Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 06, 2016, 11:50:43 PM

Title: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: AutoPost on February 06, 2016, 11:50:43 PM
This topic is for discussion of map #3141: Particle Invasion!
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3141)

Author: GameGibu
Size: 128x84

Desc:
It started on this lifeless planet... For those of you looking for a unique new challenge to fight, here it is. -GameGibu Can you find the easter egg? First person to post what the easter egg is will win... something good, whatever it may be... maybe a coupon book... #GameGibu #EasterEgg #CRPL #ParticleFleet #nospores #nodigitalis #dialogue
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GameGibu on February 07, 2016, 12:10:04 AM
For all the work I put into this, it's still prone to intense lag. Sorry!

-GameGibu

Note to self... do not try recording video on Particle maps...
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: Asbestos on February 07, 2016, 01:59:00 AM
The only thing wrong with this map is the absurdly bad lag. I'm getting 1 or 2 frames per second at a time. Other than that, pretty fun, if a little unchallenging in the start.

Is the easter egg the level 10 terrain?
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: RealAndy on February 07, 2016, 06:20:12 AM
Great concept, would love to see it applied to some other maps.  I had a bit of lag for some of the game (4x speed felt like 1x), but interestingly enough, when I nullified one of the specials, it went back to normal speed.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: Neoshade on February 07, 2016, 10:19:36 AM
I would guess that the programming for the creeper dots is enumerating them indefinitely without clearing old dots from memory.  Common mistake.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: TLFP on February 07, 2016, 10:35:14 AM
I FOUND IT!!! Hint: Bring map in edit mode, paint everything a level.
If you want to know what it is.......
Spoiler
It's one of my avatars set as level 10 terrain height.
[close]
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GameGibu on February 07, 2016, 11:12:40 AM
Quote from: Neoshade on February 07, 2016, 10:19:36 AM
I would guess that the programming for the creeper dots is enumerating them indefinitely without clearing old dots from memory.  Common mistake.

The old dots are deleted. As far as I know they are not stored any longer than they appeared on-screen. They are entirely independent once spawned.

-GameGibu

Just don't stream or record this game if your computer is as not powerful as mine...
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: pastor.healer on February 07, 2016, 05:32:05 PM
Fun map!  Well done and thanks for taking the time to do the coding needed.  :)
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: D0m0nik on February 07, 2016, 05:53:27 PM
No major lag for me, nice map, cool new unit and I love a good guppy map  :D
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 08, 2016, 06:07:57 AM
Approval.

No visible lag.

Suggestion: The particle spawners could be invulnerable to Beams. A single forge upgrade to range, and I fried them both without realising I could in advance. Loss of fun. Either Beams or Nullifiers, but not both.

Splitting particles... or a cloud destroying themselves to make a new Emitter. Ideas run rampant.

The lag would probably result from the particle/particle attraction. Maybe have them move toward a random particle, or have a roving invisible core attracting them?
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: lividbishop on February 09, 2016, 03:54:07 PM
fun, but laggy as noted.  maybe less particles with bigger payloads.  i like you can bust them with beams.  would not let you bust with nullifiers.

or if you destroy with nullifier it gets bigger, THEN it starts bombarding you - that would be a nice trick.  maybe you have to do it twice with nullifier or something to finish them off.


Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: TLFP on February 09, 2016, 04:17:00 PM
If you added weapon resistance it would be fun as the more you used a weapon the more resistant it would get.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 09, 2016, 07:34:22 PM
Resistance seems to be difficult to implement, and hard to balance.

It might work once as a novelty, but if you force the use of multiple weapons, it gets painful before it's enjoyable; and if it's weak enough to destroy with one weapon type, it's just extending the inevitable.

Maybe it would work for a bit... But when I did the Breeding Emitter, it was mostly fun as a novelty. Soon enough it becomes slog.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: TLFP on February 09, 2016, 07:44:52 PM
Quote from: GoodMorning on February 09, 2016, 07:34:22 PM
Resistance seems to be difficult to implement, and hard to balance.

It might work once as a novelty, but if you force the use of multiple weapons, it gets painful before it's enjoyable; and if it's weak enough to destroy with one weapon type, it's just extending the inevitable.

Maybe it would work for a bit... But when I did the Breeding Emitter, it was mostly fun as a novelty. Soon enough it becomes slog.
If you made it resistant to ONLY a single weapon it might work nicely.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 10, 2016, 04:02:47 AM
True, but a resistance only to one weapon seems as if it should be made entirely invincible, if it cannot be destroyed entirely with that weapon.

Perhaps if the spores became steadily tougher?
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: TLFP on February 10, 2016, 07:15:51 AM
You could make it targetable by all units, but only one could zap it and destroy it without the resistance. And vice-versa.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 10, 2016, 08:17:52 PM
It would still be difficult to implement...

What about something that has some regeneration, but the more hits it takes, the more health it gets? To stop it becoming invincible, have the health decay back to normal. Then you have to hit it with a lot, fast.

It just seems too hard to find what has hit it.

Or maybe it should cycle through? Fry it with beams, then Nullify, then Snipe, and finally you need the Thor?
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: TLFP on February 10, 2016, 08:54:39 PM
Quote from: GoodMorning on February 10, 2016, 08:17:52 PM
It would still be difficult to implement...

What about something that has some regeneration, but the more hits it takes, the more health it gets? To stop it becoming invincible, have the health decay back to normal. Then you have to hit it with a lot, fast.

It just seems too hard to find what has hit it.

Or maybe it should cycle through? Fry it with beams, then Nullify, then Snipe, and finally you need the Thor?
Either of those should work and be fun.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 11, 2016, 12:55:44 AM
The second one is workable, as it doesn't need to look at the projectile, only the damage (or a timer). The Core can have the attributes changed by "setunitattribute" and "CONST_THORTARGET" etc...

It does look interesting.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 11, 2016, 01:05:33 AM
Also, the portability of the particle CRPL is good. However, I suggest having an option to dispense with the inter-particle forces. It doesn't add much, and the lag can be a serious issue.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GameGibu on February 11, 2016, 07:08:14 AM
Lag? Read this post, also Particles V1.1.0 is now available.

Quote from: TheLongFellowPLAYER on February 10, 2016, 05:38:12 PM
Usually if I add scripts I have to recompile everything, not just the new script cause there's no option for that. And if I'm testing to see where particles go and then if I change things with custom stuff then I recompile. I just reported this bug because people sometimes have a round world and don't notice things. They usually notice "Hey, I just recompiled my new custom thing. Wow, it erases all particles too! That's a time saver!" and don't notice the lag causing particles stuck in the corner.

Quote from: GameGibu on February 10, 2016, 05:42:25 PM
As a rule of thumb I only hit "COMPILE ALL" after hitting "Load", then I save, then I test. After every test, I hit" Load" again to reset everything back to its totally initial state.

I try to avoid using the time reset and erase creeper/AC buttons.

-GameGibu
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: GoodMorning on February 11, 2016, 07:13:54 PM
Point taken. I spotted the new version afterward.

I had experienced no lag, but others had complained of it.
Also, running a heavyweight script with particles can be the difference between performance being affected and not.

May I suggest a roving particle source? Perhaps sniper vulnerable, rather than beams, which are too easy.
Title: Re: Custom Map #3141: Particle Invasion!. By: GameGibu
Post by: Johnny Haywire on February 13, 2016, 02:38:43 PM
Great map, dude! Didn't notice much lag, and none at all once I started shooting down the bouncing happy joys.

Always coming up with something new & cool = win!  8)