Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on August 27, 2016, 11:31:51 PM

Title: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: AutoPost on August 27, 2016, 11:31:51 PM
This topic is for discussion of map #3887: ParaEmitters
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3887)

Author: Raven_C
Size: 224x224

Desc:
Main weapon: Beams Win condition: Destroy all Normal Emitters and ParaPlanes(You'll know them when you see them) Spoiler down below Good luck. #crpl To win destroy all the normal emitters which are smaller than the crpl emitters and ParaPlanes. Use beams to destroy the crpl emitters and the ParaPlanes every 5 minutes new planes are spawned then after 5 more minutes they become active. every 11 minutes after a crpl emitter is spawned it creates a spore.
Title: Re: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: chwooly on August 28, 2016, 11:43:06 AM
Great Idea, Would love to see more maps like this

Cheers
Title: Re: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: GoodMorning on August 28, 2016, 11:39:37 PM
Agreed. Slightly harder, though.

Specifically:
Spoiler

CRPL Emitters might become slightly tougher, the layer might have a different health structure (I missed the death, but it looked like the first one had little going for it but regeneration. The others had reasonable health, but if you got to them before they flew, that area gained a curtain of PZ Beams).

So:
More layers, perhaps in two types (sacrificing speed for power, Creeper for Beams, or some such thing.)
A more visible "build phase", perhaps using ammo or AC ammo meters.
More Spores.
More layers, in varieties, with toughness adjusted.

At least one Terp.

Less AC, space, time. Perhaps finite Aether and limited upgrades.

And a death reaction for the main units. Firecracker.crpl (Sorrontis) might be an inspiration.
[close]
Title: Re: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: GoodMorning on August 30, 2016, 05:02:29 AM
Ouch...

I just looked at the scripts, and winced.

There's something you should know:
Queueing another move every second doesn't give time for the earlier move(s) to complete. Result? An ever-expanding queue.
Using GetQueuedMoveCount eq0 can help, as can a "growth" timer set by the parent.

I like this idea, do you mind if I steal borrow it for a map or two?
Title: Re: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: Raven_C on August 30, 2016, 12:07:58 PM
Thanks for the advice. I don't mind if you use the idea and would like to see how it turns out.
Title: Re: Custom Map #3887: ParaEmitters. By: Raven_C
Post by: Johnny Haywire on November 03, 2016, 12:15:54 AM
Just played this map and really liked it! Excellent idea!

I might like for the para-troopers to keep spawning every 5 minutes throughout the game even if they get shot down. I waited around to see what would happen but after the first 4 died that was it.  :(

Agree with the "make it harder" comment, but keep in mind that might give ya lower ratings.

Thanks for the map!  ;D