Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Topic started by: Builder17 on February 21, 2016, 10:46:33 AM

Title: The Corrupted Units thread 2
Post by: Builder17 on February 21, 2016, 10:46:33 AM
Hello! I have made two new corrupted units and decided to create new thread because old is dead.
First thread can be found from: Corrupted units (https://knucklecracker.com/forums/index.php?topic=15198.0)

Corrupted ore mine made by Builder17
CS (https://knucklecracker.com/forums/index.php?topic=20229)

Corrupted siphon made by Builder17
CS (https://knucklecracker.com/forums/index.php?topic=20229)

And not linked units in first thread:

Corrupted bomber made by pawel345
CS (https://knucklecracker.com/forums/index.php?topic=15301)

Corrupted forge made by planetfall
CS (https://knucklecracker.com/forums/index.php?topic=17683)

Corrupted relay made by theo
CS (https://knucklecracker.com/forums/index.php?topic=18366)
Title: Re: The Corrupted Units thread 2
Post by: TLFP on February 22, 2016, 12:00:28 PM
Anybody have an idea for how to create a corrupted thor?
Title: Re: The Corrupted Units thread 2
Post by: bringerofdeath on February 22, 2016, 12:58:43 PM
Dear god no *grabs spray bottle*
Title: Re: The Corrupted Units thread 2
Post by: Nicant on February 22, 2016, 03:14:08 PM
Quote from: TheLongFellowPLAYER on February 22, 2016, 12:00:28 PM
Anybody have an idea for how to create a corrupted thor?
My next sleeper map will include a corrupted thor! Should be faster to complete than the CForge! Nothing to see here! I did not say anything about a *Cough! *Cough! CThor! NOPE! Ok, back on topic! So to make a corupted thor, i would have gun scripts on seperate cores on where the cannons supposed to be and make it so they follow the main thor body when the thor moves!
Title: Re: The Corrupted Units thread 2
Post by: TLFP on February 22, 2016, 04:17:20 PM
Quote from: Nicant on February 22, 2016, 03:14:08 PM
Quote from: TheLongFellowPLAYER on February 22, 2016, 12:00:28 PM
Anybody have an idea for how to create a corrupted thor?
My next sleeper map will include a corrupted thor! Should be faster to complete than the CForge! Nothing to see here! I did not say anything about a *Cough! *Cough! CThor! NOPE! Ok, back on topic! So to make a corupted thor, i would have gun scripts on seperate cores on where the cannons supposed to be and make it so they follow the main thor body when the thor moves!
You could get where the corrupted thor is and rotation and do the math to make the guns follow the thor. For example, if the thor is at 15, 3 coords and 15* then you add/sub according to a formula. Not too easy, but not impossible either.
Title: Re: The Corrupted Units thread 2
Post by: Builder17 on February 23, 2016, 08:14:21 AM
Corrupted Thor should have weakness or it's too OP. Thor has small packet request rate as it's weakness.
Title: Re: The Corrupted Units thread 2
Post by: TLFP on February 23, 2016, 09:04:56 AM
Quote from: Builder17 on February 23, 2016, 08:14:21 AM
Corrupted Thor should have weakness or it's too OP. Thor has small packet request rate as it's weakness.
You could have stations that you have to nullify in order to cut its power. For example, you have a green tower that helps it move faster, and several red ones that power the thor. You also would need a respawn point so in case the player destroys the thor (through beams, nullifiers, and/or snipers) it will respawn. You could have a superweapon that you sacrifice units to charge it by landing on it. That could be used to damage the thor.
Title: Re: The Corrupted Units thread 2
Post by: GameGibu on February 23, 2016, 09:06:38 AM
With few enough parts, you don't need more tan one core for a CRPL thor. You can do the exact same calculations for different images for each part.

-GameGibu
Title: Re: The Corrupted Units thread 2
Post by: GoodMorning on March 29, 2016, 12:31:29 AM
Perhaps the CThor could be vulnerable only to the normal Thor?
Title: Re: The Corrupted Units thread 2
Post by: TLFP on March 30, 2016, 12:17:41 PM
Quote from: GoodMorning on March 29, 2016, 12:31:29 AM
Perhaps the CThor could be vulnerable only to the normal Thor?
That would limit the amount of maps because every map would have to have the Thor artifact available and it's kinda OP. Maybe you could limit firepower and have a self destruct sequence if you drain the power?
Title: Re: The Corrupted Units thread 2
Post by: GoodMorning on March 30, 2016, 09:37:24 PM
I was thinking of a map where, perhaps, the Thor is the only available unit, prebuilt and prearmed, until one or more objectives are completed.

The other thing is that the Thor is OP enough that the "CONST_THORTARGET" is effectively useless, because providing capacity for the Thor de-balances maps. I was hoping someone would have a brilliant suggestion to counter the Thor, so that the main cannons feature would become useful.

(As a side note on the Thor, if the main cannons can break anything, why not Emitters or Spore Towers? And why is it invulnerable to AE Towers?)
Title: Re: The Corrupted Units thread 2
Post by: TLFP on March 31, 2016, 08:56:21 AM
Quote from: GoodMorning on March 30, 2016, 09:37:24 PM
I was thinking of a map where, perhaps, the Thor is the only available unit, prebuilt and prearmed, until one or more objectives are completed.

The other thing is that the Thor is OP enough that the "CONST_THORTARGET" is effectively useless, because providing capacity for the Thor de-balances maps. I was hoping someone would have a brilliant suggestion to counter the Thor, so that the main cannons feature would become useful.

(As a side note on the Thor, if the main cannons can break anything, why not Emitters or Spore Towers? And why is it invulnerable to AE Towers?)
If there is a command to disarm the Thor, you could have a script with a core following the Thor and disarming it. You will still be able to fire the main cannons as usual.
Title: Re: The Corrupted Units thread 2
Post by: GoodMorning on March 31, 2016, 09:20:56 AM
I don't know that such a command exists. Short of replicating the Thor in CRPL...
Title: Re: The Corrupted Units thread 2
Post by: Builder17 on April 01, 2016, 02:41:12 PM
Normal mode version of CorruptedSiphon , it creates runner instead powerzone.
Images of CorruptedSiphon and CorruptedOremine in CS map discussion.
Title: Re: The Corrupted Units thread 2
Post by: GoodMorning on April 01, 2016, 10:10:19 PM
The CSiphon could perhaps burn resources more gradually?
Maybe ramp up, but having 2:30min to destroy it, and then having a single effect is annoying.

As an alternative, have the resources drained over time, eventually to nothing. Create a new Runner at an energy threshold, Creeper progressively, and Digitalis after every 3 Aether, say.

This lets the player destroy the CSiphon, and build their own. It also makes a huge resource pack differ from a tiny one.

Alternatively, you could limit Siphons, and have a number of insignificant-size resource packs that must be destroyed before the Creeper takes them in order to get a reasonable time. These might make 2K Creeper from an ore pack, which might contain 1 ore.
Title: Re: The Corrupted Units thread 2
Post by: Builder17 on April 02, 2016, 12:23:40 AM
You can always do your own version of it , in my opinion it's better as one use boost.
30 seconds before effect is that abraxis can shoot digi off under it before it activates in new version of script.
And IMO also this that resource pack size affects boost is bad idea.  :-\
Last idea sounds nice...  :)
Title: Re: The Corrupted Units thread 2
Post by: GoodMorning on April 02, 2016, 12:30:45 AM
Perhaps I am aiming for something different.

I understand that your idea is intended for pro-Creeper victory maps, as it can't be removed, rather than Sleeper-style maps. My idea was intended for human-victory maps.