This topic is for discussion of map #3927: Flood vs Creeper (PAC)
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3927)
Author: AlFaNuGan
Size: 207x99
Desc:
Fight through the AC! Used Flood.crpl as requested by GoodMorning. It starts hard but gets pretty easy. Flood occurs about every 5 minutes, make sure you have Creeper built up and victory is yours! #PAC #Flood
Requested?
Suggested.
Interesting how much the balance changes when Void can be easily crossed.
Spoiler
This is possible with Spores and with the Field/Creeper combination even when not in flood, there are few enough Beams and enough PZs.
If anyone wants a more balanced version, I can modify the script to allow the notional heights to be changed, both during "normal" and "flood" modes. This could allow void to be made impermeable, but for height 10 terrain to be an impassable barrier during normal play, and for height 1 to become impassable during flood (or whatever height you so desire to set it to).
Interesting game, but by my opinion with "flood" interval about 2 min it will be more dynamic.
Thank You for good job! :)
Could probably have used a few more Berthas to make the second and third islands more challenging, but overall pretty fun. I'd absolutely LOVE to have special building that does the "anti-grav" effect for future PAC maps. Maybe give it a large enough footprint that it requires 4 squared up adjacent Power Zones to build?
Ouch. The multi-PZ idea is good, but I am not keen to change the PaC menu scripting to work in the build command.
That reminds me, there's a light bug in the template: deleting initial Spore Towers can cause the targeting cursor to become permanently visible, even when not in use.
There were a lot of PZs here, to the point where void bridging is possible halfway without any special effects.
Quote from: PhailRaptor on September 06, 2016, 04:28:45 AM
Could probably have used a few more Berthas to make the second and third islands more challenging, but overall pretty fun. I'd absolutely LOVE to have special building that does the "anti-grav" effect for future PAC maps. Maybe give it a large enough footprint that it requires 4 squared up adjacent Power Zones to build?
An alternative, and probably simpler idea would be to have the a anti-grav building that only works once it has been captured. Similar to Hub's take back series. Perhaps the frequency of anti-grav events could depend on the depth of creeper at the building - like in Hub's hypertower.
Much simpler to implement, and (in my opinion) with much less of a contrived-setup feeling.
I would just like it if the colours did not turn red and green every 5 mins, was this intentional? Good map but not sure if flood is supposed to be a help or a hinderance as both AC and Creep spread allowing digitalis network to expand rapidly.
EDIT - Sorry just seen the original map :o
Yes, it was, but it can be turned off (by the mapmaker). The theory was to give warning in a normal map using this in order that the player might prepare.
Novel idea, well done, I liked it.
I didn't use spores after the start (except to take leftover islands at the end).
I quite often made use of building up creeper in the digitalis in the void, then cutting strips of digitalis off to cause a creeper flood. That, or waiting until the next 5 minutes were up and ride the JELLY FLOOD! (any fans of Ben & Holly's?)
interesting map, when the void becomes normal ground for a short time that is when we can cross it with creeper and digitalis to the next islands.
By request, the script for the Void-crossing flood is attached.
(Fun fact: If you open the map in the editor, any scripts are automatically extracted. https://knucklecracker.com/wiki/doku.php?id=crpl:examine_map_resources)