Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 22, 2014, 05:25:16 PM

Title: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: AutoPost on June 22, 2014, 05:25:16 PM
This topic is for discussion of map #690: Mole of Arrakis
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=690)

Author: brainspank
Size: 128x128

Desc:
odd #CRPL idea I wanted to try. didn't quite get the effect I was going for because I had to tune it down for performance, but it turned out satisfactory. don't get in the mole's way, or follow too closely.
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: Loren Pechtel on June 22, 2014, 11:50:16 PM
How about removing the range limiter on the nullifiers since we have to hit a moving target?
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: Helper on June 23, 2014, 03:16:02 PM
Quote from: Loren Pechtel on June 22, 2014, 11:50:16 PM
How about removing the range limiter on the nullifiers since we have to hit a moving target?
Unnecessary.
To paraphrase a line from a great movie: "If you build it, the mole will come" (and die instantly).
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: malibo29 on June 25, 2014, 01:13:43 PM
Realy nice Map!
but it is a pity that you only have to kill the mole!
I'd suggest you should remove that and make the mole run a random path
That will become a nice map tah! :))

go on.
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: brainspank on June 25, 2014, 04:54:05 PM
thanks for the feedback, and I'm glad you enjoyed it.  I thought of several layout and gameplay changes after it was done, but such is life.  Oddly though, the mole's path is coded to be random but it doesn't act that way.  The CRPL randint functions seem to return the same results every play.

I was thinking that if it wasn't somehow my bug, then I would pull in player coordinates as improvised entropy to seed it.  I'll probably use that idea in my next map.
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: brainspank on June 25, 2014, 05:36:39 PM
Quote from: Loren Pechtel on June 22, 2014, 11:50:16 PM
How about removing the range limiter on the nullifiers since we have to hit a moving target?

I thought that would make it too easy - just build a nullifier and instakill.  I'm guessing the low scores are ppl just dropping CNs in the mole arena.  I'm too slow and methodical to play like that so it didn't occur to me to stop it...
Title: Re: Custom Map #690: Mole of Arrakis. By: brainspank
Post by: SmileyCoder on December 18, 2014, 04:32:08 AM
Loved this map. Nice progression from start to finish with an interesting ending.