This topic is for discussion of map #589: Creeper War (Capture Enemy Emitters)
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=589)
Author: VDOgamez
Size: 128x128
Desc:
The river is being flooded with creeper, and you won't be safe on the left bank for long. Luckily, you now have the ability to connect emitters to your network and take control of them! Fight a war of creeper against creeper as you push your way over to the right bank.
A tough start but interesting.
I like the concept lot. If you are feeling ambitions enough, you could make the red command nodes build against the player in another map ;).
Huh, I like this feature of automatically generating forum threads. The level editing features in this game are very well-done. The story behind this map is that the first thing I did in the map editor was to make a CRPL-controlled emitter, and then while looking through the options on the cores I saw the buttons to make them connectable to the network. The map idea came very quickly from that. I'm actually quite pleased by how well the actual map plays in terms of its pacing, it's better than I expected when I made it.
Having enemy command nodes building against the player is actually a really neat idea, but I know exactly what kind of AI that would take and it doesn't sound like something that would be fun to program in CRPL, as neat as it would be. For the same sort of effect though it might work to either have their infrastructure start out pre-built or to just have a defined build pattern.
Your map is certainly well made and I imagine that some here (cough, teknotiss, cough) might want to use this in other maps. I did find a few strange behaviors that I'd classify as idiosyncrasies.
1. It's the only map one could lose after a declared victory. :)
2. One sprayer kept firing at a fake emitter. Moving it and then replacing it stopped that behavior (and it was next to the very first emitter I captured, so it wasn't as if there should have been a remnant of Creeper there.
3. Some mortars suddenly took to firing at a flipped emitter that was fully provisioned as soon as a range increase brought that emitter within range. They ignored other emitters, so it would seem that there is something about the state of some flipped units that make weapons thing there may be remnant creeper left behind.
Not play breakers, just observations.
love how you can lose after you win, got curious and turned off ammo packets after winning and removing all creeper remnants, took ~30 min for everything to die off (game time not play time)
I just wanted to say that this is one of my favorite maps, thank you for making it and posting it! It's not a long map, but it certainly keeps you engaged and moves quickly from start to finish!