Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on October 17, 2015, 01:39:41 AM

Title: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: AutoPost on October 17, 2015, 01:39:41 AM
This topic is for discussion of map #2701: Ghost Town
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2701)

Author: Sorrontis
Size: 128x128

Desc:
I should have named this map "hell" If you don't like wanton destruction, this map is not for you. There are 4 ghost emitters, just so you know. Also, enjoy watching the ghost town. #GhostEmitter #CRPL #Sorrontis #RandomDestruction
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 17, 2015, 01:43:25 AM
I apologize.
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: D0m0nik on October 17, 2015, 05:59:45 AM
A little confusing but I enjoyed it. The big 'tears' across the screen were very impressive.Bit confused as at first I thought I had to protect the houses! Some interesting ideas but as usual some will moan about the random aspects.
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 17, 2015, 09:52:42 AM
Quote from: D0m0nik on October 17, 2015, 05:59:45 AM
A little confusing but I enjoyed it. The big 'tears' across the screen were very impressive.Bit confused as at first I thought I had to protect the houses! Some interesting ideas but as usual some will moan about the random aspects.


but... but I warned them :( (j/k)
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: D0m0nik on October 17, 2015, 10:04:16 AM



but... but I warned them :( (j/k)
[/quote]

Haha, you did indeed! Your maps are great and I personally enjoy some random elements, it is a whole new angle to the game.  :D
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: bringerofdeath on October 17, 2015, 10:27:22 AM
can you post the cprl for the ghost emitter gives me an idea for an insane level
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 17, 2015, 10:59:07 AM
sure:


once
$time:3600
0 ->setting
Self CONST_NULLIFIERDAMAGES 0 SetUnitAttribute
$exploding:0
$amount:25000000
$renew:1800
$decoy:0
Self "main" "Custom0" SetImage
endonce

<-time eq0 if
1 ->setting
Self "main" "None" SetImage
CurrentCoords 9999 GetUnitCountInRange 1 gt if
RandUnitCoords 15 QueueMove
else
RandCoords 15 QueueMove
endif
<-renew ->time

Self CONST_NULLIFIERDAMAGES GetUnitAttribute eq0 if
Self CONST_NULLIFIERDAMAGES 1 SetUnitAttribute
else
Self CONST_NULLIFIERDAMAGES 0 SetUnitAttribute
endif endif

<-decoy eq0 if
<-setting 1 eq if
GetQueuedMoveCount 0 gt if
CurrentCoords 1 AddCreeper
endif endif endif

<-setting 1 eq if
GetQueuedMoveCount eq0 if
0 ->setting
RandCoords 50 QueueMove
endif endif

<-time 1 sub ->time

:destroyed
<-exploding 1 eq if
CurrentCoords ->x0 ->y0
<-x0 4 add ->x1
<-x0 4 sub ->x2
<-y0 4 add ->y3
<-y0 4 sub ->y4
CreateUnit("EMITTER" <-y0 <-x2) ->child1
SetScriptVar(<-child1 0 "productionInterval" 15)
SetScriptVar(<-child1 0 "productionAmt" <-amount)
CreateUnit("EMITTER" <-y0 <-x1) ->child2
SetScriptVar(<-child2 0 "productionInterval" 15)
SetScriptVar(<-child2 0 "productionAmt" <-amount)
CreateUnit("EMITTER" <-y3 <-x0) ->child3
SetScriptVar(<-child3 0 "productionInterval" 15)
SetScriptVar(<-child3 0 "productionAmt" <-amount)
CreateUnit("EMITTER" <-y4 <-x0) ->child4
SetScriptVar(<-child4 0 "productionInterval" 15)
SetScriptVar(<-child4 0 "productionAmt" <-amount)
endif

<-decoy 1 eq if
CreateUnit("EMITTER" CurrentCoords) ->child5
SetScriptVar(<-child1 0 "productionInterval" 15)
SetScriptVar(<-child1 0 "productionAmt" <-amount)
endif

CurrentCoords 500 AddCreeper
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 17, 2015, 12:29:48 PM
Have fun the CRPL, don't forget to mention me. I'll play your map :)
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Helper on October 17, 2015, 04:52:39 PM
"Attribution" is a very fine thing.
H
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 17, 2015, 08:46:23 PM
Quote from: Helper on October 17, 2015, 04:52:39 PM
"Attribution" is a very fine thing.
H

What is attribution? Not a word in my vocabulary
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Helper on October 18, 2015, 05:49:34 AM
Quote from: Sorrontis on October 17, 2015, 08:46:23 PM
What is attribution? Not a word in my vocabulary

Giving credit where credit is due. If someone uses the product of your efforts, they should 'attribute/acknowledge' your contribution.

Sorry - The pedant in me slipped out whilst I wasn't watching.
H
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 18, 2015, 09:24:08 AM
Quote from: Helper on October 18, 2015, 05:49:34 AM
Quote from: Sorrontis on October 17, 2015, 08:46:23 PM
What is attribution? Not a word in my vocabulary

Giving credit where credit is due. If someone uses the product of your efforts, they should 'attribute/acknowledge' your contribution.

Sorry - The pedant in me slipped out whilst I wasn't watching.
H

Thank you. And don't worry, english is my second language. I've been speaking it for a long while, but once in a while, I encounter something new :)
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Flash1225 on October 18, 2015, 06:09:52 PM
I'm scared. The description says g-g-g-ghost emitters, and moreover, those houses have something to do with them... I'm keeping an eye out for minor details in the map so.
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Flash1225 on October 18, 2015, 06:12:00 PM
Quote from: Flash1225 on October 18, 2015, 06:09:52 PM
I'm scared. The description says g-g-g-ghost emitters, and moreover, those houses have something to do with them... I'm keeping an eye out for minor details in the map so.
Welp, **** just happened...
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Flash1225 on October 18, 2015, 06:25:45 PM
OKAY OKAY OKAY I got a good grasp of the situation. The ghost emitters work like really fast spores that leave creeper along their path. They target a random unit and will destroy everything in its path. Not sure if it will stop if it hits another unit along the way, but if so, it'll probably take another path to get to its target. I have a feeling those houses control when the phenomena happen...
Title: Re: Custom Map #2701: Ghost Town. By: Sorrontis
Post by: Sorrontis on October 18, 2015, 06:32:07 PM
unfortunately, no, the houses are just decor  that need to be nullified. however, the ghost emitters are invisible "ghosts" that wreck everythng