Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on October 31, 2019, 09:54:57 AM

Title: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: AutoPost on October 31, 2019, 09:54:57 AM
This topic is for discussion of map #7812: CaRR-BaRR 01
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=7812)

Author: CaRR-BaRR
Size: 117x85

Desc:
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: teknotiss on November 05, 2019, 07:20:25 PM
i have to say i don't like the CPRL that makes the power zone stay but leaves no terrain.  the gaps are annoying, you can just have the emitter/spore tower etc just die and leave no zone, and i would prefer to not have holes being made in the terrain.

it really puts me off this sort of map, which is sad cos the actual design is very good, but this mechanic is a game breaker for me!

still no reason to change on my account dude, and make more maps please!  8)
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: BilboGCL on November 05, 2019, 08:56:11 PM
Hi
The power zones on void aren't CRPL - that happens when you put a 1x1 void in the middle under a spore tower or an emmi, but under emmis you will see more creeper than expected as it is like a emitter on void, so it will overflow from 500 high terrain ;)
So you can check for PZ when you look what terrain is in the middle of the unit.

Greetings from The Shire!
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: teknotiss on November 06, 2019, 03:21:00 AM
Quote from: BilboGCL on November 05, 2019, 08:56:11 PM
Hi
The power zones on void aren't CRPL - that happens when you put a 1x1 void in the middle under a spore tower or an emmi, but under emmis you will see more creeper than expected as it is like a emitter on void, so it will overflow from 500 high terrain ;)
So you can check for PZ when you look what terrain is in the middle of the unit.

Greetings from The Shire!


regardless, the mechanicism is annoying and doesnt add fun to a map for me!
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: yum-forum on November 06, 2019, 06:06:45 AM
Quote from: teknotiss on November 06, 2019, 03:21:00 AM
Quote from: BilboGCL on November 05, 2019, 08:56:11 PM
Hi
The power zones on void aren't CRPL - that happens when you put a 1x1 void in the middle under a spore tower or an emmi, but under emmis you will see more creeper than expected as it is like a emitter on void, so it will overflow from 500 high terrain ;)
So you can check for PZ when you look what terrain is in the middle of the unit.

Greetings from The Shire!


regardless, the mechanicism is annoying and doesnt add fun to a map for me!

But it is logical if author don't want to give you too many PZ and need many units on the map.

C'est la vie
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: teknotiss on November 06, 2019, 11:05:12 AM
Quote from: yum-forum on November 06, 2019, 06:06:45 AM


But it is logical if author don't want to give you too many PZ and need many units on the map.

C'est la vie

no, logical is just selcting the option in the emitter/sporetower/nest that stops it leaving a power zone.
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: yum-forum on November 06, 2019, 11:55:46 AM
Quote from: teknotiss on November 06, 2019, 11:05:12 AM
Quote from: yum-forum on November 06, 2019, 06:06:45 AM


But it is logical if author don't want to give you too many PZ and need many units on the map.

C'est la vie

no, logical is just selcting the option in the emitter/sporetower/nest that stops it leaving a power zone.

WOW! For instance I don't know how possible to make such setting!  :-[
Can you explain please where or how it is possible. 
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: Builder17 on November 06, 2019, 01:58:28 PM
Quote from: teknotiss on November 06, 2019, 11:05:12 AM
Quote from: yum-forum on November 06, 2019, 06:06:45 AM


But it is logical if author don't want to give you too many PZ and need many units on the map.

C'est la vie

no, logical is just selcting the option in the emitter/sporetower/nest that stops it leaving a power zone.

That one requires CRPL, one that checks if enemy has been destroyed and then removes powerzone.
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: yum-forum on November 06, 2019, 02:16:08 PM
Quote from: Builder17 on November 06, 2019, 01:58:28 PM
Quote from: teknotiss on November 06, 2019, 11:05:12 AM
Quote from: yum-forum on November 06, 2019, 06:06:45 AM


But it is logical if author don't want to give you too many PZ and need many units on the map.

C'est la vie

no, logical is just selcting the option in the emitter/sporetower/nest that stops it leaving a power zone.

That one requires CRPL, one that checks if enemy has been destroyed and then removes powerzone.

As You know, sir, I don't know crpl...  :-[
Title: Re: Custom Map #7812: CaRR-BaRR 01. By: CaRR-BaRR
Post by: teknotiss on November 06, 2019, 07:30:55 PM
Quote from: yum-forum on November 06, 2019, 02:16:08 PM

As You know, sir, I don't know crpl...  :-[

it's floating around the forum isn't it?  in the coders corner somewhere?  it was popular in a few maps a while back i seem to recall!

could be imagining it but i am sure a bunch of maps used the no PZ trick.

if i find it i will send you a link yum!  ;)