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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 30, 2020, 03:51:17 PM

Title: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: AutoPost on September 30, 2020, 03:51:17 PM
This topic is for discussion of map #8915: Immortal Emitters Try 10
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=8915)

Author: nathanaelps
Size: 119x119

Desc:
No command nodes, the factories produce Packets or AC, fueled by creeper. Altitude = x10 (each height is actually 10) Immortal Emitters. Nullify and then hit them with packets. Immortal volcanoes. Flood them with AC. ...This is either gonna be a cakewalk or impossible. Be sure to leave me a note in the forums either way.
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: nathanaelps on September 30, 2020, 04:05:14 PM
OK Tricky, here's the best I could do for a packet source... It's just a guppy with a skin stretched over it. :D

The "power number" gives you a general idea how fast the packet pulses can come, and it's directly related to how much creeper it can consume.

Terrain generator is feeling a whole lot more... whole. Uninspired, maybe, but that's user error. :D
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: Ehekatl on September 30, 2020, 05:09:13 PM
>change the creeper viscosity to match
setcreeperflowrate(x) probably?

Wiki page: https://knucklecracker.com/wiki/doku.php?id=crpl:docs:setcreeperflowrate
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: tamashii on September 30, 2020, 11:43:50 PM
I like the concept. Could do with some smoth over. Eg. the AC generating factory produces more AC if you clear terrain in front of it. Also don't see the points of volcanos near the "start points" where you can easily disable them before they activate and if you don't, you loose your ressources... But like the units. Definitly enjoyed the map.
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: nathanaelps on October 01, 2020, 01:25:46 PM
I think I failed to say it, but the factories do in fact produce more if they have a good source of creeper!

And, just to show what a neophyte level designer I am, the volcanoes were supposed to be the endgame. I... Uh... failed at that, I guess. :D

Thanks for your comments!
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: tamashii on October 01, 2020, 02:43:09 PM
Quote from: nathanaelps on October 01, 2020, 01:25:46 PM
I think I failed to say it, but the factories do in fact produce more if they have a good source of creeper!

You mentioned it in the Transmissions, but it's not obvious what to do with it. In the case of the AC factory the inflow of creeper is hampered because of the mountain next to it. So to get a good amount of inflow, you kinda have to clear the creeper, then terp a nice basin in front of it, then let the creeper fill the basin.

I did another run basically starting from the top right factory and terping walls or pillars next to the others, so I could connect them. Also played ok. It took me a moment to decide that terps are key for my gameplay.
Title: Re: Custom Map #8915: Immortal Emitters Try 10. By: nathanaelps
Post by: Nati on October 03, 2020, 09:43:25 PM
This is an awesome new game mode. I really liked designing channels for the creep to flow to the plants so it can power my machinery. Was really sad about having to nullify them to win though. Also, power supply suffered from blackouts whenever the dummy guppies became empty, wich made beams useless as the packet speed doesn't matter when there are no packets...
Rated 9 for innovation and meaningful terp fun + 1 more to the max because rating seems to heve been trolled.