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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on July 12, 2014, 08:25:12 PM

Title: Custom Map #838: CreeperComeback. By: stewbasic
Post by: AutoPost on July 12, 2014, 08:25:12 PM
This topic is for discussion of map #838: CreeperComeback
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=838)

Author: stewbasic
Size: 128x128

Desc:
Play as the creeper! Here is my take on this often suggested idea. There are strict conditions on increasing creeper production, so it's all about making good use of what you've got. Thanks Grayzzur for the spore tower flower image. Thanks planetfall, Asbestos, DestinyAtlantis, J, Lost in Nowhere and Flabort for early feedback. #CRPL
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: chwooly on July 13, 2014, 05:30:49 AM
I can't even get started, How do you get digitalis to build to a pz? I get how to change the emmitter to burst mode but it takes so long that I can't get started. Is the purpose of this map just to frustrate people? is so good job
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: DestinyAtlantis on July 13, 2014, 06:15:46 AM
There is a help button for every unit, Digitalis growth requires 1+ level of creeper, other than that, it acts as normal digitalis would, the start isn't all that hard, though it may take you a few tries (a few 20-40 second tries). The slower parts (at least to me) were the fifth PZ (mortar) and after that the anti-creeper. Though i'm not sure if there are any changes between this and the one on the Custom Maps.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: chwooly on July 13, 2014, 06:26:44 AM
Thanks, I finally got started but after an hour of play, I realized this was waste of time, The mortar on the 4th level is almost impossible for me to get to and to waste my time like this is just not fun. I can't give this map anything other than a low score not because I can't beat it but because I will have wasted so much time waiting to get lucky and gt a little bit ahead.  The cancel button is broke so you have to use the escape key to change from 1 tool to another, there should be at least some kind of pause between a collector or other item being destroyed and a new 1 being built.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Honza8D on July 13, 2014, 07:06:49 AM
Awesome map, i love maps that add something to the gameplay. It was not very hard but at the same time not trivial like some other maps with high rating. I especially like that enemy units still act normally, so you can for examply starve them from energy. The controlls could use some polishing, for example deselecting spore tower after setting target would be nice.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Brionius on July 13, 2014, 07:49:11 AM
Can someone explain how to enter "burst mode"?  I can't remember exactly what the dialog box said, and since I'm in "creeper mode", I can't seem to find a way to get it back.  I tried clicking on the "Field" button, whatever that is, but it doesn't seem to do anything. (double) clicking on the emitter seems to have no effect.  What am I supposed to do here?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Dook on July 13, 2014, 08:22:41 AM
Cool map. Nice playing the creeper for a change  ;D
10/10 for being creative.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Helper on July 13, 2014, 09:26:16 AM
Gave it a try, but no fun from my perspective.
Imaginative, but when the best score (other than the maker) is well over an hour, I'll pass.
H
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Loren Pechtel on July 13, 2014, 10:30:18 AM
Interesting idea but I don't see how to do it.  I can't see how to get enough creeper over the lip to get the digitalis up to the power zone.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: DestinyAtlantis on July 13, 2014, 10:35:54 AM
chwooly, Loren, Have you tried with fields?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 13, 2014, 10:56:41 AM
To create a field, select it and drag from one place to another. You can only have up to one field at the same time!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: plenty on July 13, 2014, 11:54:31 AM
What the field means? Transfer creep?
I don't know what to do in this map.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 13, 2014, 12:55:08 PM
Quote from: DestinyAtlantis on July 13, 2014, 06:15:46 AM
Though i'm not sure if there are any changes between this and the one on the Custom Maps.
Apart from the bug fixes the changes were small. Supported emitters aren't slowed down by rounding. The berthas increase fire rate a little as you build more towers so that they're still noticeable late game (0.6 ammo/tower/sec). Abraxis is a bit more efficient (and faster) at trying to rebuild units. And I removed a couple of beams in the lower middle.

Quote from: Brionius on July 13, 2014, 07:49:11 AM
Can someone explain how to enter "burst mode"?
Click on the emitter (a rotating circle will indicate it's selected) and press E or R. In retrospect I should have added an "archived transmissions" button, sorry about that. You can also get lots of information by pressing 'H'.

Quote from: chwooly on July 13, 2014, 06:26:44 AM
The cancel button is broke so you have to use the escape key to change from 1 tool to another
Unfortunately it's not possible to detect when the player clicks the cancel button (or anywhere on the vanilla menu) via CRPL.

Quote from: plenty on July 13, 2014, 11:54:31 AM
What the field means? Transfer creep?
It pushes creeper in a particular direction. You can click and drag to place it (but you need at least one totem on digitalis for it to work).

Quote from: Loren Pechtel on July 13, 2014, 10:30:18 AM
Interesting idea but I don't see how to do it.  I can't see how to get enough creeper over the lip to get the digitalis up to the power zone.
You should be able to reach if you keep your emitter in burst mode, build digitalis whenever you can, and point the field from the emitter to the PZ (I apologise if any of these tips are superfluous).
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: xoft on July 13, 2014, 05:25:53 PM
This is the first map that gets a perfect 10 from me. I like the overall idea, that's what thinking out of the box means. I like how the map was structured to allow for multiple strategies. It's just difficult enough to keep me frustrated enough to play further. Getting through the AC at the top right was the toughest part for me, I've spent well over 20 minutes of game time there, unable to move forward a bit, before I finally figured out the strategy to use. This map has you thinking, it's not "get as much power as quickly as you can, then blast your way through" that the normal maps give you.

Thank you for this map, I really enjoyed playing through this.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: planetfall on July 13, 2014, 06:10:59 PM
Quote from: stewbasic on July 13, 2014, 12:55:08 PM
Unfortunately it's not possible to detect when the player clicks the cancel button (or anywhere on the vanilla menu) via CRPL.

http://knucklecracker.com/wiki/doku.php?id=crpl:docs:func_usercancelaction
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 13, 2014, 10:29:11 PM
Quote from: xoft on July 13, 2014, 05:25:53 PM
Thank you for this map, I really enjoyed playing through this.
Thanks for playing! :)

Quote from: planetfall on July 13, 2014, 06:10:59 PM
Quote from: stewbasic on July 13, 2014, 12:55:08 PM
Unfortunately it's not possible to detect when the player clicks the cancel button (or anywhere on the vanilla menu) via CRPL.
http://knucklecracker.com/wiki/doku.php?id=crpl:docs:func_usercancelaction
Oh didn't see that one, thanks. I was trying to use GetMouseDown but it doesn't seem to indicate clicks on the menu.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: TheBlackKoala on July 14, 2014, 08:44:36 AM
Great map!
The start is pretty difficult but it get's pretty easy once you get a hang of it.
A bigger (or variable) Digitalis-creater and possibly a way to re-pick emiter/sporetower but else it's pretty much perfect.
9/10 - Great map - small improvements would be all it needs to be the perfect map.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: crispy on July 14, 2014, 09:00:32 AM
Ok it took me nearly 6hrs but it was fun and engaging I still can't believe it took me so long but I think that is because I was not using the tool correctly to start with so everything was long winded :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 14, 2014, 10:18:25 AM
Quote from: TheBlackKoala on July 14, 2014, 08:44:36 AM
a way to re-pick emiter/sporetower
Do you mean if you built an emitter and want to change it to a spore tower? You can select the tower and shift+X to destroy it, and build something else once the digitalis regrows (just be sure to always keep one emitter).

Thanks for all the comments. There have been a number of good tweaks suggested. At some point I will incorporate them into the scripts and make a new map with them.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on July 14, 2014, 01:25:51 PM
I played it through to the end twice. The first time I ended up with a 5+ hour time!! (but I played in 4x speed the whole time.) The second time I got in around an hour. Great fun game and I look forward to your next one.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: PMouser on July 15, 2014, 02:31:11 AM
i cant beat the bertha being shot at me. and not enough creeper to defeat player.. thanks
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 15, 2014, 05:29:49 AM
Can I take the scripts from the map and my own map with it? I'd like to make a shorter, but still challenging version of it.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 15, 2014, 10:26:51 AM
Quote from: J on July 15, 2014, 05:29:49 AM
Can I take the scripts from the map and my own map with it? I'd like to make a shorter, but still challenging version of it.
Sure. There are a couple of changes suggested by the above comments (making the cancel button work, adding a button to repeat the initial conversation). I could make these changes and attach the map here if you'd like. Also the process of finalizing this map was a bit complicated, so unless you plan to edit the scripts a lot I should give you more details about this.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 15, 2014, 01:35:40 PM
Quote from: stewbasic on July 15, 2014, 10:26:51 AM
There are a couple of changes suggested by the above comments (making the cancel button work, adding a button to repeat the initial conversation). I could make these changes and attach the map here if you'd like. Also the process of finalizing this map was a bit complicated, so unless you plan to edit the scripts a lot I should give you more details about this.
I'm not planning to edit the scripts alot as I'm lacking some crpl experience lately. In beta I may have been one of the best crpl coders with what was available at that time, but never tried any of the newer stuff. So if you want to give me the details for finalizing and probably even edit the scripts, I would really appreciate that.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: cecel123 on July 16, 2014, 11:37:26 AM
Sooo...if you could make more of these...yeeaah, that'd be great. seriously though, you should definitely make more of these. 10/10
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 17, 2014, 02:42:52 AM
Quote from: J on July 15, 2014, 01:35:40 PM
I'm not planning to edit the scripts alot as I'm lacking some crpl experience lately. In beta I may have been one of the best crpl coders with what was available at that time, but never tried any of the newer stuff. So if you want to give me the details for finalizing and probably even edit the scripts, I would really appreciate that.
I've made those two changes and streamlined finalizing a bit; see the updated map. Note there are lots of nullifiers, to mark the locations Abraxis will try to build them. There's also a core with Temp.crpl on the left, which you can click to toggle normal controls (useful for setting out Abraxis's units, setting the berthas to autotarget etc). It also places nullifiers at the mouse cursor if you press J. The scripts are set up so that a particular trigger unit will, when destroyed, show the second conversation and enable Abraxis's rebuilding (if you want it enabled from the start you'd need to change Temp.crpl and GameFlow.crpl).

Here are the steps to finalize the map:
* Increment one frame to make sure all the scripts have run their "once" sections.
* Save to one of the slots, eg 3, in case you want to come back and make more changes.
* Put your mouse over the trigger unit and press G. This will cause Temp.crpl to record the trigger unit, record all of Abraxis's units, reset game time and destroy the nullifiers and itself.
* Save to another slot, eg 2.
* Zoom out so that the build tab doesn't end up in the thumbnail image.
* Go to edit mode and finalize the map.
* Copy WorldEditor/MapName/save-2.cw3 to Finalized/MapName/MapName.cw3 (replacing the existing file).
* Play the finalized map as usual.

Hopefully this explains everything; please let me know if not.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Tjgalon on July 17, 2014, 04:59:25 AM
Oh man, that was so much fun, I hope to see a couple more like this, though it took me 2hrs to beat, I did finally learn the controls which helped a lot.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 17, 2014, 06:09:45 AM
Can I safely resize the map (looks like resizing breaks the game) and is there somthing special with the forge? (else I'll just remove it)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 17, 2014, 11:24:10 AM
Quote from: J on July 17, 2014, 06:09:45 AM
Can I safely resize the map (looks like resizing breaks the game) and is there somthing special with the forge? (else I'll just remove it)
I don't know whether an existing map can be resized in CW3 (you would probably know better than me) but certainly the scripts should work with any map size (are you finding they don't?)

The forge can be removed. I included it to give Abraxis packet speed and ore mining upgrades.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 17, 2014, 04:17:35 PM
I tried to make the map much smaller. Clicking apply stretches units out over the map, but it doesn't reload with a new size. I'll just take the current size and add a lot of void =J
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 17, 2014, 07:18:42 PM
Quote from: J on July 17, 2014, 04:17:35 PM
I tried to make the map much smaller. Clicking apply stretches units out over the map, but it doesn't reload with a new size. I'll just take the current size and add a lot of void =J
I've actually never noticed that feature (even though I wanted exactly that a couple of times). Have you used it successfully before? I can't imagine how CRPL would prevent an editor feature from working. Maybe having so many Abraxis units causes a problem?

Yeah, void works too I guess :P.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on July 17, 2014, 10:36:13 PM
J, I sure hope you plan to upload your updated version of this to Colonial Space so we can all have fun.  ;D
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: J on July 18, 2014, 05:19:54 AM
It probably won't be coming in the next 2 weeks. As advancing one frame is part of the finalizing process, is there a way to advance the map a few seconds without breaking the game? (just to make sure all flying aether goes away and to let the new packets flow)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 18, 2014, 10:39:33 AM
Quote from: J on July 18, 2014, 05:19:54 AM
It probably won't be coming in the next 2 weeks. As advancing one frame is part of the finalizing process, is there a way to advance the map a few seconds without breaking the game? (just to make sure all flying aether goes away and to let the new packets flow)
You can unpause the map and let it run; it shouldn't break anything. Temp.crpl will reset game time to 0 when you finalize.

The one thing to be careful about is saving to slot 2 before finalizing. When you finalize all the cores get reset, so all the stored data about Abraxis's units is lost.

Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 18, 2014, 11:58:32 AM
hey stew, i hereby declare my intention to willfully exploit all your hard work!
cheers for making it easy too!
just a couple of Q's about possibilities in CRPL (since i will not code myself!)
1 can you code in one field effect per totem? or perhaps per x totems?
i like the field, and that it increases in strength, but 1 field per 5 totems would be cool! each field should prob be increased before the next field is available
2 can you let the user set the spore times? or perhaps 3 spore units with 10, 20 and 30 sec delays?
3 can you add runners and their nests? these should probably use C to spawn runners to keep it sort of balanced

cheers dude, even if you can't do these things i'll still be using these scripts!
so i'm preemptively giving credit here, i'll do it in the maps too, perhaps in the form of the titles
i'm thinking "teksxxx stew-niverse xx"?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 18, 2014, 07:32:43 PM
Quote from: teknotiss on July 18, 2014, 11:58:32 AM
hey stew, i hereby declare my intention to willfully exploit all your hard work!
cheers for making it easy too!
just a couple of Q's about possibilities in CRPL (since i will not code myself!)
1 can you code in one field effect per totem? or perhaps per x totems?
i like the field, and that it increases in strength, but 1 field per 5 totems would be cool! each field should prob be increased before the next field is available
2 can you let the user set the spore times? or perhaps 3 spore units with 10, 20 and 30 sec delays?
3 can you add runners and their nests? these should probably use C to spawn runners to keep it sort of balanced

cheers dude, even if you can't do these things i'll still be using these scripts!
so i'm preemptively giving credit here, i'll do it in the maps too, perhaps in the form of the titles
i'm thinking "teksxxx stew-niverse xx"?
Certainly all possible (in fact I was already thinking about runner nests since someone else suggested it). I'm happy to code them up but you might have to be patient.

I'm not sure how the interface should work for multiple fields. If you've reached your limit and you try to place another (or a totem gets disconnected), how should we determine which field to remove? Maybe E/R could cycle through the existing fields to determine which will be replaced?

For the spores maybe T could toggle autotargeting and E/R could cycle through different speeds (with constant creeper/time).
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Hugna on July 19, 2014, 05:35:23 AM
I'm really confused as to how various people managed to beat this, yet i can't even get out of the pit on this map. The turret keeps the creep at bay at such a good job, it's impossible to obtain the creep to spread the digitalis, and the two berthas hitting on my emitter makes it literally impossible to spread digitalis anywhere. I even tried removing digitalis just to add it strategically so the turret doesn't push it away, and allow me to spread the creep in my own way. However, nothing i do lets me get out of the pit to spread. I'm literally stuck and theres nothing telling me what i do to get out of the pit, especially when the digitalis refuses to be built unless the square hits 1.00, which is almost impossible at this point. I'm so far in the 1 hour mark and i haven't made any progress, especially with testing how things work and what to do.

Is there a guide on how to start the spread?

BTW, this is an interesting map, since i've yet to see any creep use in the game, so it's a nice change.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 19, 2014, 07:01:46 AM
Quote from: Hugna on July 19, 2014, 05:35:23 AM
I'm really confused as to how various people managed to beat this, yet i can't even get out of the pit on this map. The turret keeps the creep at bay at such a good job, it's impossible to obtain the creep to spread the digitalis, and the two berthas hitting on my emitter makes it literally impossible to spread digitalis anywhere. I even tried removing digitalis just to add it strategically so the turret doesn't push it away, and allow me to spread the creep in my own way. However, nothing i do lets me get out of the pit to spread. I'm literally stuck and theres nothing telling me what i do to get out of the pit, especially when the digitalis refuses to be built unless the square hits 1.00, which is almost impossible at this point. I'm so far in the 1 hour mark and i haven't made any progress, especially with testing how things work and what to do.

Is there a guide on how to start the spread?

BTW, this is an interesting map, since i've yet to see any creep use in the game, so it's a nice change.

press "e" and wait for a bit (red bar above the emitter shows C storing inside)
press "e" and watch the flood.
that'll get you going.
"h" is for help i think, some info boxes give you a run down.
hope that helps  8)
i still want to get a sub 30 min time, 45 ish is my best so far

Quote from: stewbasic on July 18, 2014, 07:32:43 PM
Certainly all possible (in fact I was already thinking about runner nests since someone else suggested it). I'm happy to code them up but you might have to be patient.

I'm not sure how the interface should work for multiple fields. If you've reached your limit and you try to place another (or a totem gets disconnected), how should we determine which field to remove? Maybe E/R could cycle through the existing fields to determine which will be replaced?

For the spores maybe T could toggle autotargeting and E/R could cycle through different speeds (with constant creeper/time).


could you have the fields assigned to the number keys?
so you'd click the field button and then select them by 1,2,3,4,5....
that'll work for the spores, and i'm happy to wait til you've got it done, since i can get started with the scripts as they are!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: speef on July 19, 2014, 07:15:12 AM
This was really awesome!

The parts I liked best were the reversal mechanics, the way you gain in power as you go, and the way it was actually a challenge the first time. The fact that there was an enemy AI at all was a pleasant surprise.

The parts I didn't like:
Spoiler

1) The AI was dumber than a box of rocks, but I don't know if this is winnable otherwise. :)
2) To tackle the hard bits, I had to build lots of digitalis with that tiny one-block brush. It was frigging annoying.
3) Spore tower firing modes were listed in the documentation, but there's no visible indicator on the tower, and they seem to switch between firing modes at will sometimes.
[close]

I may have a peek at the script tonight after work and see if I can work up a patch for the bits I didn't like.

Overall, wow. :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 19, 2014, 09:53:51 AM
Quote from: speef on July 19, 2014, 07:15:12 AM
Spoiler
2) To tackle the hard bits, I had to build lots of digitalis with that tiny one-block brush. It was frigging annoying.
3) Spore tower firing modes were listed in the documentation, but there's no visible indicator on the tower, and they seem to switch between firing modes at will sometimes.
[close]

'e' and 'r' change the brush size, or did you mean something else?
i thought the towers showed the time in a countdown, perhaps you need to hover over them i forget.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 19, 2014, 01:18:36 PM
Quote from: speef on July 19, 2014, 07:15:12 AM
1) The AI was dumber than a box of rocks, but I don't know if this is winnable otherwise. :)
2) To tackle the hard bits, I had to build lots of digitalis with that tiny one-block brush. It was frigging annoying.
3) Spore tower firing modes were listed in the documentation, but there's no visible indicator on the tower, and they seem to switch between firing modes at will sometimes.
There should be an icon on the lower right corner of the spore tower (admittedly the target icon is a bit hard to see). When you set the tower's target it automatically goes into target mode. It also shows its target when it gets close to firing (maybe this is what you meant by switching at will?)

Yeah, it would certainly be interesting to play against a smarter AI. I didn't feel like tackling that challenge right away. If you feel like making one please do upload it ;)

Quote from: teknotiss on July 19, 2014, 07:01:46 AM
could you have the fields assigned to the number keys?
so you'd click the field button and then select them by 1,2,3,4,5....
At the moment the number keys select the buttons on the build tab (mimicing the regular menu). Would shift+number key be too inconvenient?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 19, 2014, 03:28:02 PM
i'd be fine with shift, but you could use y,u,i,o,p or something too.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: cecel123 on July 20, 2014, 04:07:33 PM
Man, I reduced my time to 1:19:47.8, but I won't give up until I can master this map with a sub-hour time! I just wish these Berthas weren't so quick to fire. I think I have an addiction!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 21, 2014, 06:41:32 PM
Quote from: cecel123 on July 20, 2014, 04:07:33 PM
Man, I reduced my time to 1:19:47.8, but I won't give up until I can master this map with a sub-hour time! I just wish these Berthas weren't so quick to fire. I think I have an addiction!

i found getting the first two totems and timing early pulses of stored creeper for just after a Bertha hits made a big difference.
this is a great example of how a second lost in the first five mins can add 10's of mins in the late game.
my first time was 1 hour 20 something mins, my second was a much more focused start
Spoiler
totem on right, closest Pz for emitter, support emitter, then totem on the lower left, then the nearest Pz's for emitters. i think one as a spore tower could work with a push south early, tried on my third run but i got the same sort of time as the second run
[close]
and i was down to 45 mins.  :o
after another 10 goes and i was sub 35 mins! ::)
still aiming for sub 30. that'll do 8)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Asterion on July 21, 2014, 07:33:22 PM
Thought this map was absolutely fantastic. 10/10
I'm actually just about to replay it to see if I can get a shorter time. Don't listen to the naysayers on here - it's a different map but where's the fun in playing the exact same thing every game.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: ChubbyPitbull on July 22, 2014, 02:22:17 PM
Hi! I registered on this forum just to say I loved this map and I hope more CreeperComeback maps are made. I loved getting to play as the creeper for a change, and it was awesome to see the AI rebuild their base and build nullifiers to fight back as I tried to expand.I went for the Northeast base after I had secured the Northwest, and was repeatedly able to get the two power nodes one level down from the main base, but kept getting nullified back, and was at a stalemate until I used the spore launcher to change fronts. Loved it! Playing again to try to get a better time lol.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on July 22, 2014, 07:25:51 PM
Quote from: ChubbyPitbull on July 22, 2014, 02:22:17 PM
Hi! I registered on this forum just to say I loved this map and I hope more CreeperComeback maps are made. I loved getting to play as the creeper for a change, and it was awesome to see the AI rebuild their base and build nullifiers to fight back as I tried to expand.I went for the Northeast base after I had secured the Northwest, and was repeatedly able to get the two power nodes one level down from the main base, but kept getting nullified back, and was at a stalemate until I used the spore launcher to change fronts. Loved it! Playing again to try to get a better time lol.

Welcome to KC forums dude!  :) why not make your own version? stew has put all the info on how to on this thread and there are forum areas for questions on map making and coding.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Asterion on July 23, 2014, 01:11:42 AM
Have managed to get my time down from over an hour and a half to just over half an hour. Amazing what you can achieve once you start to get the basics of this map.

Most useful thing I'd say is to keep in mind that the human needs power and sometimes the easiest way to take a hill isn't to just focus up it, but to surround it and block off it's energy supply.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: knoedl on July 24, 2014, 06:27:35 PM
I like this map, but i just cant finish it :( i captured everything above the small hill right side with 2 powers. I tried so many strategies but can never get close enough to actually make progress. any tips?

edit: my problem seems to be that my emitters are to far away to get the creepers to do any damage and the spores cant reach through die powered antispore tower :/

edit2: also, is tere any way to connect to the little island left bottom? i cleared it but cant place anything because the digitales wont turn blue
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on July 24, 2014, 07:21:03 PM
Quote from: knoedl on July 24, 2014, 06:27:35 PM
I like this map, but i just cant finish it :( i captured everything above the small hill right side with 2 powers. I tried so many strategies but can never get close enough to actually make progress. any tips?
edit: my problem seems to be that my emitters are to far away to get the creepers to do any damage and the spores cant reach through die powered antispore tower :/
As Asterion says above, attacking directly isn't always the best way. It sounds like you already got the PZs at the back? If you cut the hill off from the main base it'll be a lot easier, especially if you can send the CN away. (Of course brute force will work too if you have enough of it, which you probably will if you fill the lower left with supporting emitters).

Quote from: knoedl on July 24, 2014, 06:27:35 PM
edit2: also, is tere any way to connect to the little island left bottom? i cleared it but cant place anything because the digitales wont turn blue
Yes, aim your spores at the void and place digitalis just after they land. btw how did you clear it without digitalis? Overwhelming with spores?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: knoedl on July 25, 2014, 05:51:40 AM
Quote from: stewbasic on July 24, 2014, 07:21:03 PM
As Asterion says above, attacking directly isn't always the best way. It sounds like you already got the PZs at the back? If you cut the hill off from the main base it'll be a lot easier, especially if you can send the CN away. (Of course brute force will work too if you have enough of it, which you probably will if you fill the lower left with supporting emitters).

Yes the hill upper right is conquered, exactly with the cut-the-power strategy.

Quote from: stewbasic on July 24, 2014, 07:21:03 PM
Yes, aim your spores at the void and place digitalis just after they land. btw how did you clear it without digitalis? Overwhelming with spores?
Yes, there is a little spot at the top spores can reach without being completly destroyed, 5 spores were enough. The upper defenses are fast destroyed and with a little luck with the Bertas and good field positioning you can destroy the cannon on the small strip. After that there are no defenses left for ground creeper.
I will try connecting, with the powerzones on the island i should have enough power to break through the defenses. thanks.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: DestinyAtlantis on July 25, 2014, 05:20:21 PM
Note: Once you conquer the top half, using spore towers you can conquer the bottom middle base (only 2 normal beams), heck you could probably even conquer it before you conquered the top right section.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: beardedlinuxgeek on July 31, 2014, 09:47:48 AM
Fantastic map! Somehow you made playing as the creeper not just possible but actually really fun. I see a lot of people complaining about the difficulty of the map. They need to read the instructions very carefully, possibly several times, and then use a lot of strategy and also experiment with different ideas in order to win.

Great map, I'd love to see you make some more. Other people could do maps where you play as the creeper, but it would be very difficult to beat how fun you made this.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Darkvortex on July 31, 2014, 05:39:32 PM
I love this map!
You should make another like this :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: senorjupi on August 05, 2014, 10:16:28 AM
 :D
This is outstanding.

a bit difficult to learn the commands (at least for me)
but after a bit of study and experimentation, a blast to  play!

PLEASE upload more maps like this. 

an embarrassing number of hours spent in this game and the CRPL coders of Colonial Space  still deliver the goods!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Linden on August 21, 2014, 10:05:07 AM
I registered to say I love this map, Stewbasic - thank you so much. I've played it a few times, trying to beat my own time, and I'm currently at around half an hour.

I'm not a techie person so I've no clue how to go about making my own (even the word 'coding' blanks my mind right out), so I wonder if there's any chance of more like this? (Your public awaits you! :D)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Bight on August 30, 2014, 05:22:54 PM
Some tips to playing this map:

a) Use the 'e' key to save up creep early. Use the saved creep to carefully expand you digitalis.

b) Use towers rather than emitters whenever possible. It takes 3 to take down an unpowered beam. Take them down and build digitalis to keep them down. Don't bother attacking with them against powered beams.

c) Don't be afraid to destroy and replace emitters/towers as needed.

d) Attack weak spots first. Get easy emitters then use the easy emitters to break the hard ones.

e) Go around the back of the upper right hill rather than over it.

f) The lower left corner is vulnerable to an air attack taking the first power zone, then emitters for the rest. (You will need to drop a spore on empty space to build a bridge.)

g) The 8 power zones in the lower square can be taken with massed spore attacks. Make sure to use enough (ten-ish) to kill objectives with each wave. When you get a PZ, switch to emitters and clear the area before moving on.

h) Clean up before the final assault. To win you need to kill all the non-titan weapons. It's annoying to finish the last base and then spend another couple of minutes on a blaster you left behind on the other side of the board.

Good Luck, Bight
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: cecel123 on August 31, 2014, 06:20:08 PM
If I had a dollar for every time I have played this map....I'd have a ton of dollars. I can't wait for another map like this, because every time I play it I find some new way to have fun with it!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on September 01, 2014, 07:43:43 AM
I think Virgil should consider this concept to be the idea behind a future CW game.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: cecel123 on September 01, 2014, 06:12:12 PM
Quote from: stdout on September 01, 2014, 07:43:43 AM
I think Virgil should consider this concept to be the idea behind a future CW game.

YES!!! That would be fantastic!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on September 04, 2014, 10:01:00 AM
I must say, I just recently noticed this map, and I very much enjoyed it.  Best map I have played so far (or should I say played multi times).  I tried to edit the map to make it super large, added land, more of all the "bad" guys items, and when I tried to play, as soon as I hit the letter E for the first emitter, the game stopped allowing me to do things, but the time kept counting, so I gave up and deleted it (if I had 20/20 eagle hindsight I wouldnt have deleted it).  I don't know much about the script works, but am looking forward to more of these types of maps.  Heading back into game for another play. :D  Thank you for this map, my only 10 rating so far.

Oh, and if there are any more of these types of maps hidden, please give a shout and point in its direction :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on September 04, 2014, 10:05:30 AM
I posted map #1099 yesterday which is based on this map. I suspect you will enjoy it.  ;D
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on September 04, 2014, 01:49:38 PM
Yes, I had looked to see what is new after I made my post. :)  Played it, it was easier than Stewbasic's.  Make em harder, bigger, and and and.. :)  The longer (and interesting) it is I can play with the creeper, the more I smile.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on September 04, 2014, 03:34:37 PM
I've got one I'm just now finishing up that may be more to your liking. :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Linden on September 04, 2014, 03:56:19 PM
Quote from: stdout on September 04, 2014, 03:34:37 PM
I've got one I'm just now finishing up that may be more to your liking. :)

Oooh! Quick-quick! :D

Thanks for your hard work, by the way - you and stewbasic. I'm so happy with these maps. :) Whoever suggested Virgil making this a feature? It's a great idea!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on September 04, 2014, 04:04:09 PM
I've played my new map and keep making tweaks. It has a very, very slow start which is a lot of fun, but mid game you get so powerful that you just overwhelm the entire map. So I'm currently working on making the mid game more challenging. The map will not be done today (or maybe not even tomorrow.)

I also have as a goal to make the game more responsive to what you do. So at certain points Abraxis makes decisions and does things based on your progress. I figure that can be used to increase the challenge as you progress.

Making these is even more fun than playing them!
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on September 04, 2014, 04:29:10 PM
Don't make us wait too long :)  Did you or Stewbasic figure out how to also implement the runners?  I so much wanna send out those runners full of creeper!!!  :)  Time to play your map again.  Toodles.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stewbasic on September 04, 2014, 09:23:02 PM
Quote from: Lioncourt on September 04, 2014, 04:29:10 PM
Don't make us wait too long :)  Did you or Stewbasic figure out how to also implement the runners?  I so much wanna send out those runners full of creeper!!!  :)  Time to play your map again.  Toodles.
I started on the runners but a bunch of things have been keeping me pretty busy over the past month :/. Hopefully I can get back on it this weekend (especially with inspiration from stdout to keep going with it ;))
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on September 04, 2014, 09:28:34 PM
If it is inspiration you need, I am sure stdout has his cheerleading outfit with the frilly pom-poms to do some jumping dances for you!  :D  But I must say, it has been a while since I really enjoyed playing a map.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on September 05, 2014, 09:49:23 AM
Just uploaded my new map to CS called RiverTakeBack. Enjoy, and please comment on the new thread that was created for it.
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Linden on September 18, 2014, 06:19:30 AM
I still can't beat my best time! It's gloriously frustrating to try, though. :D (Love this type of map).
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: harrymcb on September 25, 2014, 01:46:55 PM
i love this concept ;D
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on December 03, 2014, 07:20:27 PM
Why is this map no longer in the list?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on December 03, 2014, 07:32:22 PM
Wow, you're right. Where did it go? Why is it not in CS anymore?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on December 03, 2014, 07:55:26 PM
dunno? :o
it was recently (last week maybe two weeks?), that's a shame i really loved that map and was playing it every so often?
Karsten75 do you have any idea? ???
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: teknotiss on December 03, 2014, 08:00:55 PM
Quote from: teknotiss on December 03, 2014, 07:55:26 PM
it was recently (last week maybe two weeks?), that's a shame i really loved that map and was playing it every so often?

derp... error exists between keyboard and chair. ::)
it's late i'm tired, my excuse anyway ;)
it doesn't show on the list but it is on our hard drives!
so it's a fuss to get to but whacking it in the worldeditor does the trick. ;D
still nice to know why it's disappeared from CS?
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: Lioncourt on December 03, 2014, 08:17:23 PM
I had to redo my OS, so I lost all my maps(didn't think I needed to back them up), trying to get the better ones back, and that one is eluding me :)
Title: Re: Custom Map #838: CreeperComeback. By: stewbasic
Post by: stdout on December 03, 2014, 08:31:52 PM
Here it is, attached.

I definitely want to know why it's gone from CS.