".
Get someone responsible to smoothen out the terrain without affecting anything but cosmetics.
Title: Re: Pass the map 4-Let's make a map together
Post by: Flabort on May 04, 2014, 02:45:52 PM
...I'm not so sure I could smooth it out, or if I'm responsible enough. But I'd volunteer if someone asked me to.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 05, 2014, 09:25:10 AM
UNLOCKED
I will try to clean up the map a bit. Also we need a theme and scripts to for the next PTM. My idea would be for it to be a "Boss"(or Arca) themed map. For this we will not only the terrain but also the boss unit CRPL. Any ideas/propositions for either the boss or other themes?


Below I added 2 propositions for the map. first one is the regular map with some slight corrections. The latter is more modified and removed nearly all custom unit's form the map, and some terrain modifications. Take whichever you like
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on May 05, 2014, 11:42:50 AM
As for arcan theme I'm with it
Perhaps planet falls darke beam enemy would be fun
Title: Re: Pass the map 4-Let's make a map together
Post by: Annonymus on May 05, 2014, 04:44:32 PM
I would like the next map to be a boss, too.

Ideas... I tried to do a boss once but failed horribly simply because I had no ideas of what to make out of it...
However I have some "ideas" for restrictions, for example do NOT make it spawn emitters/spore towers like the story's boss because that will create lots of PZ's which aren't only making the player too strong but are also quite awful to look at when overlapping.
Maybe making the boss have minions would be a good idea.
Some CRPL weapon for the player might make it easier to balance the fight even if it's only one of the golden man scripts.
I think the terrain should be simple and helping the player (like in the arca mission), the difficulty of this map is the boss, unlike the other maps where the terrain is the main limitation.
Instead of making squares of terrain to edit you could agree on a map together and then create scripts for the boss, one at a time like with the cells before.
Of course that's only possible if you make the boss a collection of scripts instead of a single, powerful script (like the nexus), but that would be quite difficult to do as a community map anyways.

EDIT: If, like I suggested, you make the map out of different scripts I may contribute to it myself, I'm horrible at mapmaking because of the visual aspects, but am quite a capable coder (I think).

That's all for today, going to bed now. I will post again tomorrow if I come to have more ideas
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 05, 2014, 06:01:50 PM
Maybe some kind of super ship thing? It could have a ton of weapons but each can be individually destroyed. Then once you take them all down, it starts to crash into your base and some kind of special weapon (thor? crpl something?) becomes available and you have to use that to destroy it before you are killed.

Quote from: Annonymus on May 05, 2014, 04:44:32 PM
However I have some "ideas" for restrictions, for example do NOT make it spawn emitters/spore towers like the story's boss because that will create lots of PZ's which aren't only making the player too strong but are also quite awful to look at when overlapping.

If we use a crpl emitter it's possible to make it not leave PZs. crpl spore towers would be a little harder to make but there is already the script for the custom spore warning bar so it's not THAT impossible.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 05, 2014, 07:21:24 PM
What about a broken-apart space station, plagued by a massive runner that spawns smaller runners? To fight it, you get anti-digitalis that doesn't do anything to units and anti-runners with snipers mounted on them to shoot enemy runners?
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 05, 2014, 08:13:26 PM
Quote from: Asbestos on May 05, 2014, 07:21:24 PM
What about a broken-apart space station, plagued by a massive runner that spawns smaller runners? To fight it, you get anti-digitalis that doesn't do anything to units and anti-runners with snipers mounted on them to shoot enemy runners?
IDEA. How about the giant runner looks like a bleeding loki hive, it is very slow, but for every hit on him he would spawn 10 runners, and 2 runners every second naturally. It would be like the runners have infested it and turned into some sort of zombie. I like the brokenit explodes  apart ship thing, and thier could be broken cannons, that require twice the energy of thor, and they only have one shot, but once they are used up thiers a message indicating the next canon. (you must get them in order) and thier is a cycle of 5 cannons. so lets recap. Dead loki spawns runners and has five lives. broken cannons are around emitters with a rate of about 200-400. They have one shot until the next one is revealed. when they hit the loki spawns runners. ALRIGHT LETS CONTINUE. When the loki dies it drops a level 900 emitter and a message. Once you end up killing the rest of the runners and destroy the last emitter, the message sais.. -AS LOKI- "I can wait" And thats all.
Title: Re: Pass the map 4-Let's make a map together
Post by: ZackNAttack on May 05, 2014, 09:28:30 PM
Quote from: planetfall on May 05, 2014, 06:01:50 PM
Maybe some kind of super ship thing? It could have a ton of weapons but each can be individually destroyed. Then once you take them all down, it starts to crash into your base and some kind of special weapon (thor? crpl something?) becomes available and you have to use that to destroy it before you are killed.

Quote from: Annonymus on May 05, 2014, 04:44:32 PM
However I have some "ideas" for restrictions, for example do NOT make it spawn emitters/spore towers like the story's boss because that will create lots of PZ's which aren't only making the player too strong but are also quite awful to look at when overlapping.

If we use a crpl emitter it's possible to make it not leave PZs. crpl spore towers would be a little harder to make but there is already the script for the custom spore warning bar so it's not THAT impossible.
I have a spore tower script that's only missing the warning sound, warning bar, and red ring. Though, it's a flip tower.
Title: Re: Pass the map 4-Let's make a map together
Post by: kwinse on May 06, 2014, 12:51:30 AM
Or you can do something like this. Though tbh I've never used it without another non-nullifiable core that (among other things) also removes PZes at those coords the next frame as backup.

Spoiler
once
Self "main" "NONE" SetImage
Self CONST_CREATEPZ 0 SetUnitAttribute
Self CONST_COUNTSFORVICTORY 0 SetUnitAttribute
endonce

:destroyed
CurrentCoords 0 0 GetAllUnitsInRange
0 do
->u
<-u GetUnitType "POWERZONE" eq if
<-u 0 Destroy
endif
loop
[close]
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 06, 2014, 01:29:31 AM
The ship like idea seems cool and there was a flyer sort of script somewhere in the coders corner. How about this then?
The boss will be some kind of a mothership that will spawn smaller ships that fly around it.
It has tower field script added so it attracts creeper. It files around the map at a set path. The path changes to one of let's say 3 paths every 5 min to make things more interesting.

The small ships behave much like spores, that is if the main ships notices a player unit, it sends 1/2 of the small ships to a quick suicide attack that spawns creeper on impact.
You can only damage the mothership when all the smaller ones are destroyed, it has 100 hp 0.2 heal rate and only beam target. Spawns a small ship every 15~20 frames.

The map is sort of like PTM2 with some surprises possibly waiting for the player.
Title: Re: Pass the map 4-Let's make a map together
Post by: Mikoz on May 06, 2014, 06:06:04 AM
Since the idea is to make a map together, I think everyone should have a chance to work on the boss. Maybe make it a multi-phase boss, or let people design weapons for it. Or one person makes the boss, others create minions for it, and someone else makes a way to defeat it.
Because creating different kinds of terrain is kinda pointless in a boss-type map.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 06, 2014, 09:47:08 AM
Wait, what about a terrain-bound boss? Like the Hellrider Guppy?
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 06, 2014, 08:09:05 PM
The hellrider guppy is one of my most proudest creations.
Quote from: planetfall on May 05, 2014, 06:01:50 PM
Maybe some kind of super ship thing? It could have a ton of weapons but each can be individually destroyed. Then once you take them all down, it starts to crash into your base and some kind of special weapon (thor? crpl something?) becomes available and you have to use that to destroy it before you are killed.

Quote from: Annonymus on May 05, 2014, 04:44:32 PM
However I have some "ideas" for restrictions, for example do NOT make it spawn emitters/spore towers like the story's boss because that will create lots of PZ's which aren't only making the player too strong but are also quite awful to look at when overlapping.

If we use a crpl emitter it's possible to make it not leave PZs. crpl spore towers would be a little harder to make but there is already the script for the custom spore warning bar so it's not THAT impossible.

Or we could make a CRPL core ther replaces the Power zone with.. anything, really.
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 07, 2014, 02:38:58 AM
... with a slightly weaker boss.
Or stronger.
Title: Re: Pass the map 4-Let's make a map together
Post by: Annonymus on May 07, 2014, 09:24:17 AM
I agree in that it's pointless to call it a community map if we make any of the bosses that were proposed, I'd rather suggest to either
a) Make the boss just a collection of "normal" enemies all together in 1 unit (a single tower that emits creeper, spawns minions, has a corrupt totem mounted on it etc.) or
b) Make it be a big boss with various weapons, each of them damageable/destroyable independent of the others (though we could agree in that dead weapons respawn after some time if the other parts of the boss still live, or if the central part of the boss that is defended by it's weapons still lives), maybe even make the world itself be the boss, which means you're crawling around on it, this would also allow more flexibility in the placing of the weapons (and allow us to bury the "core" if we agree to make one >:) maybe giving hints on it's whereabouts when it's weapons are destroyed)
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 07, 2014, 09:49:44 AM
Quote from: Annonymus on May 07, 2014, 09:24:17 AM
... maybe even make the world itself be the boss, which means you're crawling around on it, this would also allow more flexibility in the placing of the weapons (and allow us to bury the "core" if we agree to make one >:) maybe giving hints on it's whereabouts when it's weapons are destroyed)
Yes. This so much.
The theme shall be either "nasty swamp", "haunted wastelands", or "machine world".
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 07, 2014, 04:39:07 PM
what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 07, 2014, 04:51:51 PM
Quote from: EpicEthan101 on May 07, 2014, 04:39:07 PM
what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.

Have you seen C0's "Skarsgard World"?

It's a lot like this sans the ability to nullify.
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 07, 2014, 05:10:32 PM
Quote from: planetfall on May 07, 2014, 04:51:51 PM
Quote from: EpicEthan101 on May 07, 2014, 04:39:07 PM
what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.
Have you seen C0's "Skarsgard World"?
It's a lot like this sans the ability to nullify.
I tried making a version that would dynamically place units, but I didn't work on it for a few days then forgot what I was doing.

Anyway - boss idea. Someone makes a unit, a flying unit of sorts, that has a base. Probably Pawel would do that, or at least set it up.
Then the contributors make different weapons for it. And the thing picks up a weapon, attacks Skars with it, dumps down some creeper then goes to pick up a different weapons. So instead of contributing tiles of land we're contributing CRPL-weapons. Though we could do tiles as well.

But - because it's mostly CRPL - someone comes in and tidies up the land liberally. So if you do make land, make sure it's superior quality or it might not stay.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 08, 2014, 12:48:21 PM
1) since nobody commented on the current PTM I will upload the current version in a few hours.

2) I think that the "swamp with a boss" theme sounds good. There was already a technology like world. So the CRPL would have a few cores 6~8 that would be the "weapons" and upon destruction of a few weapons the "heart" would come out and upon destruction of the "heart" the map is won. I would propose to divide the map into 9 squares, the middle would be the place the invisible heart would be, and also the initial area for the player to start ^^ and in the 8 squares around the places for different weapons. The weapons should be themed similarly more or less. So how about no hell rider guppys this time? ^^
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 08, 2014, 01:25:28 PM
Quote from: pawel345 on May 08, 2014, 12:48:21 PM
and in the 8 squares around the places for different weapons. The weapons should be themed similarly more or less. So how about no hell rider guppys this time? ^^
In the PTM5 topic can we have some restrictions on the weapons? For example, I know there will be somebody who'll want to make a moving weapon that locates units and attacks them, and if somebody manages to design two weapons they might merge at some point, and there will be the weapon that's just an overpowered spore tower.

Therefore I propose the following "rules" (please note the speechmarks and use of the word "propose", not to mention the fact that only pawel345 makes the rules):
Spoiler
- All weapon contributors must outline exactly what their weapon does (and other details eg specific conditions) upon upload of their version of the map

- If a weapon is bad (for example someone tests the map and finds that DemonicLocust's weapon generates  epileptic imagery randomly and decides that this is not a good weapon) then some form of vote is taken. If the vote is successful, the weapon must be modified, changed or removed entirely in favour of someone else's weapon. Of course the weapon maker must have some form of input on what happens. Also, let it be of note that I (Clean0nion) would have no influence on such votes.
[close]
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 08, 2014, 03:29:31 PM
Yes, these rules seem sensible. Before starting PTM5 I think it might be a good idea to decide on a few of those weapons so that we have something to work on. I think it's best if we avoid moving weapons, or at least randomly moving. We want to keep them confided to a certain square, so rail moving or submerge move and then re-emerge type of weapon seems legit. So please some outlines for the weapons here before we start the PTM5 topic.
A good idea would be to add a "flaw" for each weapon so that there is a route to defeat it.


My ideas:
1) good old creeper cannon. 1 big "corrupted bertha" like cannon, on a base with a few smaller ones. Will only shoot targets in a set radius so it doesn't shoot all over the map but a single shot form the BFG put a huge amount of creeper. It rotates slowly so one can take advantage of that.
Title: Re: Pass the map 4-Let's make a map together
Post by: Clean0nion on May 08, 2014, 03:32:29 PM
Mine will be a Spore Cannon. It will give you a huge warning about where it's going to fire, then shoot an unstoppable number of spores at a single spot. Then a big cooldown.
This will affect the whole map and force you to relocate parts of your base periodically. If anyone has any quarrels I'll think of something else.
Title: Re: Pass the map 4-Let's make a map together
Post by: Paranormal on May 08, 2014, 04:46:52 PM
Ive yet to be able to contribute to this, but I had an idea for a weapon. It would be an emitter that would only activate after the player built so many of a certain unit(Like collectors) or after they built a certain unit. Whats special about the emitter is that once it is activated(by whatever means) any time a nullifier is constructed, it just drops a small amount of creeper on a random player unit. It will continue this effect until it is destroyed. There is only 1 creeper drop per nullifier constructed, but it will do this anytime a nullifier is built until the emitter is destroyed, Thus making it a top priority target at first to ensure you can push on the map. This is entirely theoretical however as well as my first real idea, so please, tell me if this is to imba, or just too "lame" to be part of this map.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 08, 2014, 05:04:55 PM
The idea itself is nice, but usually stuff that drop creeper in random areas are incredibly irritating but not hard to destroy, I think it would be nicer to concentrate on things that have less randomness.

For example to your idea if there was a thing that shields stop the creeper or that this effect only happens on terrain level 5 or less. A weapon that would activate a "sea of creeper" of let's say depth 4 after some certain point seems also nice but then again that was more or less PTM3.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 08, 2014, 07:51:09 PM
What if you can't code? I know I couldn't be able to code a corrupted Bertha or a random creeper dropper or a spore cannon.
Title: Re: Pass the map 4-Let's make a map together
Post by: Paranormal on May 08, 2014, 11:07:25 PM
Quote from: Asbestos on May 08, 2014, 07:51:09 PM
What if you can't code? I know I couldn't be able to code a corrupted Bertha or a random creeper dropper or a spore cannon.

Well, I honestly am not that great at coding either. Still learning. I am capable of some things however. People like you and I will be making the terrain most likely  ;)
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 09, 2014, 02:05:00 AM
Well if you can't code then a) you have a great opportunity to learn b) you can give the ideas and terrain. I would like to make it so that the CRPL and the squares are separate things to claim. So 1 person can make the weapon and the other the terrain for it. Or you can do both but then that's counts as doing 2 squares and you have to wait longer before making anything else.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 09, 2014, 09:23:14 AM
Okay, terrain will be marked as the standard runner nests and CRPL weapon slots will be marked as big AETs.
Title: Re: Pass the map 4-Let's make a map together
Post by: Paranormal on May 09, 2014, 10:18:39 AM
Quote from: Asbestos on May 09, 2014, 09:23:14 AM
Okay, terrain will be marked as the standard runner nests and CRPL weapon slots will be marked as big AETs.

Yeah, I think that would probably be a very good idea. That way people could make terrain OR CRPL and not have to worry about the other if it is not something they can do. I'm all for this idea personally.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 09, 2014, 11:15:53 AM
PTM4 uploaded, I will make the topic for the next sometime tomorrow, for now write the ideas for boss weapons here.
Title: Re: Pass the map 4-Let's make a map together
Post by: Annonymus on May 09, 2014, 12:28:59 PM
I think weapons should be associated with the square so it is possible to make the position of the weapon matter, also the thing with having weapon and terrain separrate things stops us from making weapons that take advantage/disadvantage by the terrain, though I am generally in favour of the idea to separate them.

When I said "bury the core" I actually meant that the player would have to unbury him with terps, like the weapons of the arca mission.

What are the rules for global effects? How do we make sure that there is no weapon that changes terrain of a certain square which then lets the rail-following weapon on itself loose causing a frustrating mass destruction of the player? And what about things that generally have a global effect, like changing the creeper's flowrate?

Since the planet is the boss can we also have weapons which aren't really weapons but things like volcanoes, earthquakes etc.?

When building the terrain please keep in mind that the main diffiulty of this map should be the boss, that means make terrain that helps the player or is neutral but not hurts him.


P.S. What I wrote after "What are the rules for global effects?" is a clarification of what I meant by this, NOT a separate question.
Title: Re: Pass the map 4-Let's make a map together
Post by: Grayzzur on May 09, 2014, 02:54:11 PM
"...but there's no hellrider guppys here..."

???


Come on guys, details, details! You just ruined the WHOLE MAP for me!

;D
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 09, 2014, 04:51:33 PM
The hellrider guppy is in this map.. It's just as a rather tricky emitter.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on May 10, 2014, 04:48:45 PM
I has a wepon suggestion
Giant stun laser
Basically the runner gun but with a big aloe and ample range
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 10, 2014, 06:37:58 PM
Quote from: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Bath Salts
Title: Re: Pass the map 4-Let's make a map together
Post by: MadMag on May 10, 2014, 07:23:32 PM
I have a idea..
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 10, 2014, 07:37:18 PM
Quote from: EpicEthan101 on May 10, 2014, 06:37:58 PM
Quote from: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Bath Salts
\
...I was trying to ask what the giant stun laser's weakness is, but if people do stuff because they can, then they will do it, regardless of if it puts them in a bad light.

Besides, why is there going to be no hellrider guppy in the next pass the map?
Title: Re: Pass the map 4-Let's make a map together
Post by: EpicEthan101 on May 10, 2014, 08:58:24 PM
Quote from: Warpsing on May 10, 2014, 07:37:18 PM
Quote from: EpicEthan101 on May 10, 2014, 06:37:58 PM
Quote from: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Bath Salts
\
...I was trying to ask what the giant stun laser's weakness is, but if people do stuff because they can, then they will do it, regardless of if it puts them in a bad light.

Besides, why is there going to be no hellrider guppy in the next pass the map?
I still dont know what a hellrider guppy is.
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 10, 2014, 09:01:05 PM
Quote from: EpicEthan101 on May 10, 2014, 08:58:24 PM
Quote from: Warpsing on May 10, 2014, 07:37:18 PM
Quote from: EpicEthan101 on May 10, 2014, 06:37:58 PM
Quote from: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Bath Salts
\
...I was trying to ask what the giant stun laser's weakness is, but if people do stuff because they can, then they will do it, regardless of if it puts them in a bad light.

Besides, why is there going to be no hellrider guppy in the next pass the map?
I still dont know what a hellrider guppy is.

Have you played the two previous pass the maps? that red guppy looking thing IS the hellrider guppy.
Title: Re: Pass the map 4-Let's make a map together
Post by: Annonymus on May 11, 2014, 09:08:07 AM
The hellrider-guppy would not fit the theme as it is a standalone unit while the weapons we need on the next map are all parts of the boss.
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 11, 2014, 10:13:31 AM
And yet you could always have one of the weapons could be a grabber.
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 11, 2014, 02:34:25 PM
Perhaps the grabber from that one map with the gliders? Except with hellrider guppies.
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 11, 2014, 03:05:38 PM
Or, a claw that grabs units and drags them in to eat them. Once the unit gets close, the "mouth" opens and it becomes vulnerable for a second or two, and that's your chance to nullify it.
Title: Re: Pass the map 4-Let's make a map together
Post by: Warpsing on May 11, 2014, 03:51:36 PM
Yeah... both of them. and/or it could grab other units and place them somewhere else... or smash them. You can dodge it by moving the unit it's going to grab.  A way to damage it would be first beam it so that it's disabled and then can be nullified.
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 12, 2014, 07:13:47 AM
I don't think moving around player unit's is a good idea. There are usually a lot of bugs when you try to do it.
Title: Re: Pass the map 4-Let's make a map together
Post by: Annonymus on May 12, 2014, 08:52:28 AM
The one that simply eats them is still possible if you destroy the unit the moment it grabs it and place a fake unit in it's place which can then be moved and eaten, it would also allow for visual explanations as to why it can't fire while being grabbed (because it's enveloped in a capsule/shield or something like that).
Title: Re: Pass the map 4-Let's make a map together
Post by: Asbestos on May 12, 2014, 09:48:58 AM
It would be fairly tough to have to nullify the mouth the second it opens. What about sniper shots? That would make a bit more sense.
Title: Re: Pass the map 4-Let's make a map together
Post by: Grayzzur on May 12, 2014, 11:00:22 AM
"In Pass the Map 5, MAP PASS YOU!"
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on May 12, 2014, 11:56:29 AM
Quote from: EpicEthan101 on May 10, 2014, 06:37:58 PM
Quote from: Warpsing on May 10, 2014, 05:23:49 PM
And it's weakness?
Bath Salts

hmm you have a point there
perhaps  its weakness is that anticreeper disables it.and posibley can only shoot at units on x terain height
or maybey reaload time or something wioth snipers.personaly id go for the anticreeper on.
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 12, 2014, 03:29:34 PM
You could snipe it when the mouth opens, that would stun it temporarily and let you nullify it.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on May 13, 2014, 11:18:58 AM
im refering to my sugestion of a a giant runner stun gun
with big range and aoe efect
Title: Re: Pass the map 4-Let's make a map together
Post by: pawel345 on May 13, 2014, 01:37:20 PM
Problem is do you have any idea how to make a stun like effect?
Also let's move the discussion to PTM5 topic.
Title: Re: Pass the map 4-Let's make a map together
Post by: tornado on May 13, 2014, 04:13:00 PM
Quote from: pawel345 on May 13, 2014, 01:37:20 PM
Problem is do you have any idea how to make a stun like effect?
Also let's move the discussion to PTM5 topic.
Moving topic yes
Creating stunned effect
No as I can't cprl to save myself
Title: Re: Pass the map 4-Let's make a map together
Post by: planetfall on May 13, 2014, 04:42:23 PM
You could make it delete all their ammo, but that wouldn't have nearly the same effect.