Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: stdout on September 10, 2014, 10:47:52 PM

Title: stdout's maps
Post by: stdout on September 10, 2014, 10:47:52 PM
This thread will be for maps in progress.
Title: Re: stdout's maps
Post by: stdout on September 10, 2014, 10:51:20 PM
I'm currently working on a PlayAsCreeper map that will be a storm the castle play.

I'm attaching my current work in case anyone wants to check it out and give feedback. There are bugs:

1) The spore towers don't always connect properly to the digitalis for some reason. There's an issue in the crpl that I'm working on.

2) For some reason you can't win the map. When all the items are destroyed the game doesn't finish. I haven't looked at why that is.

3) Abraxis isn't building the nullifiers like he is supposed to.

Usually I fix these bugs first but people have told me they want to beta test my maps, so you can at least play it and have some fun and let me know what you think.
Title: Re: stdout's maps
Post by: Linden on September 11, 2014, 01:19:13 PM
Got it, playing it, loving it! :D Thank you so much for this. :)

Edit: I didn't find it too hard to get up the walls (I had that many emitters at the end that a quarter of the map was covered, so that's probably why! Ha!)
I also found it refreshing to be able to start off more easily too - a change from your and Stewbasic's others. I don't mind either way, personally.

Once you've got your bits and pieces sorted, it'll be even more fun.
Title: Re: stdout's maps
Post by: RrR on September 11, 2014, 03:22:11 PM
Start was very easy, but not having to defend against nullifiers helped. The NE is very vulnerable to spores - just a couple can completely disable it. SW is also vulnerable to spores, but I left if as a power sink for the SW. NW was tough. Was finished in about ten minutes - much faster than the other creeper comeback games. 
Title: Re: stdout's maps
Post by: stdout on September 11, 2014, 05:57:39 PM
Thanks for the feedback.

I did some changes this morning and made it QUITE the bear. It's getting more fun. I like RrR's idea of leaving the SW open to starve the base of resources. That kind of thing is what makes these kinds of maps fun. I'll keep working on this.

(And BTW I think I fixed most of the bugs present. I'll post a new beta sometime soon (not today))
Title: Re: stdout's maps
Post by: stdout on September 13, 2014, 09:53:21 PM
Okay, I have a new beta for you all to check out. I went a little different of a direction and I think the game is a little more challenging.

The start is still too easy but this time I let you start with FIVE emitters spread across the map. You WILL lose at least one of them. Before I finish, I want to make it so that it's probable that the player will lose 2 or maybe 3 emitters before getting a comfortable foothold. That should make it pretty fun.

4 castles and your job is to defeat them all. Have fun and let me know what you think.

Title: Re: stdout's maps
Post by: Linden on September 14, 2014, 04:58:10 AM
Quote from: stdout on September 13, 2014, 09:53:21 PM
Okay, I have a new beta for you all to check out. I went a little different of a direction and I think the game is a little more challenging.

The start is still too easy but this time I let you start with FIVE emitters spread across the map. You WILL lose at least one of them. Before I finish, I want to make it so that it's probable that the player will lose 2 or maybe 3 emitters before getting a comfortable foothold. That should make it pretty fun.

4 castles and your job is to defeat them all. Have fun and let me know what you think.



It's the first time I've ever been first on the scoreboard (only because nobody else has played it yet, but still. :D)

Anywho, all my (temporary) bragging aside, it's great! I like the idea of several start-off points like that. It's also a toss-up which corner to go for first, because of what's either easier or most strategic.

Good fun, thanks. :)

Title: Re: stdout's maps
Post by: stdout on September 14, 2014, 12:52:12 PM
Okay, here's what may be my final beta. I'd love to have a few test plays on this map and if it looks good I may make just a couple final little tweaks and upload it to CS tomorrow. Please give it a try and let me know what you think! And if you think I should add anything, let me hear your ideas.
Title: Re: stdout's maps
Post by: Linden on September 14, 2014, 05:35:49 PM
It's excellent that you have to watch your back or suffer for it. The first time around, I did watch my back and I did it in 16 mins or so. The second time, I thought I had been diligent but ended up with only two PZs (one of which I'd previously taken) and that ended up as a much longer game.

There are no bugs that I could see, and it's definitely challenging if you aren't on the ball, and still challenging to keep on the ball.

Thank you so much for all your hard work. :) Great map!
Title: Re: stdout's maps
Post by: stdout on September 14, 2014, 05:56:23 PM
Thank you for your feedback! I'm looking forward to playing this through in the morning (yes, I haven't even beat the map yet. Once I get a foothold I quit, since getting the foothold is really the most important part of a map to me, in terms of fun.)
Title: Re: stdout's maps
Post by: Linden on September 14, 2014, 08:47:54 PM
Ah well, you might be missing a treat then. :D Further into the map, it was cool trying to get over the walls when there were nullifiers behind you taking your emitters away.
Title: Re: stdout's maps
Post by: RrR on September 15, 2014, 07:34:05 AM
lost one of the initial emitters (I chose to ignore the northern one). Having multiple emitters makes for interesting tactics vs bertha. Weaker players will loose more emitters and then be slower. After putting emitters on all the pz in the valley, the SE hill fell easily - creeper got the eastern shield. SW couldn't defend itself without AC.  NE then NW fell to creeper + synchronised spore waves. Good game.                                       
Title: Re: stdout's maps
Post by: stdout on September 15, 2014, 08:47:36 AM
Thank you again for the feedback. I made some small adjustments this morning to increase the difficulty yet more and I'm quite satisfied with my map. I just uploaded it to CS! Enjoy the final map.
Title: Re: stdout's maps
Post by: Zoura3025 on September 20, 2014, 08:24:20 PM
 Hey Stdout. If you want an idea for a new map, how about a planetary assault where you're in your little loki hive ship, and you have to wipe out a human colony that's trying to attack you? :)
Title: Re: stdout's maps
Post by: stdout on September 21, 2014, 09:27:20 PM
I'm having trouble visualizing what that kind of battle might be like.
Title: Re: stdout's maps
Post by: DestinyAtlantis on September 22, 2014, 04:06:28 AM
Hm, i also can't get a clear idea, but it may be something like fighting a losing battle, and you need to figure out how to 1.not lose and 2.gain more ground/PZs.
And to make it able to lose, have Abraxis "rebuild" units on gound that you the creeper, lost to him, as to at least seem like Abraxis is trying to destroy you. If's it's possible, move units from the back, to the front lines (Abraxis) or even auto-manually aim Berthas (CRPL coding that would manually aim the Bertha), to act more human.
Title: Re: stdout's maps
Post by: stdout on September 22, 2014, 08:50:20 AM
Okay, I gotcha. Yes, that would be awesome and I have thought a lot about that. I would need to improve my CRPL skills!
Title: Re: stdout's maps
Post by: stdout on October 01, 2014, 02:19:27 PM
Alright fellow creepers, here's a new map ready for beta testing. It is another space map with asteroids and LOTS And LOTS of AC. The enemy is loaded for bear and has an armada of flying machines dropping AC and death from above. Berthas rain on your plans and disable your precarious network of digitalis. Massive batteries of beam weapons will make it difficult to reach most areas of the map with your spores.

Oh, and you start completely surrounded by enemy.

What's worse is they have started to build Thors.  ;D

The good news is you start off with a few asteroids, but you better act quickly. They will start building nullifiers immediately.

This map is the first #PlayAsCreeper that is large, in fact it's 250x250 and I'm interested to see what kind of reaction the size gets. It can be a bit of a slog and is CPU intensive. It took me 50 minutes to win my last playthrough.

There are multiple paths to victory here and I think this map may be a highly replayable map if I can get the balance right. Have fun, and let me hear your thoughts!
Title: Re: stdout's maps
Post by: Grayzzur on October 01, 2014, 02:28:24 PM
With that much coming at us, you'd think we'd be allowed to build runner nests... :P
Title: Re: stdout's maps
Post by: stdout on October 01, 2014, 02:42:12 PM
Runner nests would be awesome, I agree.

Keep in mind stewbasic wrote all the CRPL for these PAC maps, I'm just the map maker. So, while I could create a runner nest script it would take me a long time since I'm not a CRPL wizard like some of the others here are.

Well, I'll see what I can do but no promises.
Title: Re: stdout's maps
Post by: stdout on October 01, 2014, 03:02:56 PM
Alright, here's a new version for you to try out. Spore Towers also now create a runner each time a spore is launched. :)

Title: Re: stdout's maps
Post by: stdout on October 01, 2014, 05:15:52 PM
Well, I didn't like it.

What's the point of runners if they can only go to areas you already conquered? They just litter up the map and slow things down.

I've removed them from the latest beta, which is attached.
Title: Re: stdout's maps
Post by: Grayzzur on October 01, 2014, 05:34:06 PM
Just finished playing the first version you posted, before my "runner" post. I liked that one. The Thors scared me at first, but then I discovered that they don't move. They're just really powerful turrets that eventually drain once you remove their energy supply. Took me 1:18 to beat it, but then I usually struggle to gain an initial foothold on these type of maps.

Once I took the upper left quadrant of the map, I didn't see any more attempts to nullify my emitters or towers after that. I suppose that could be because by that point I was decimating the islands with spore waves before coming in with digitalis.
Title: Re: stdout's maps
Post by: stdout on October 01, 2014, 05:48:17 PM
Yeah the nullifiers need a clear space to build and if you have swamped the island with creeper then there's nowhere for him to build. You get a free pass.

My last version is more fun. I just cleared it in 39 minutes and enjoyed it. It does bog down just a bit and I wish I could speed it up a little. Playing in 4x speed it still feels sluggish. I added lots of new digitalis to the start which helps you spread through the map quicker and makes it less of a slog.
Title: Re: stdout's maps
Post by: Linden on October 01, 2014, 09:39:30 PM
What a belter. :D It took me ages (as usual) and I did get a bit bogged down, but the creeper 'bleeding' into the void can be used tactically so it isn't a problem - finding a way around being bogged down is a fun part of it. I can see loads of replayability in this one (in fact, I'm off for another go right now). Thanks very much. :)
Title: Re: stdout's maps
Post by: Lost in Nowhere on October 01, 2014, 10:24:38 PM
The new digitalis brush is amazing. I haven't played through it yet, though
And, just finished it. The two things that annoyed me were the continued firing of the berthas despite there being no command nodes, and the large amount of time clean-up took after all actual threats were removed
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 09:50:45 AM
Quote from: Lost in Nowhere on October 01, 2014, 10:24:38 PMthe continued firing of the berthas despite there being no command nodes

Thank you for your feedback! I agree the post "win" cleanup is tedious and lengthy and I'm exploring ideas of making that easier.

As for the berthas, this is a long-standing bug in the original PAC code. I researched it this morning and see that Grayzzur himself pointed out last October that there's no way to determine whether a unit is attached to the network. The code in PAC just simply adds ammo to the berthas in accordance with how many bad guy towers exist. This is why it continues to fire even without being connected.

The solution is probably to have it ask and receive packets faster and not automatically increment its ammo magically the way it's done right now. I'm looking into it.
Title: Re: stdout's maps
Post by: Grayzzur on October 02, 2014, 11:52:27 AM
That would make my strategy of sneaking in the backside and destroying the field of reactors actually be meaningful. :)
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 12:02:08 PM
Okay, I fixed the Bertha problem. What I did was have it do a check to see if it has 25 ammo packets built up and if it does, then accelerate the magic ammo. This way, if it gets cut off from the CN, its final shot will be its last. It's not perfect but at least for game play it works perfectly.

I've made some other slight adjustments here and there and added some new starting emitters. I also weakened the northeast island and added more PZs to it to make it a more attractive early game target.

And look out! I've added a good number of Berthas on PZs!! But you have time to prepare for them since they are under construction when the game begins. Can you take them out in time?

This latest version is getting very close to release quality in my opinion. Please play and give me your feedback.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 02, 2014, 01:33:12 PM
Actually, if you manage to make it take ammo from the CNs, and not magic ammo, it will help starve the CNs.
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 01:42:54 PM
The feature of these berthas is that they increase speed as you increase your network. Thus the challenge continues to accelerate and prevents the game from being too nerfed.

I wanted to do as you suggested but you can't accelerate the ammo increase on a regular unit, actually. The only way would be to reimplement the bertha using a CRPL core and, well, I'm not going to do that. :)
Title: Re: stdout's maps
Post by: teknotiss on October 02, 2014, 02:31:41 PM
played the previous version (2?) :)
got a 21:01  ;)
fun fun fun! loved it, but the start wasn't really an issue like your previous maps.
I'll play this new version now and see.
my only suggestion was to have a PZ on the south east island near the lower left of that island, but not a PZ beam, maybe under the sprayer?
but I'll see if this maps already got that i guess!
i'll be totally redoing my maps i think.
(I'll use this new code to fix the bertha infinite power, and my layouts are going to change radically.)
Title: Re: stdout's maps
Post by: teknotiss on October 02, 2014, 02:40:30 PM
an immediately noticeable issue is the small island with the emitter will be destroyed since the nullifier is across the gap on the larger island.
this is annoying to me cos i can't even try for a spore tower since there is no second emitter to supply the digi.
just thought i'd point it out, going to continue playing now
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 02:51:04 PM
Great feedback teknotiss, thanks!

My last beta I posted includes two PZs on Duck Asteroid (the southeast island) - one with a beam and the other providing relay service. There is a digitalis trail leading right into it, too, which will be helpful in the end game.

Quote from: teknotiss on October 02, 2014, 02:40:30 PM
an immediately noticeable issue is the small island with the emitter will be destroyed since the nullifier is across the gap on the larger island.
this is annoying to me cos i can't even try for a spore tower since there is no second emitter to supply the digi.
just thought i'd point it out, going to continue playing now

Yes, but this is a feature. :) The idea in my mind was that there would be resources you will not be able to save, no matter what. It's something I introduced in my Storm the Castles map and I liked it. It forces you to make unusual decisions early on. That emitter is doomed for sure, but it is a resource that you can use to assist your game. Chain it to other emitters elsewhere to increase their strength. Once it's nullified then it's use is gone but it leaves behind a PZ to be reclaimed later.

Please do try out my latest beta. Quite a few things were changed and I'd like to know what you think of it now.
Title: Re: stdout's maps
Post by: teknotiss on October 02, 2014, 04:41:01 PM
isn't that the latest one?
i thought it was....  ???
Quote from: stdout on October 02, 2014, 12:02:08 PM
And look out! I've added a good number of Berthas on PZs!! But you have time to prepare for them since they are under construction when the game begins. Can you take them out in time?

This latest version is getting very close to release quality in my opinion. Please play and give me your feedback.

i dl'd the one from that post, that's the one the screeny is from. sorry my first post may not have been clear. i had played V2 and now v 3
loving it! had a few issues with drawing Digi, when doing a link between land a void i often see a 1 cell gap , when deleting and relaying the D i sometimes get it too. i think it's a game engine artifact, and i guess if i wasn't pushing for efficiency it'd not be an issue, enough C gets the D laid down! ;)
this is basically releasable in my opinion, great map.
i have most of the extra berthas down, all the pz ones but one, and i'm pushing hard for a sub 20 time.
pro going to be sub 20 though ::)
do you want us to post scores? or should we wait in case this goes to CS?
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 04:45:24 PM
Thanks for this final feedback, I really appreciate it.

Wait til it gets posted to CS for scores, please. I'm going to upload it shortly. I just need to write a storyline. :)
Title: Re: stdout's maps
Post by: mzimmer74 on October 02, 2014, 04:54:08 PM
Fantastic PAC map!  I loved it!

The only complaint (and it is incredibly small) I have is the win condition. I destroyed all enemies but missed a relay on an island I never bothered with.  It obviously took all of 1 second after I realized what I was missing to take care of it, but I had ignored it because I didn't think a relay would count.  Again, not even a small problem.  Just something that surprised me.
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 04:55:43 PM
It's up on CS now! Thanks for the beta testing, everyone.

mzimmer74, I know what you mean. This happens to me nearly every time, too. What I end up doing is near the end, I set a few spore towers to go into auto-target mode. That way they just shoot off spores to every object on the map.
Title: Re: stdout's maps
Post by: Lost in Nowhere on October 02, 2014, 05:17:24 PM
At the end, I just replaced everything (except one emitter) with spore towers and let them massacre everything that was left.
Title: Re: stdout's maps
Post by: teknotiss on October 02, 2014, 06:09:51 PM
got sub 20 WOOOO!!!!  ;)
great map! cheers dude  8)
Title: Re: stdout's maps
Post by: stdout on October 02, 2014, 07:02:02 PM
Congratulations on your sub 20 score. That's pretty awesome. Did you take the ore factories in the southwest out early? I had fun targeting all my spores at those islands early on to try to starve the other islands of AC resources.
Title: Re: stdout's maps
Post by: teknotiss on October 02, 2014, 07:30:23 PM
Quote from: stdout on October 02, 2014, 07:02:02 PM
Congratulations on your sub 20 score. That's pretty awesome. Did you take the ore factories in the southwest out early? I had fun targeting all my spores at those islands early on to try to starve the other islands of AC resources.
yes, i went for all the free pz's in the north west using spores (after a bit of frantic consolidating at the start, i kept the west most emitter and the two mid west islands, sacrificing both north emitters as you intended. too much bother to work out how to save them. though someone probably will! ;) ), and that left me with a simple matter to isolate the north from the south and then with a push at the middle CN i was able to cut off and swamp the ore islands. killing those berthas sped up the time i think.
by this point i was wishing i could select all spore towers and target at one spot, or at least group select so it's just a click to target a bunch of them. scrolling and targeting was a bit of a pain ::)
then i could basically just under shoot north east and south east islands beam range and massed C would overwhelm the defences, with some shoving from fields. still want more fields" :), did both at once.
i had about 6 emitters and the rest were spores.
again good job dude.  8)
Title: Re: stdout's maps
Post by: Grayzzur on October 02, 2014, 10:10:48 PM
Quote from: teknotiss on October 02, 2014, 07:30:23 PM
by this point i was wishing i could select all spore towers and target at one spot, or at least group select so it's just a click to target a bunch of them. scrolling and targeting was a bit of a pain ::)
Select any one spore tower, put the mouse where you want them all to shoot, and press 'T'. It's in the help dialogs.

I wish there were a button to cycle all spore towers to own targets or paused states. Same with emitters, a button to put them all back to default mode, though less useful than the spore towers.

I haven't played the final version yet, but I expect much fun when I do.
Title: Re: stdout's maps
Post by: Lost in Nowhere on October 02, 2014, 10:57:50 PM
Oh, so that is how you use that... I only tried it without a spore tower selected, and nothing happened, so I assumed that it was broken or something.
Title: Re: stdout's maps
Post by: teknotiss on October 03, 2014, 11:47:04 AM
Quote from: Grayzzur on October 02, 2014, 10:10:48 PM
Select any one spore tower, put the mouse where you want them all to shoot, and press 'T'. It's in the help dialogs.

cheers dude, must have missed that one!  8)
Title: Re: stdout's maps
Post by: stdout on October 06, 2014, 02:55:05 PM
Anyone up to try another one?

Spore towers spawn a runner with each spore. My plan here is to make it so that the runners are necessary to complete the map.
Title: Re: stdout's maps
Post by: stdout on October 06, 2014, 06:07:35 PM
Second version.

Title: Re: stdout's maps
Post by: mzimmer74 on October 06, 2014, 07:33:41 PM
Quote from: stdout on October 06, 2014, 02:55:05 PM
Anyone up to try another one?

Spore towers spawn a runner with each spore. My plan here is to make it so that the runners are necessary to complete the map.

I'm always up for one of these!

I haven't tried, but I think you could actually beat this without runners.  By destroying the digitalis (when it is blue) near the beams you can get the creeper to slip onto the platform and take out the beams.  Then it's simply a matter of sending spores to the now undefended platform to take out the units there.

Nevertheless, it was kind of nice to watch the enemy being stunned by runners instead of me!  Nice job implementing them.
Title: Re: stdout's maps
Post by: stdout on October 06, 2014, 08:22:45 PM
Quote from: mzimmer74 on October 06, 2014, 07:33:41 PMBy destroying the digitalis (when it is blue) near the beams you can get the creeper to slip onto the platform and take out the beams.  Then it's simply a matter of sending spores to the now undefended platform to take out the units there.

I realized this during my most recent playthrough. It occurs to me that this forms just another path to victory. You can do one or both. I like ideas that give the player multiple options.
Title: Re: stdout's maps
Post by: pawel345 on October 07, 2014, 08:25:06 AM
It's quite fun^^ liked it more than the huge maps^^ the runners seemed quite well... useless XD didn't really notice them.
Title: Re: stdout's maps
Post by: stdout on October 07, 2014, 09:29:11 AM
I increased the runner count and speed, and I added snipers to help Abraxis to deal with them. I think the runners are quite noticable now. Also added a bit of stuff here and there, and a AC emitter on the island to give Abraxis more protection against broken digitalis spills. This'll probably be my last beta file for this map.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 07, 2014, 06:54:13 PM
Great map, btw, does using mostly emitters work here? After i secured the middle PC (stable digi connection between the 2 Emitters), i switched 1 to a Spore Tower, then advanced to the bottom right, taking out the relays starved the 2 PC and they fell, then i started expanding to the 5 void totems with spores, using the remove live digi, after several frames re-add the digi growth, the bottom left fell easily, starving the PZ PC, and some spores connected  the area, then i added digi to the left and right of the base (connected respecively to the bottom 2 PZs), Runners started starving the base bit by bit, and after that, i used the remove/add digi again to connect the digi to the island, and all the runners overwhelmed the base (stunning/starving the snipers, reactors, etc.) And some help from all the Spore Towers (i used only 1 emitter the entire time, and honestly, that seems enough, since most of my digi was 20-30+ deep, non-stop burst mode), i made them auto-target, but i guess i might have removed some seconds if i targeted key structures, but oh well, 15 minutes and something. Another awesome map :)
Title: Re: stdout's maps
Post by: stdout on October 07, 2014, 08:40:39 PM
I saw your 15 minute score - nice job. A lot of people are exploiting the digitalis removal tool and that's cool. I feel like with each new map, a new concept is forcing the use of these tools in ways that people haven't used them before.

When I played I ignored all the totems that weren't already part of my network. 1 emitter was enough to keep the digitalis system alive and then spores everywhere else.

I enjoyed making and playing this map and there's a lot of scores posted. This encourages me to continue. I'll have to give some thought to what kind of map the next one shall be....
Title: Re: stdout's maps
Post by: Lost in Nowhere on October 07, 2014, 11:26:43 PM
Until I had all of the PZs, I had only one emitter, but after I obtained them, I put emitters on all of the PZs and have them support one of the emitters in the void, then removed the digitalis under that emitter, and then flood the base with creeper.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 08, 2014, 04:57:04 PM
My 15 minute time was a normal playthrough (not for time).
I'll try that with the void, i wanted to do the same with the Mallard system, but i had to take almost all of the map to make it work, but i probably did it wrong. (and my time of 4 or 6 hours (i don't remember), was when i left it over night to play itself with a 1800 emitter (most of the bottom-right island was taken, and only a few defenseless structures remained)).
Btw, how about flip/slip emitters? (How come i can't take back/destroy an AC emitter that was originally mine to begin with (weren't all AC emitters originally C emitters by lore?))?
Title: Re: stdout's maps
Post by: stdout on October 08, 2014, 05:47:50 PM
Flip emitters is a great idea. I really enjoy maps that contain them (in fact, the first map I ever put on CS employed a flip emitter.) That would make a fun mechanic in a future PAC map.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 15, 2014, 11:40:08 AM
Has anyone tried to make a CRPL command node? (or guppy/outpost) that sends packets?
Title: Re: stdout's maps
Post by: stdout on October 15, 2014, 02:32:33 PM
Once of warren's recent midieval series, #2 if I recall correctly, included a CRPL guppy that sends packets. It was pretty cool, actually.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 15, 2014, 05:30:19 PM
I haven't played those maps yet, but i thought it was similar to an older map with the 4 CRPL landing pads that refilled ammo and what not, where if i'm not mistaken, you start with 1 guppy and no CNs availiable.
I'll have to play the map and take a look i guess. (i was going to play them eventually anyway).
Title: Re: stdout's maps
Post by: stdout on October 16, 2014, 09:20:18 AM
If you remember which map you're talking about, I'd like to know. It sounds interesting.
Title: Re: stdout's maps
Post by: J on October 16, 2014, 12:40:05 PM
I know which map you're talking about, which means it is already a pretty old map :P
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 19, 2014, 04:36:03 AM
Is it possible to add the "flip" property into the PAC emitters?
Other crpl emitters are the ones that when you supply power to them, they emit AC instead of C, but when they run out of ammo....
Maybe also flip spore towers?
Has anyone managed to make ramp-up flip emitters? (ie, to compensate for the overwhelming strength you get once you have conquered most of the map).
I know digi is hard-coded in the game, but has anyone tried making crpl AC digi? (basically, it grows in AC to allow for easier movement of AC and not damage "Human" buildings, but otherwise behaves the same).
Oh and btw, 2 of the nulifiers seem to not even start building (the ones in the middle), and 3 of the guppyies aren't connected to the network (and are thus never built). The 2 nulifiers in the base seem out of range to me (can't destroy anything), and the 2 nulifiers on the upper 2 PZs in the middle are kinda useless, since you most likely use C to get to the PZ from the bottom PZs, and even if you use the middle emitters, you will have C over the nulifier build zone, before even building something on the PZ.
But anyway, fun map.
Title: Re: stdout's maps
Post by: teknotiss on October 26, 2014, 03:59:29 PM
stdout, how do i get abraxis to build nullifiers? i know i have to place them some how as guides but i missed how to do that.
cheers in advance dude! 8)
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 27, 2014, 07:01:49 AM
Isn't it the same as normal units being rebuilt???
Title: Re: stdout's maps
Post by: teknotiss on October 27, 2014, 01:32:53 PM
Quote from: DestinyAtlantis on October 27, 2014, 07:01:49 AM
Isn't it the same as normal units being rebuilt???

no, because you need to place the nullifier as a "ghost" first, so that when C is cleared abraxis has a place to build one.
to be fair, i doubt that it's really important, after all how many people ever actually lose a map?
but it does punish mistakes so it'd be nice to be able to do it.
i thought i saw some instructions on how to switch to abraxis mode, but i can't find them again ::)
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 27, 2014, 02:14:48 PM
Hm, why not have waves of Abraxis units being built? (As in, at certain periods of time/conditions, he would suddenly build some heavy artillery units and target your weak spots to retake)? + AC (?flip?) spores if they are added.
Title: Re: stdout's maps
Post by: teknotiss on October 27, 2014, 06:13:21 PM
Quote from: DestinyAtlantis on October 27, 2014, 02:14:48 PM
Hm, why not have waves of Abraxis units being built? (As in, at certain periods of time/conditions, he would suddenly build some heavy artillery units and target your weak spots to retake)? + AC (?flip?) spores if they are added.
not a code monkey so i dunno if that's easily doable.
i do know a simple way to switch into abraxis/normal mode and play the game as normal on a plain map while flipping in and out of the editor would let a lot of people make PAC maps!
stdout get it done dude! >:( lol no pressure! ;D
basically so i can make a plain map just an emitter or two for the start positions and some units to suppress them. then i could build the base as i like with the editor and in game (including pre-sited nullifiers by all the abraxis PZ's ), and then just compile all the scripts and place the final few nullifiers while paused then finalise.
hoping..... ???
Title: Re: stdout's maps
Post by: stdout on October 27, 2014, 08:42:29 PM
teknotiss, to switch between building modes click on the icon that's off in space over on the left. If it's not there, then add a cprl core and attach Temp.crpl to it. Save and reload and then the button will appear.

To make the nullifers, just build them as usual, making sure each one is in range of a PZ. When you're done, go into the map and advance one frame ("N").

Now find a nullifer that you're sure is going to get killed early. I always choose one near a live emitter. Mouse over that and on your keyboard press "G". That triggers the script that will save all the nullifer positions and will then remove them. When you see all the nullifiers disappear then you know it worked.

Here are the notes I copied from stewbasic (they have been edited by me slightly):

QuoteHere 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.

Another note: I think you can't move the totems without changing things in CRPL. So you may notice in my PAC maps, the totems are always in the exact same place.  :)

If you have any trouble at all, feel free to send me the map that you've made and I'll look at it and troubleshoot problems and what-not. I can also finalize a map for you and send it back to you for you to check and submit to CS.
Title: Re: stdout's maps
Post by: DestinyAtlantis on October 28, 2014, 01:33:55 PM
That explains why there are only totems in the upper left part of the Mallard System.
Title: Re: stdout's maps
Post by: teknotiss on October 28, 2014, 03:17:21 PM
Quote from: stdout on October 27, 2014, 08:42:29 PM
teknotiss, to switch between building modes click on the icon that's off in space over on the left. If it's not there, then add a cprl core and attach Temp.crpl to it. Save and reload and then the button will appear.

To make the nullifers, just build them as usual, making sure each one is in range of a PZ. When you're done, go into the map and advance one frame ("N").

Now find a nullifer that you're sure is going to get killed early. I always choose one near a live emitter. Mouse over that and on your keyboard press "G". That triggers the script that will save all the nullifer positions and will then remove them. When you see all the nullifiers disappear then you know it worked.

Here are the notes I copied from stewbasic (they have been edited by me slightly):

QuoteHere 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.

Another note: I think you can't move the totems without changing things in CRPL. So you may notice in my PAC maps, the totems are always in the exact same place.  :)

If you have any trouble at all, feel free to send me the map that you've made and I'll look at it and troubleshoot problems and what-not. I can also finalize a map for you and send it back to you for you to check and submit to CS.

hey dude, cheers, i'll give that a shot!
also in play testing my first one i didn't notice any CRPL issues and i def moved most of the totems
what sort of issues are we talking about?
Title: Re: stdout's maps
Post by: stdout on October 28, 2014, 06:04:07 PM
The main problem I found was that the blue circle that encompasses the totem to indicate that you've taken it over with live digitalis... When it's broken the circle appears elsewhere on the map! But they were still active, just displaying wrong.

So if your's are displaying right then I'd say you're all set.

I'm currently working on another PAC map, this one themed after native burial mounds. It's been a while and I'm feeling the itch to smother some machines! I can't wait to play yours!
Title: Re: stdout's maps
Post by: teknotiss on October 28, 2014, 09:24:04 PM
Quote from: stdout on October 28, 2014, 06:04:07 PM
The main problem I found was that the blue circle that encompasses the totem to indicate that you've taken it over with live digitalis... When it's broken the circle appears elsewhere on the map! But they were still active, just displaying wrong.

So if your's are displaying right then I'd say you're all set.

I'm currently working on another PAC map, this one themed after native burial mounds. It's been a while and I'm feeling the itch to smother some machines! I can't wait to play yours!

I'll have a look, I don't remember a problem, but i wasn't looking really. i'll let you know tmmw
Title: Re: stdout's maps
Post by: teknotiss on October 31, 2014, 08:52:34 PM
hey man, i followed those instructions and it was cool.
but then I had to edit it after testing, and now D won't grow and the nullifiers aren't being built.
i re-followed the steps a couple of times and i can't get it working again. ::)
i tried recreating the temp core etc and couldn't switch to abraxis mode either!! ???
if you fancy having a look for me either: let me know when you'll be on over the weekend so i can post it for a few sec on this thread so only you can grab it, or pm me your email.
i prefer the former since it means i don't have to remember my emails password! :)
Title: Re: stdout's maps
Post by: stdout on November 03, 2014, 07:49:07 AM
Hey, sorry I missed you over the weekend. I rarely login during the weekends because that's devoted to family time. During the week I work and play.

Feel free to send me the map anyway you like. If you see me around shoot me a PM or schedule a time and I'll be around here.

But I'll take a guess that you did the "next frame and hit G" step, and after that you finalized the map? That doesn't work because finalizing it saves it!!! What an aggravation. You just saved your map after the G step which removes a lot of important things. Now moving forward a lot of logic is missing and that's why nothing is being built.

This happens to me all the time and it's really aggravating. Putting the map back together can be challenging but it's not impossible, so send me that map somehow and I'll see what I can do.
Title: Re: stdout's maps
Post by: iwishforpie2 on November 06, 2014, 10:17:33 PM
It seems like all of the CPRL games aren't showing up! Where are they?
Title: Re: stdout's maps
Post by: stdout on April 10, 2015, 05:05:22 PM
I was inspired by the Pass The Map maps and wanted to make my own cubic style map. It's heavy with custom enemies, littered with runners, and has some puzzles.

Tip: The emitter on the left square is a flip emitter...

I'd love some feedback before I post this to CS.