Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 23, 2016, 04:02:43 PM

Title: Custom Map #3461: The Lost World. By: kalek
Post by: AutoPost on April 23, 2016, 04:02:43 PM
This topic is for discussion of map #3461: The Lost World
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3461)

Author: kalek
Size: 242x132

Desc:
Coming from Orion, a Kalek Crazy Production Adapted from Sir Arthur Conan Doyle Novel Sceenplay by Michael Crichton, Legendary Particules special Effects by GameGibu from Mars Snorter Psychic special CRPL by Sorrontis Volcano effects by knuckle Cracker API Starring : CW3 Players Cast in order of appearance : see score list Something will survived (but not you) Newsweek : On the way to the Pulitzer Map of the Year. Le Monde : Prodigieux, mais assez difficile. Der Spiegel : Fantastich !
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: PMouser on April 23, 2016, 08:54:29 PM
help please. how not to lose the terp? i really need it. ty
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: GoodMorning on April 23, 2016, 11:38:57 PM
Unless kalek has some secret CRPL, it's impossible. The CN has time to build one Collector, and the Guppy can't cover the distance. I'm fairly sure it's just there to make the point.
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: PMouser on April 24, 2016, 01:12:34 AM
ok, then it is no fun, it is the lost world then
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: GoodMorning on April 24, 2016, 02:19:55 AM
It's definitely possible. The tricky bits are the particles (Snipers work) and Spores. There's a pretty large energy pack, and a lot of AC if you an be bothered getting it. I had forgotten about the Spores, and took a hit square on the Reactor complex, but still recovered.

Be careful of where you put your Nullifiers, there are things that need to be hit one after the other. Once the powergrid is up, you're set.
Spoiler
The Digi wires are easily cut, and you can get a free PZ on the island down and left of the CN pad. A Beam there takes out most Spores, or a Collector can make bridge for a Digi-cutter PC. Hit the right stuff for a delivered Forge tech.
[close]

The main gimmick is the need to choose build sites well.

Kalek, I liked the button sequences, but clearly the Terp tech still looks gettable. On another note, could you set up the CRPL bridge to telescope out? It's a Delay inside the Do, and possible the Do goes in a different order, but it looks better and is easier to spot. The damaging tech thing looks good, maybe it could be used for a tech that "degrades" to give steadily fewer units? Pristine, it will give unlimited, but if you get it at 1%, you will only get one...
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 24, 2016, 10:03:10 AM
Quote from: PMouser on April 23, 2016, 08:54:29 PM
help please. how not to lose the terp? i really need it. ty

No, you don't really need it. There is place to all unit you want.
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 24, 2016, 10:05:36 AM
Quote from: GoodMorning on April 23, 2016, 11:38:57 PM
Unless kalek has some secret CRPL, it's impossible. The CN has time to build one Collector, and the Guppy can't cover the distance. I'm fairly sure it's just there to make the point.

No secret CRPL at all... So it's possible ! As they say in Roma :  chi va piano va lontano.
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 24, 2016, 10:13:39 AM
Quote from: GoodMorning on April 24, 2016, 02:19:55 AM
It's definitely possible...

Ah ! You see ! This is just a normal map (except the triggers of course).

Thanks for you ideas. I will try for the telescope bridge... It can be cool. Regarding the damage area, with countdown of units, I think it would be a funny idea to create a new kind of panic at the start and make players think that is ... impossible  ;).

Regarding the TERP, try to get it, and, if you succeed, see what you can do with it...

be seeing you
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: yum-forum on April 24, 2016, 10:26:57 AM
Hard, but very nice game! Particles-Pterodaktil is cool!   8) :o
I also like original idea of button sequences. As in Strougatski - recovered button (not coin  ;) )
Difficult panorama of terrain without terp (not to destroy it, but in some place I needed...) and few relays...  :(

Thank You! Fantastic game! 10/10!  :)

Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: RrR on April 24, 2016, 10:45:42 AM
The pterodactyls are cool. The red-green things are perplexing. Sometimes they stay green long enough to nullify, sometimes they don't. Not worked out the pattern yet.

Important
Spoiler
Get the beam quickly or you will have trouble with spores
[close]
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 24, 2016, 12:30:49 PM
Quote from: yum-forum on April 24, 2016, 10:26:57 AM
Hard, but very nice game! Particles-Pterodaktil is cool!   8) :o
I also like original idea of button sequences. As in Strougatski - recovered button (not coin  ;) )
Difficult panorama of terrain without terp (not to destroy it, but in some place I needed...) and few relays...  :(

Thank You! Fantastic game! 10/10!  :)

Thanks Yum for your comment. glad you liked it. Hope it was not to hard.
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 24, 2016, 12:39:25 PM
Quote from: RrR on April 24, 2016, 10:45:42 AM
The pterodactyls are cool. The red-green things are perplexing. Sometimes they stay green long enough to nullify, sometimes they don't. Not worked out the pattern yet.

Thanks RrR,
I see that, as always, you got a pretty good score... I don't think I can do this myself...

Regarding the red-green system, it comes from Sorrontis map 3083.
normally, the pattern is : nullify green one/ red becomes green : put nullifier and load it/ First green one rebirth / Put a nullifier in front of it and then both should be nullified at the same time. For each couple, there is not the same delay between the two operations.

Normally, when I tested (many many times) it was working well ; but as I am a dummy coder... we never know...
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: D0m0nik on April 24, 2016, 03:24:49 PM
Another beautiful map, great concept, love the theme as well. The particles were a great idea, brilliant all round map!
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: GoodMorning on April 24, 2016, 10:49:38 PM
Odd... I didn't get the extra Beams until I started the main advance. The initial supply can defend your base, but in order to move on, getting rid of the A buttons gives a PZ for a Beam...

I looked in the Editor. Definitely impossible to get the Terp, unless you give yourself a CN landing pad on Void, and follow that up with a Collector pad. (i.e. cheating). I noticed that even if you do get it, it costs 4K.

It would be useful, but really just for LOS and a Bertha-size PZ.

Kalek, would you like a button script that can search out the relevant button, from either a name/ID or approximate area? It might save some time. (Also, it's currently difficult to reverse-engineer the scripts to see what must be done, and what can be done. Are parts of them in... French, I would guess?)
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 26, 2016, 10:40:30 AM
Quote from: D0m0nik on April 24, 2016, 03:24:49 PM
Another beautiful map, great concept, love the theme as well. The particles were a great idea, brilliant all round map!

many thanks, glad to see you survived the raptor !
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 26, 2016, 10:42:24 AM
Quote from: GoodMorning on April 24, 2016, 10:49:38 PM

Kalek, would you like a button script that can search out the relevant button, from either a name/ID or approximate area? It might save some time. (Also, it's currently difficult to reverse-engineer the scripts to see what must be done, and what can be done. Are parts of them in... French, I would guess?)

Some comment in french, but the code not.
I don't understand the button idea ?
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: TB on April 26, 2016, 02:21:26 PM
Kalek!

I'm lost! I can't beat the final island in the middle of the map. Since my question involves solutions to certain game elements I've put it in a spoiler.

Spoiler
I have put a beamer near the final island to burn out the nasty stuff inside the nest. No more raptor bombs are coming out from the nest now. But still all my nullifiers are burnt out before they can do any damage. I've tried nullifiers from the end of the bridge and from both of the small islands to the right of the nest. Putting beamers nearer to the nest doesn't seem to do any good; they don't fire at anything before they die.

I've burnt out all other killable things on the map but I still have the green button in the top right corner which just dies and then pops back again and building a nullifier when it's gone doesn't work. Could it be that I'm missing something or did I do things in the wrong order messing up the game's logic? I also tried bombing the nest with AC to no avail. Also sent in suicide cannons in the hope that they would take the hit from the burner... Also, I've left all AC nests alive. Oh, last note: there are four eggs left and the top right one is still glowing.
[close]

Apart from not being able to finish the map I enjoyed it alot!

Thanks and keep creating maps this good!

/TB
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: kalek on April 26, 2016, 03:16:46 PM
Quote from: TB on April 26, 2016, 02:21:26 PM
Kalek!

I'm lost! I can't beat the final island in the middle of the map.

Hi, for me too, the eggs nest was for the most difficult part of the map...
I remember using 3 snipers + a sprayer + a canon on/around  the bridge... and few tries with the nullifier.

thanks for playing this one.
Title: Re: Custom Map #3461: The Lost World. By: kalek
Post by: GoodMorning on April 26, 2016, 10:13:56 PM
TB, there two buttons for opening the bridge. One you have described.

Kalek, just checking about the language, to help me understand. As to the buttons, you hard-code the target coords. I was proposing a script that locates the relevant core, based on a $Var so you can modify it/add more in-editor.