Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 15, 2018, 06:58:43 PM

Title: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: AutoPost on November 15, 2018, 06:58:43 PM
This topic is for discussion of map #6784: Anti-Creeper Map 6
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=6784)

Author: Remann
Size: 100x100

Desc:
Another map, a bit harder this time. #Enjoy!
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: Altren on November 15, 2018, 08:41:43 PM
It was a bit slow, but I liked the map overall, especially that gameplay was different from yum234 maps.
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: yum-forum on November 16, 2018, 02:27:22 AM
Very interesting gameplay! Good work! Big thanks for enjoyable time!  :)
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: Remann on November 16, 2018, 07:51:08 AM
Thank you, guys for your comments, means a lot!  :)
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: teknotiss on November 16, 2018, 12:54:08 PM
hey dude, nice map design!

i noticed when playing something that was happening in a map i am working on.

the level 9 walls are not blocking much creeper depth, i think it was less than 100, making it hard to force it to where the player wants it.

for some reason the default setting of creeper level 50 = 1 terrain level set itself to 10 instead of 50 in the map i am working on, and cornicanis tech supported me, so i thought i would pass it along.

it is in the walldigger script attached to the core in the top left.

if this was intentional then forget all that previous verbiage!  ;)

cheers for the maps dude, the number 5 one was cool too!  :D

and i need to play 2, 3 and 4 too, missed them when i was offline for a while!

nice one!  8)
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: Remann on November 16, 2018, 02:19:37 PM
Ahhh, so thats whats happening. Thanks Teknotiss :).

Looking forward to the map you're working on!
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: cornucanis on November 16, 2018, 03:28:08 PM
Quote from: teknotiss on November 16, 2018, 12:54:08 PM
for some reason the default setting of creeper level 50 = 1 terrain level set itself to 10 instead of 50

The default value set in the script is actually 10, that's why it reverts back to 10 when added to a new core/map. As long as its set to 50 on your template it should stay that way though. I originally had the modifier set to 100 in my first CWDig map, and it worked pretty well for holding back creeper. I did an override on all void cells making them count as height 2000 so I wouldn't have to worry about 500 depth creeper flowing over void (given that with a terrain mod of 100, only 5 high terrain is required to equal standard void height of 500.)

This worked just fine on my first map, but then when I went to make the second map I ran into a problem. Setting a terrain override on void prevents digitalis from conveying creeper through the void, which was an important mechanic in my second map. Apparently the way digitalis interacts with void is to set the void's terrain override to 0 when there is active digi over a void tile (I believe it does the same for any other tile as well, simply treating them as height 0.) The issue arises when you've already done a terrain override on the void cell. If you override a void cell to 2000, then it prevents the digi from properly being able to set the value itself.

The conclusion was that if I wanted digi to work in the void I couldn't use terrain overrides on void. This meant I couldn't use a 100 terrain mod, as creeper levels would quickly begin to spill into the void. I considered setting it to 50, as that would make height 9 terrain equivalent to 450 height, with void naturally being at the logical 500 point. The reason I didn't do so is because the game mode was still very obscure at that point so I didn't want to make things even more confusing. I decided making the terrain mod 10 would be much more intuitive for people, and I would just have to work within those confines when balancing my emitters. Now yum has made the mode popular enough that almost everyone understands how it works at this point, so making the terrain mod equal 50 isn't really confusing to anyone anymore. I'm glad yum made that decision to bump it up to 50, too, because only having it at 10 felt very suffocating and limiting.
Title: Re: Custom Map #6784: Anti-Creeper Map 6. By: Remann
Post by: teknotiss on November 16, 2018, 04:53:54 PM
ahhh, that's why i had issues, i used the origina scripts for the one i am working on, but the previous ones i copied a yum map!

cheers cornucanis, that explaination was helpful!  8)