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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 16, 2015, 12:57:06 AM

Title: Custom Map #1971: Valley of Riches. By: Telanir
Post by: AutoPost on April 16, 2015, 12:57:06 AM
This topic is for discussion of map #1971: Valley of Riches
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1971)

Author: Telanir
Size: 160x110

Desc:
The elusive mineral rush, a planet of wondrous resources and limitless potential. Unfortunately for the humans, it is protected by a dynamic, ruthless, and cunning machine destined to protect its turf with its life--can you best this dangerous foe? #Sleeper #CRPL #Prerelease
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: Telanir on April 16, 2015, 01:04:16 AM
Sleepers continue to become more dangerous and responsive to player actions, this is a pre-release designed to catch all of the bugs beforehand so that when the map template is released the game is balanced. This map used my template-in-progress and was a pretty quick build because of it, this time I tested modifying variables while inside the game while having fixed numerous bugs from the previous version, three of those errors were pretty game-wrecking. My bad. p-p

Getting down to the jist of it, this map was meant to see how the Sleeper would react to being on significantly lower terrain with the new restrictions for pulse cannons targeting only same and lower terrain. So far it seemed okay, once in a while there is a problem though where it will try to build exactly where you are using cannons to destroy, so, inadequately checking danger zones and trying to build ore mines near your pulse cannons. I'll have to figure out a solution for that. :D

Let me know what you guys think, the base is designed to stay put now for a certain time before it begins flying for its first time, the abundant mineral ores in the map will be a massive challenge--it is by no means an easy map. I am currently working on making the base respond to attacks outside of its defensive zone and how it will handle damage when that happens, aka--run away, build more, supercharge weapon?? Something, I guess I'll figure that out.

For people who are interested in these sorts of maps you can visit this post (https://knucklecracker.com/forums/index.php?topic=18407.0) to find more like it or find some tactics and strategy to help you win.
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: Tyler21 on April 16, 2015, 07:58:07 AM
The four weaker emitters were quite easy to nullify in the beginning (2 blasters + 1 mortar can already handle one because of the terrain), this made the map a lot easier.

I experienced that the enemy CN regained massive amounts of health several times for no apparent reason. It was constantly under fire by 8-10 snipers (one was even in a PZ), the CN did not move but it regained health about 4-5 times until it finally gave up. And when it died it wasn't on 0 health but around at 1/3. It would be great to know why and what happened :)

By the way, I did not experience that the creeps were more aggressive, and were easier to defeat given the terrain difference. Maybe you could increase the probability of corrupted terps and / or mortars when the creeps are on lower terrain as digi drastically decreases the player's terrain advantage.
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: cecel123 on April 16, 2015, 02:42:56 PM
Signs that i need a new computer, where #4 is most important:

1. Intense lag from large amounts CRPL units
2. Intense lag from there being too much creeper on screen
3. everyone else in the world probably has a better computer than me anyway.
4. Sleeper maps are quickly becoming my favorite type of maps to play!

Loved it once again. My only problem is that since my computer sucks worse than a black hole, I lagged and lagged until my PZ Bertha started eliminating some of the corrupted units. But since that's more my computer than your code, I say keep up the good work!
Another fantastic map. Also, I love that Anti-Creeper damages enemy units. Its really helpful, especially when its what keeps them all at bay while I furiously overbuild reactors. Thanks for leaving that as a defensive option. You keep making them, and I'll keep playing them.
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: iwishforpie2 on April 16, 2015, 07:34:37 PM
Quote from: cecel123 on April 16, 2015, 02:42:56 PM
Signs that i need a new computer, where #4 is most important:

1. Intense lag from large amounts CRPL units
2. Intense lag from there being too much creeper on screen
3. everyone else in the world probably has a better computer than me anyway.
4. Sleeper maps are quickly becoming my favorite type of maps to play!

Loved it once again. My only problem is that since my computer sucks worse than a black hole, I lagged and lagged until my PZ Bertha started eliminating some of the corrupted units. But since that's more my computer than your code, I say keep up the good work!
Another fantastic map. Also, I love that Anti-Creeper damages enemy units. Its really helpful, especially when its what keeps them all at bay while I furiously overbuild reactors. Thanks for leaving that as a defensive option. You keep making them, and I'll keep playing them.

Don't worry, I had lag issues too! Too much CPRL going on, mostly from the CN checking for threats
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: Loren Pechtel on April 21, 2015, 08:24:23 PM
I don't know if it's a known bug or not:

The unterpable squares (places the sleeper can move to??  They're not the right size, though) can be terped if you have units on them.  Since they aren't even with a unit size you can't terp the whole thing, though.
Title: Re: Custom Map #1971: Valley of Riches. By: Telanir
Post by: strigvir on April 24, 2015, 03:59:41 AM
Quote from: Telanir on April 16, 2015, 01:04:16 AM
the abundant mineral ores in the map will be a massive challenge
Dunno, sprayers from both sides and a couple of mortars pretty much stopped the sleeper from expanding.