Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 03, 2016, 07:26:57 PM

Title: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: AutoPost on January 03, 2016, 07:26:57 PM
This topic is for discussion of map #2996: Creeper's Causeway
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2996)

Author: GameGibu
Size: 128x64

Desc:
Hello All, I've been working all day on the scripts for this map. Enjoy! -GameGibu #noBackdoor #GameGibu #original #CRPL #spores #runners #digitalis #terrain #custom #details
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: GameGibu on January 03, 2016, 10:01:05 PM
Really, no replies? I thought this map was great!
Oh well, maybe it's so good that nobody has any constructive criticism to give.

Nah. ::)

Maybe I should check its current rating, last time I checked it was a 9.

-GameGibu
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: Loren Pechtel on January 04, 2016, 06:10:41 PM
What's so hard about it?  Your base is only under light spore threat.   The cannons keep the creep in check where they are aimed.

A minor annoyance--they fire even if there is no target.
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: pastor.healer on January 04, 2016, 10:43:43 PM
GameBibu, I thought it was a fun map.  You probably don't need to look for self praise though... 

Keep up the great job!
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: GameGibu on January 04, 2016, 10:51:14 PM
Yeah I'm trying to write my own complete sleeper script because I had an Idea. So my next map will be that or something with heavy scripting. But I'm loving this game. Maybe I'll do another remix of a map and unlock all the functionality of my cannons in it.

So many choices...
-GameGibu
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: Johnny Haywire on January 04, 2016, 11:55:29 PM
I'm currently doing the map. I am going to figure out which hotkeys control the cannons so I can aim them. I realize I might need to first make the hotkeys so I'm currently soaking my keyboard in boiling waAAAAAAAAAAHHHH
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: GameGibu on January 05, 2016, 12:14:22 AM
The cannons are not fully functional in this map, but they serve their purpose just fine. If I were to make the cannons aimable, I  would have to change the texture. And that sparks another question: can I have one unit with several layers of separate images? Cause that could help immensely with the aiming once I finish it.

So many good Ideas...
-GameGibu
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: Johnny Haywire on January 05, 2016, 12:25:32 AM
Ok, I finished the map and learned a few things about boiling water and fingers. I liked the map - as Loren mentioned, it's not  really a challenging map (which some will like and some won't). I would have preferred a base that wasn't so safe & isolated. It's fun to have to build quickly before like 40 spores hit you every minute. Although the cannons weren't really necessary I thought they were a nice touch. If they had been controllable that might have been more interesting but it would also have been very overpowered.

You have some cool scrips, and I hope you keep coming up with more.

Btw, most people who play the maps don't usually comment in forums. And it might take a day or two for those of us who do comment to get around to playing it. Just so yanno. Be like a doctor... have patients!  ;D

Keep up the good work, m8!
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: GameGibu on January 05, 2016, 12:40:09 AM
Yes since I have reduced time to work on maps this week it might be a day or two until I get another map out.
Having read up as much as ai can I just need a few more scripting questions answered and then I can pump out a really high-quality script, maybe on a remastered map from the low ratings section that I'll end up spicing up.

The problem with the map difficulty is that I'm by far not the best map player. I find lots to admire in the design of the level rather than its difficulty. That's partially why I make a point of doing all the terrain by hand and I make the terrain and map textures work well.

If I could figure out a way to get someone else to post a score and then give it back to me to upload it, that might solve the problem.

This is a lot to think about...

Wishing you all the best,
-GameGibu
Title: Re: Custom Map #2996: Creeper's Causeway. By: GameGibu
Post by: Grayzzur on January 05, 2016, 11:30:23 AM
I actually had to adjust my collectors to NOT power the cannons. They were sucking energy I needed when I didn't need them. That's all part of the early game challenge though.

The landing area is not under any imminent threat. Once you have a few beams and some power to deal with the spores, you have all the time in the world to terp out a base and prepare an offense. The cannons helped make a beachhead, but weren't necessary and were annoying once no longer needed.

Overall the map was good.

Yes, you can add multiple images to a single core. The main image is called "main" but you can add additional images with any string name you like. A cannon can have "base", "turret", "barrel" for instance. Check out the Chimaera map in Virgil's Alpha Sector. The cannons in that map rotate, target, have barrel recoil.