Pass the Map 6 is here. This map is smaller than any before so careful with your squares. You can add new CRPL to the map if you wish, however the effect of the CRPL should be local, that is contained to your square. If something will mess up the map I will remove it, and unless fixed will not make it to the final version.
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 Special rules:
1. CRPL can only affect your square
2. Free for all :D
Is there a particular theme?
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Added two corrupted relays, a corrupted shield, a crpl core that releases ac when nullified and a emmiter that is destroyed by sending it 100(the cost of 2 nullifiers) build packets, not by nullifying it, has no image but creates a terraforming effect at it's location(that red orb that appears on the map when a terp terraforms that point on the map).
EDIT: Sorry, I accidentally moved one runner nest marker, just fix it when you make your square.
No there is no theme, it's free for all, let's make a fun and bizarre map :D
So the squares can be floating in the void?
Well you can do as you wish. Try to make it fit the rest somehow, so that there is no clear cut between one square and the other, but more of a seamless transition but for this map there is no set theme. There will be one for the next map as well as a global CRPL behaviour, but for this one it's free for all.
You know, why not.
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What happened to the walls?
Oh man, I messed up. I ran it a bit to test my flip emitter and the creeper ruined the walls. Is there an easy way to get them back or should I start over again from your latest save? Edit: I see it's just a few walls. I'll edit the map right now and add them back in. Thanks for noticing.
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The walls are now restored.
You still missed most of them... I didn't even notice that that bit was missing them, though.
Ugh, I'm so sorry. :( Feel free to ignore my most recent addition, then, and revert back to the map posted before mine and continue on. If nobody adds a new square I'll go back and add my square back into the most recently uploaded one (the one before I made any changes.)
Sorry again.
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I got the walls all back to the way they were supposed to be. We can now hopefully continue our fun passing of the map.
Quote from: stdout on April 07, 2015, 09:37:45 PM
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I got the walls all back to the way they were supposed to be. We can now hopefully continue our fun passing of the map.
Yeah, they're back, but why would you test flip emmiters on my square?
Wait, is there a flip emmiter in that map? Shouldn't flip emmiters have different colours, like light blue or gray?
After unpausing the map you should reload it. In the no-walls map I seen the terp effect from my portal emmiter. That emmiter wasn't supposed to be visible until unpausing.
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J has locked the map otherwise I would back out my changes all the way and just start over from the latest upload (before I touched it.)
Sorry ya'll. I didn't realize unpausing would mess so much up. At least I know that now.
Quote from: stdout on April 08, 2015, 08:30:34 AM
J has locked the map otherwise I would back out my changes all the way and just start over from the latest upload (before I touched it.)
Sorry ya'll. I didn't realize unpausing would mess so much up. At least I know that now.
There's no need to repair anything now. You fixed everything.
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Slightly modified Lost in Nowhere's section to match the terrain. Feel free to revert.
Locked terps and added terp tech. Feel free to revert or move the tech (however I'd like to keep it there).
The rest fits perfectly in my own square, no crpl, digi or spores added.
There is room for a second CN. Managed to get a stable base with 2 CN's, after that I lowered the emitter intensity by 30% and managed to get a stable base with only 1 CN (didn't check if that was possible before, but now at least it is). An extra totem in one of the 3 lower squares would be nice.
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Lowered the amt and increased the delay of the flip emmiter and placed some level 10 terrain around it.
Placed a relay that transmits to my square and spawns terp tech after destroyed, two guppies and a fire freeze artifact for them to charge. Removed the already present terp tech.
Also, the script on the upper right corner is very interesting.
I don't think adding guppies is a good idea, pre build units usually just make a mess. Why did you remove the terp tech?
The corrupted relay near the guppies drops a terp tech once nullified.
The guppies' purpose is to collect the fire convert.
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Pro Tip: Always SAVE the map before play testing, so you can LOAD it after and avoid messing things up.
In addition to walls, other craziness ensues. Enemy units start building and just trying to reset the map often leads to those crazy build percentages you sometimes see.
It's extremely important on these Pass The Map maps, because you really don't know what you're corrupting on someone else's square.
Quote from: Grayzzur on April 08, 2015, 11:30:03 AM
Pro Tip: Always SAVE the map before play testing, so you can LOAD it after and avoid messing things up.
In addition to walls, other craziness ensues. Enemy units start building and just trying to reset the map often leads to those crazy build percentages you sometimes see.
It's extremely important on these Pass The Map maps, because you really don't know what you're corrupting on someone else's square.
Yeah, I ended up with a giant shrinking spore tower in Movetrus II when I tried to reset time. It was at 245% build percentage and it was shrinking until it reached 100%.
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Removed one guppy, added a runner nest to the corrupted shield square and added a shield key next to the guppy to test if this map has been defeated by the player in future maps and maybe also in my maps.
Here's the key:f9f9286da0c540e889f073f4660b92ac
One thing my OCD can't stand: the terrain suddenly jumps from 4 to 5 for no apparent reason (and you touched a little bit of my section).
Is there a reason why you removed the terp tech? If not I'd like to see it put back (no need to do that immediatly, I'll most likely run over the entire map to fix these little things before it's posted).
As this map is not part of a series (or ever going to be), I wouldn't recommend using shield keys. Never force players to play maps they don't want to play (or punish them if they played a map they liked). You can use keys in your own maps, but there's no need for them in this map.
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Removed the shield key.
The terp tech was removed because the corrupted relay near the fire convert drops it on death now.
Maybe leave the terp tech where it was (I will add it later) and add a different tech to drop, like for example the relay tech(since it is a corrupted relay??) Since removing it form J sector does count as changing another persons square.
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The corrupted relay drops relay tech and the terp tech is back in it's place.
I wouldn't have said a word about moving the terp tech if I knew the relay dropped the tech (edit: would have known it if pawel didn't post ::) ). But yeah, it's better now (relay drops relay), otherwise people could complain about the randomness of the terp tech (like in ptm3 (the sea+boats one)).
Quote from: theo on April 08, 2015, 11:38:36 AM
added a runner nest to the corrupted shield square
I only see an extra message artifact?
It's in the left corner, near the corrupted relay. It only spawns two runners.
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Added a core that can control other four cores. The core only has two cores so you can add cores to your square. The cores I added are already weak but you can set a core to absorb ac or units. A unit absorbed has to be nullified a specific number of times to weaken it and a ac absorbing one has to be covered in ac to weaken it. A weak core can be nullified. The big core emits creeper and becomes weak once all cores are nullified. Once weakened the big core is vulnerable to beams, not nullifiers.
Connected the left-down digitalis to my square and moved the guppy to the center of the map.
Theo, you let the map flow for some time, you know what trouble it caused last time...
Tomorrow I'll soften the rather hard cut between the lower right and middle right sections.
I'd like to see some better transitions around the three squares in the top left, these sections are however not mine so I won't edit them.
Thank you, Theo. It always feels better to have someone else make the same mistake as you! ;D ;D
If you want to test the map it's best to save, then run and load afterwards, that way no changes are made to the map.
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Can I upload it? I already beated it. Everything works.
No, i will doublecheck and upload. What where you changing between uploads?
The terrain got some changes that will affect gameplay quite a bit (and those edits were made in squares of others, so they must agree with it or it will be reverted, and if it was to make the map look like a whole instead of seperated pieces, the top-middle square still looks like a square). When you make changes to someone else's part of the map, keep the changes to a minimum and always post why you made the changes.
I'll lock and modify the map as soon as I have spare time.
The top middle square is mine and I don't really like it being connected. It was my intention that it serves as a lone island that can be ignored for as long as you wish, dealt with at the end, or flipped early in the game to harvest the rewards of the AC it produces.
So... I'd rather my square be reverted to the way I had it originally.
Ok so as it looks now I will just get the last map and ignore theos changes. If you have any remarks about that map write here and I will try and edit it a bit later today or tomorrow.
30 minutes after your post someone posted the latest version (with theo's changes) to CS. Wasn't me.
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I reported the CS map for being incomplete as it is still in development.
Do not post community maps to CS unless everyone agrees it should be posted.
Working with the version asbestos posted (as all later edits were invalid).
J said he want my scripts to add them back. I attached them here. I also attached the image. He requested them in the chat.
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Added theos scripts, modified some terrain (mine and some of theos, with permission), playtested a bit and the map is a bit too hard for the biggest part of the community in its current form, mainly due the lower left square which adds tons of creeper to the main land (I decreased my emitter from 14 to 12).
J said the lower right section was too hard. Can I remove the digitalis connecting to the middle and connect it to the corrupted shield square?
There was also a COREPortal in the CORE square but don't add it back. It was making the square too hard.
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Made a change to my COREPortal script.
EDIT:Added info about the CORE and COREPortal in the message artifact, please redownload.
With the Pass The Map game, I upload the map when the version is complete. I started the game and it needs a moderator or else it will end up as messed up maps. I can sometime edit other peoples squares and so on but only I get to do that as the one who takes care of the whole game.
Theo please stop uploading so many versions of the map, it creates a mess, and when you edit other peoples squares you break the rules.
If my square in the lower-left is causing trouble, feel free to make the emitter weaker.
Quote from: Lost in Nowhere on April 10, 2015, 04:39:00 PM
If my square in the lower-left is causing trouble, feel free to make the emitter weaker.
Could I connect it to my section and disconnect it from the middle?
Hey, Asbestos, can i change a part of your square's terrain to connect it to my square(that one with the corrupted shield)? Also can i connect my square's digitalis to your square's digitalis?
edit:
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Edited some terrain with Asbestos' permission, weakened my section, added some digitalis in my section and also connected it to Asbestos' section and the space insland section.
That's fine.
Ok there seems to be a problem that i can't nullify something in the left-middle(theo's) square. It's a kind of red dot and neither nullifiers,beams not snipers can damage this unit. I destroyed all other units on the map.
EDIT: OK Sorry nvm my mistake, drench it in AC and it gets destoryed.
Cover it in AC and then you can nullify it.
Then the main core becomes weak and you can beam it. If you're talking about the other core that one needs 100 build packets to explode.
Map Uploaded. Looking for ideas for Pass the Map 7 theme. Write them here and I will make the Pass the Map 7 game in a few days.
I was talking about the one that need 100 packets to destroy :D yeah it's working just fine.
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First sketch the global idea/theme/layout before everybody edits their squares. Probably split it into multiple zones which must have the same theme, which is decided by the first editor in that zone.
Some more random idea's:
No terps
Max 25 minutes avg time
1 CN with multiple starting zones
Lock one of the basic units (digi and no cannons?)
edit: that ptpacm gets my vote
I'd love a PlayAsCreeper pass the map. ;D
I'll go for that.