Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 11, 2014, 04:24:57 AM

Title: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: AutoPost on May 11, 2014, 04:24:57 AM
This topic is for discussion of map #556: Fourth Time's The Charm
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=556)

Author: planetfall
Size: 128x84

Desc:
A proof-of-concept map that may lead to an entire new genre of map, or may turn out to be complete garbage. !!Check the forum post for important info!! #CRPL #CustomEnemy #Spores #Digitalis? #NoRunners
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: planetfall on May 11, 2014, 04:26:36 AM
THIS IS IMPORTANT. READ IT.

This map is long. Very, very long. I know it doesn't look anything like it, but it is. Times and scores for this map are basically inaccuracy incarnate. My time should have been somewhere in the neighborhood of 3 hours. Plan your time accordingly.

This map makes use of shield keys, which leave a more or less permanent piece of data in a file called artifactstats. As such, it may become impossible to access early phases of the map once you have completed them. For those of you who tend to hate my maps, or simply not play more than once, you can ignore this. For the other three of you, there are a few ways to get around this:

1. Back up your artifactstats file before playing. It is found at Documents(or equivalent for your OS)/creeperworld3/data/artifactstats.dat.
2. Save the game when a new phase begins. Artifacts are not read when loading from a save. (The new phase does not begin when the "Collected: Phase I" box appears. It also does not begin when you dismiss this box. For further questions regarding this, please consult the spoiler below. It happens after that.)
3. Open the map in the editor, delete the three shield keys, replace them, and copy their IDs into the variables of the invisible core off the edge of the map. If you do this, however, you will not be able to submit a score for this map because the files are not identical.
4. Delete your artifactstats file. ABSOLUTELY NOT RECOMMENDED IN ANY WAY SHAPE FORM OR FASHION. You will lose all shield keys collected in other maps. Many of the ones in CS don't do anything, but all the planets in Arc Eternal will become re-shielded.

Please note that Archived Transmissions has migrated from the orbitals tab to the gear widget thing just left of the command bar. There is a good reason for this. (You can tell I'm trying real hard to not spoil the mechanic, can't you?)

If you find yourself asking "What? I thought I beat the map. What's wrong?" read the following.
Spoiler

Restart the map. Read the dialogue.
[close]

EDIT:
Great. I forgot to make the cores invisible for the thumbnail. Greeeeeat.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Helper on May 11, 2014, 05:59:04 AM
Quote from: planetfall on May 11, 2014, 04:26:36 AM
...For the other three of you...
ROTFL!
Haven't even started yet, but at least will start with a smile on my face.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Helper on May 11, 2014, 06:50:29 AM
No longer smiling.

WARNING:

If/when you have a "Mission Failure", the screen is going to start jumping around in a random fashion. If you're like me, that sudden jerky motion will cause dizziness and nausea.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Honza8D on May 11, 2014, 07:25:13 AM
Maybe the idea wasnt that bad, but it was too annoying, maybe if it were one restart shorter or the changes were more interesting it would be better
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Mikoz on May 11, 2014, 07:42:06 AM
A fun map.
Missed a message about indestructible emitters, those were annoying.
Also expected cog thingy to work as an inhibitor, because there were hints that it does.
Spoiler
I had a similar idea for a multi-stage map, but wanted to reset it with CRPL. At least that would make scores more relevant.
It's easy to destroy player's buildings and create new emitters, the only problem is terraforming. I noticed huge lags when void was created in the fourth stage, guess changing the whole map would be impossible.
Keys really open some fun possibilities, like several interlinked maps, which you need to revisit. Though Colonial Space interface isn't suited for that.
Also, playtesting that would be hell.
[close]
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Flabort on May 11, 2014, 02:43:17 PM
Nullified the machine once:
Holy crap, that's brilliant. Terrifying, but brilliant.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Jamz on May 11, 2014, 04:48:56 PM
Damn.

Been out all day today. And gonna be busy all day tomorrow and Tuesday. Gonna have to play on Wednesday. :'(
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Grayzzur on May 13, 2014, 01:40:20 PM
Very interesting use of shield keys.
Spoiler
I have to say, 4 times around the block is just a bit much, though, imho. Took me approx. 30 min give or take 5 for each section. Third section had the toughest start, and the last was actually the easiest.
[close]

The shaking didn't bother me, but I can see where it would be a big issue for some people. You might consider a 3-5 second timer on the shaking next time around.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: PMouser on May 18, 2014, 03:13:59 AM
I cant understand this at all. i need more of the steps detailed.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: planetfall on May 18, 2014, 12:17:03 PM
Quote from: PMouser on May 18, 2014, 03:13:59 AM
I cant understand this at all. i need more of the steps detailed.

The objective is to nullify the building in the top left. The emitters are indestructible and will have to be capped CW1 style.
Once you destroy it, a "mission failure" message will pop up. Select restart mission and the map will be slightly changed. Destroy the building again and the map will change again. After destroying the machine the fourth time (the map will have large areas of void) you will be awarded a victory.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: tornado on May 18, 2014, 03:56:35 PM
No offence but that is plain evil
Both the map and the manual reset
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: chwooly on May 19, 2014, 06:43:03 AM
As a general rule, I find that your maps require to much micromanagement, energy management or just having to pause for me to slog thru them. However on this 1 while I do agree the shake was a little much overall I have to say this was enjoyable, I liked that it was actually 4 maps, Nice idea. Nice execution.

Thanks for the map.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: GoodMorning on February 11, 2016, 07:00:28 AM
Found this after a forum reference. Good idea, good gradual change. A bit long, and the 2/3 stages were a bit similar.

However, what about a multi-map: delete a provided blaster (or other easily done objective), and the map will change in difficulty. From impossibly hard to stupidly easy, etc...
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: Grayzzur on February 11, 2016, 01:42:38 PM
Quote from: GoodMorning on February 11, 2016, 07:00:28 AM
Found this after a forum reference. Good idea, good gradual change. A bit long, and the 2/3 stages were a bit similar.

However, what about a multi-map: delete a provided blaster (or other easily done objective), and the map will change in difficulty. From impossibly hard to stupidly easy, etc...
The scoreboard makes it preferable to simply release two different easy and hard versions of a map if that's your thing. Otherwise, all the top scores will be the easy version, and there's no way to prove a particular score was from the hard mode. Other than that, the final story mission - Arca - is a good example of a branching mission with different plays and outcomes. The top scores are all from the 3rd option though -- beat the map before you get presented with the choice.
Title: Re: Custom Map #556: Fourth Time's The Charm. By: planetfall
Post by: GoodMorning on February 11, 2016, 07:06:58 PM
My thought was for a perhaps unlabelled family of options. Thus, the player might hunt for the easiest version.

Still haven't managed the quick Arca, but will probably get it eventually.