Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 27, 2016, 04:46:30 AM

Title: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: AutoPost on February 27, 2016, 04:46:30 AM
This topic is for discussion of map #3218: Corrupted PAC V.2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3218)

Author: builder17
Size: 90x60

Desc:
#PAC #Easierversion #Harderlastsection
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Builder17 on February 27, 2016, 04:51:14 AM
Working scripts under , I think.  :-[

No always on sprayers (AC makers) in this map.

Spoiler
To win last section , you should target spore towers into lower and upper passage.
[close]
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Vanguard on February 27, 2016, 05:26:50 AM
Are these things supposed to happen in this map?  :-\
1) You cannot get a second spore tower up, like you were supposed to in the previous version, because the digitalis won´t grow back if you don´t have a creeper spawner.
2) Corrupted mine and Corrupted ether gets build, but the corrupted ether gets destroyed and does nothing for you while the corrupted mine gets destroyed and leaves a PZ, which you cannot use, because there is an energy crystal on top of it.

So confused by your maps, sorry.  :o
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Portelly on February 27, 2016, 05:45:05 AM
Quote from: Builder17 on February 27, 2016, 04:51:14 AM
Working scripts under , I think.  :-[

No always on sprayers (AC makers) in this map.

Spoiler
To win last section , you should target spore towers into lower and upper passage.
[close]

I get this after getting the corrupted mine and ether
(http://i.imgur.com/PU8j83p.png)

We don't get the 2nd spore but il try my way to the second CN.

Thx for the new submission.
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Builder17 on February 27, 2016, 05:51:36 AM
It's meant to happen you cannot get second spore tower up.  ;)
Green corrupted thing seems to be bug. I don't repair it because it's not important.  :-[
And white corrupted thing (ether) gives you some digi growth around it.
Is this easier at all? To me it was.  :o

Spoiler
You should target spore at beginning very near of emitter.
[close]
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Portelly on February 27, 2016, 06:01:37 AM
So the map is easier
The corrupted mine work and i've move to the 2nd CN.

The Mine and the "not always on AC" really helps.
I enjoy this one.
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: D0m0nik on February 27, 2016, 03:04:30 PM
Quote from: Builder17 on February 27, 2016, 05:51:36 AM
Green corrupted thing seems to be bug. I don't repair it because it's not important.  :-[

If you can't be bothered fixing bugs that you know about it is no surprise your maps are full of them at the moment!

Sorry to be harsh, you are a very talented map maker and programmer but quantity seems to be winning over quality at the moment and it is making for some pretty frustrating experiences!
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: jaworeq on February 27, 2016, 03:33:45 PM
Well, this one worked and I could actually finish it. Actually it was super easy :P When first wall broke(from spore), CN immediately started dying, second one went fast as well. For the third one - I used the backdoor - accumulated bit of creeper in the corner and when wall got melted, I took out almost all of reactors.
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Builder17 on February 27, 2016, 03:36:49 PM
Well , I usually always test CRPL in finalised maps.
And I have no any idea why energy packs don't go when powerzone is created. :(
<-RUID 1 Destroy should destroy it.  ???
And these others work. 

<-RType "ENERGY" eq if
     "POWERZONE" CurrentCoords CreateUnit
     <-RUID 1 Destroy
     Self 0 Destroy
endif
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Johnny Haywire on February 27, 2016, 10:52:11 PM
I liked this map ok but I thought the first one was better because it wasn't as easy.

I am kinda confused about the wall thing though. I aimed right at the wall and hit it like 10x and nothing happened. I aimed at one after the other and aimed in front of the wall. Finally I hit the wall just right (I guess, I really dunno what I did) and then it was actually too easy. I think I spent 20 minutes just hitting the wall different ways.

And perhaps this is just me... I'd rather just have a regular PAC than a weird one that has bugs. It would be less work for you, and more fun for me. Win-win, woot, yay and stuff like that.  :)
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: RrR on February 28, 2016, 06:08:34 AM
It takes time for the wall to decay. If the wall is over a void, you need to hit it directly (or pile >500 creeper up against it), it takes about a minute for a wall pixel to decay once it has been hit. Be careful not to hit the same pixel with too many spores or it will overload and become AC!
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: metalsiagon on February 28, 2016, 01:32:59 PM
If the green energy packet was supposed to disappear after using it once in this map, I don't think it would be possible to win. You can't destroy your main emitter this time and replace it with a 2nd spore tower, since the digitalis doesn't grow from the far left custom one anymore.

The first one was actually incredibly well balanced in my own opinion without most of scripts working properly, it was a "move fast, or lose" kind of map that didn't really require anything special other than that digitalis sustaining special unit.

Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Builder17 on February 28, 2016, 02:03:15 PM
@Metalsiagon Read other messages above.
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: Johnny Haywire on February 28, 2016, 05:43:56 PM
QuoteIt takes time for the wall to decay. If the wall is over a void, you need to hit it directly (or pile >500 creeper up against it), it takes about a minute for a wall pixel to decay once it has been hit. Be careful not to hit the same pixel with too many spores or it will overload and become AC!

Thanks, RrR. You R a great help!  ;D
Title: Re: Custom Map #3218: Corrupted PAC V.2. By: builder17
Post by: metalsiagon on March 03, 2016, 12:47:09 PM
@Builder17 I had already beat it when I posted. I was talking hypothetically that if the energy packet disappeared like the first iteration of this map, it would have been impossible with only one spore tower.