Knuckle Cracker

Creeper World => Suggestions => Topic started by: TheBuilder on January 07, 2010, 03:43:37 AM

Title: About rift totems
Post by: TheBuilder on January 07, 2010, 03:43:37 AM
Hey virgilw, do u think that u could make it so that we can deactive rift totems once we connect to them so that they dont overtax our networks?  To c y i ask this check out my 6th campain map, motor. 


"note" the map is uploaded
Title: Re: About rift totems
Post by: Aurzel on January 07, 2010, 08:51:34 AM
all you can do is simply not attack the totem to your network till you're ready
Title: Re: About rift totems
Post by: TheBuilder on January 07, 2010, 03:23:07 PM
aurzel u misunderstand, when u see the 6th map in my campain, then u'll understand y i ask this.  its uploaded so it shouldnt be too long before u can download it
Title: Re: About rift totems
Post by: Siccles on January 07, 2010, 03:38:27 PM
being able to "not-send" packets to chosen locations or buildings would just make the building placement more mindless, players have to think about when they have enough energy to secure what.
Title: Re: About rift totems
Post by: TheBuilder on January 07, 2010, 03:39:50 PM
Like i said to aurzel, ull understand y i asked wat i asked when my new map gets posted, sheesh! doesnt anyone read the other posts in the topic, or only the last one? lolz :D
Title: Re: About rift totems
Post by: Joykill on January 09, 2010, 04:59:04 AM
just played your map, it is perfectly do able in 10 mins without the 'disabling of totems' you asked for...  all it takes is some carefull energy management at start...
Title: Re: About rift totems
Post by: TheBuilder on January 09, 2010, 02:02:24 PM
ya i know, but it would be easier if we could just disable the totems









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\/ Edit \/ eh oh well \/
Title: Re: About rift totems
Post by: Joykill on January 09, 2010, 04:46:29 PM
hate to say it, but then your map would be piss easy