Ok so once upon a time there was a pretty fun forum game called Pass the Map. The idea is to make a map form small fragments where each person creates one fragment. As now there are many new active mapmakers(that was not active when the last such game was made) I think it's time to reboot the idea and try again with the Pass the map 5. The no CRPL rule is there because of the mess CRPL creates when each square has a different CRPL. If you have good CRPL ideas then save them for PTM6 where this rule will not be present.
Here are the rules. The rules are similar for most Pass the map games, only some change because of map specifics.
Rules:
1. You can make changes to the map only if none has LOCKED the topic.
2. To make your tile make a post in this thread saying LOCKED. Then download the map form the latest UNLOCKED post.
3. After editing, FINALIZE your map and make a new post with UNLOCKED in it. Attach the finalized map and screenshot.
4. You may not make another tile unless 3 other people make theirs.
5. The time limit is 6 hours, so that one does not lock the topic if they will not make their part of the map.
Map Specific rules:
1.The map theme is "Asteroid Field".
2. No new CRPL is to be added to the map.
There is a script added to modify the reward for emitters. Use the custom emitters script if you want something else than PZ to be left behind.
mode:
1-PZ
2-Ore Deposit
3-Totem
4,5,6-Resource Pack, Aether,Ore,Energy use the Ramt to set the amount of resource
7,8,9-AoO Freeze,Mass,Convert
10- tech, write the name in the Str field.
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Ooo, I'll be participating in this one. Once I actually have time to do so, that is.
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only 3 squares left :D
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Something I noticed: on theo's part of the map, there's a zero-intensity emitter that I'm guessing is supposed to seed digitalis, which it doesn't do.
Anyone notice the rocketship digitalis does not connect to the SE quadrant? It kind of makes me sad a little. I was secretly hoping there would be a ring of digitalis around the whole map.
Quote from: Lost in Nowhere on March 26, 2015, 10:17:46 PM
Unlocked!
Something I noticed: on theo's part of the map, there's a zero-intensity emitter that I'm guessing is supposed to seed digitalis, which it doesn't do.
It doesn't? Sorry, just change it to 1. I can't edit it myself because 3 people have to edit before I edit again. Two have edited, so I will make the last square, I could fix it when I make that square.
You may make changes to your own square whenever you want as long as the topic is unlocked. Just lock it and fix what's wrong. The rule is there so that more people can participate so you may not claim a new square.
FIXED MY BROKEN SQUARE, NOW THE EMMITER'S AMT IS 1 NOT 0
wow no need for the caps ;D
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only one tile to go :)
Are you sure that you used the last posted save? I'm seeing a bit of missing digitalis...
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my digitalis is not connecting to the rocketship digitalis. i'll fix it when I make the last square
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I think we should replace the 'pass the map' text to some better designed, more suitable artwork like in the previous PTM maps and remove the author names.
Why remove the names?
I don't feel it's proper to flash our names right in the middle of the map. Credits will be given in the map info anyways.
Okay, I'll remove the names.
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Removed most of the digitalis slathered over the rocket ship landing pad. Also backed off the green bit encroaching on the spore tower.
And I think you forgot to attach the map...
Someone put extra digitalis on my square. I don't mind, but that emitter on the digitalis will seed digitalis. That square is dangerous enough without difficult to defeat digitalis.
Are we going to post the map?
I just finished the map. Can I post it? The other pass the map maps had the author's name "Community" so I'll use that.
Seeing as Asbestos made a modification but seemingly forgot to upload the new map file, I think we're waiting on him.
It's there now.
Okay, great!
So, now, I think we all play it, post our scores, and then we upload it.
That is, if there aren't any more modifications that need to be made.
I move that pawel do the actual uploading since this is his project he began.
Before it is posted, if someone could put a hole in the digitalis under the space emitter for balance reasons that would be nice.
Edit:
Actually:
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While you're messing around with it, the bottom-right aether packet is completely impossible to access, which is really, really annoying.
I just playtested it to completion. That aethyr pack is also set at 1000 aethyr. which it a lot. And the game is very hard to start, but maybe it would be easier with a less aggressive strategy that ignores the digitalis for a while. However, those spores consume a lot of power. The map takes a long time, but most of that difficulty is late game trouble. The right segment and the upper right segment are the hardest and take a while. the lower left looks hard, but gets easy if you find the tricks to it. the middle was quite interesting. The map essentially forces you to have two bases, a slow to develop one in the northwest and a strategically complex one in the southeast. That is excellent.
I removed some digitalis from my segment.
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Edit:
To Theo: your personal message in a capsule I found quite perplexing.
This map provides an excellent example of the bug where loaded save games have commandnodes susceptible to stunning, but freshly placed commandnodes are immune. This map therefore gives you a bonus if you play without saving for the first half.
Expected average map time: 1 hour.
I played through the whole map with one base.
Did you start nw or se? You can only get two commandnodes down se.
Edit:
To theo: that useless powerzone left behind in the se quadrant: the special emitter script allows for not leaving a reward behind.
Quote from: warren
That aether pack is also set at 1000 aethyr.
When I played the map upgrading was very helpful.
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Managed to complete the map in about 50 minutes, without the SE aether pack.
I think getting 1000 aether right at the start would slightly unbalance the gameplay, I suggest to change its AMT to 100.
When I tried to play I didn't manage to start near the aether pack, I started at the opposite corner of the map.
Since the command node count is not limited, most players will start with at least two bases. I started with 3. So they will reach the aether pack in at most 5 minutes or so.
Theo, did you use warren's previous file, or some other file from way before? Because it seems that my changes have been reverted to back when one of the landing pads has digitalis all over it.
Ok so i changed the aether pack to 500 aether. That makes still a very nice target without being too much. I beat the map so I'm ready to upload it. It seems to be easy to beat but hard to beat fast, making it available to all. Any further comments before I upload?
Wait, the changes to digitalis I made were reverted in the most recent map.
When I played through it, the only sections that gave me grief were getting rid of the creeper from the top-left (which destroyed my base up there almost completely), and the right section. The top right, when I decided to go at it, was incredibly easy with the large air force and number of berthas I had at that point.
In the interest of expediency, here is my most recent upload with theo's most recent changes reimplemented.
I was kind of on the edge on whether to widen the circles on the right in the name of ease. By one square unit. If that change is made before final upload, I won't mind.
ehh true, warren could you fix that and reupload a correct map?
EDIT: XD you alredy did when I was writing the message. No point in widening the circles I think, by the time you have the resource to beat them, the one more square doesn't matter. I will play trough this version soon and if no new voices of concern arise I will upload it to CS, expect it within 1-2 days max.
I, unfortunately am out of time today. If you want to upload the map now, you will have to widen the circles slightly yourself.
Edit: oops, misunderstood.
Actually, I do have one more nitpick. It has to do with the custom emitter, actually. You could add the SetPopText to the :awake function, or you could pause and unpause then delete creeper/digitalis/reset time. Or you could just ignore it:
When the game starts, some of the custom emitters have no popup text. The reason mine do and the first one does is because I knew to look for the problem and took solution 2.
Fixed the custom emmiter no popup text when paused bug. Can someone upload the map? I lost my save and I can't play it again. Once you beat it once it gets very boring to play again.
EDIT:fixed that digitalis on the rocketship landing pad.
Also, why can runners stun anti-emmiters?
Theo, we can't use that map because it reverts changes again. Be careful about the process. Delete save.cw3 then rename ptm5.cw3 to save.cw3.
edited my post, can you post it now?
2 days ago pawel said he'd upload it in 1 to 2 days. Go for it, Pawel! :D
Quote from: theo on April 01, 2015, 02:01:51 PM
edited my post, can you post it now?
Uh, nope. I think you misapplied my advice. I was referring to you have to download the most recent version before editing as per the instructions on the first post.
wait, does my map revert changes? I removed that rocketship landing pad digitalis and fixed the no popup text when game started bug in those custom emmiters.
You have to delete any PTM files you already have and only use the latest one. You can't use a file from the last time you edited.
But what changes my map reverts?
Digitalis for sure look at the post by warren. I hope to have some more time now so I can upload it, but we need a final version for that.
I think the version I posted is fine. The bug I noted is not major.
Edit: however, I fixed the script by adding an :awake function plus widened the circles slightly.
So, when we will upload it?
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Locking the topic, new Pass The Map 6 will start in a few days.