This topic is for discussion of map #1448: FPS: The Sleeper Awakens
(https://knucklecracker.com/creeperworld4/queryMaps.php?query=thumbnailid&id=1448)
Author: Heritor
Size: 256x160
OMG YES! FINALLY THE SLEEPER! i really can't wait until comes the sleeper rift lab
thumbs up for the nostalgia.i really love sleeper maps
i really dont undestand why this game is not popular,maybe because of the high price or other thing i dont know
but i really apreciated this game and i will still play.
Awesome map. ;D
Not sure if it was intended, but the growing mesh of the sleeper would override other special terrain.
Good lord that took a while.
Only problems being the mesh overriding other terrain and constantly getting stuck on the walls.
Other than that great map.
That was long and fun.
I am so happy to see sleeper units, but freaked out a bit as the cannons look like eyes. really hope the sleeper units get some use in PAC maps, or PAS(Play As Sleeper) as it would be called.
I was fairly irritated by getting stuck so much once i was inside the fortress. and noticed you used the version which includes the 4x Speed terrain fix so you cant jump over walls.
Hope that in the next map we don't get stuck as much.
Thanks
Kept getting stuck, gave up
Quote from: UberWaffe on May 01, 2021, 10:22:17 AM
Awesome map. ;D
Not sure if it was intended, but the growing mesh of the sleeper would override other special terrain.
I debated over whether or not to allow it to override the other special terrain, but in the end I let it do that to ensure that no matter what the map was like, it could extend its' reach.
Once it's adapted for normal CW4 play that'll add an extra dimension of threat to maps too - imagine a scenario where you have to protect and harvest as much bluite as possible before a mesh tendril destroys your small patch of Resource? (that also opens up the opportunity for someone to create a mesh destroying laser turret, or a unit to lay down resource - the possibilities are limitless)
Quote from: dwilkinson on May 01, 2021, 11:21:20 AM
That was long and fun.
I am so happy to see sleeper units, but freaked out a bit as the cannons look like eyes. really hope the sleeper units get some use in PAC maps, or PAS(Play As Sleeper) as it would be called.
I was fairly irritated by getting stuck so much once i was inside the fortress. and noticed you used the version which includes the 4x Speed terrain fix so you cant jump over walls.
Hope that in the next map we don't get stuck as much.
Thanks
The cannon look (and you might/might not have noticed, that no matter how far away or where you are - they're always watching you...) is quite deliberate, I assure you. Because Sleeper units are made out of/by creeper, I tried to make something that looks like a fusion of organic and mechanical, like they've absorbed schematics but can't quite replicate them.
I'll put it out there right now, anyone that wants to add onto Sleeper, create an AI to have proper CW4 vs. Sleeper maps, make Play As Sleeper, or anything with stuff I've made - go for gold with my firm approval.
The wall stick is an ongoing nuisance, agreed.
Quote from: Jican on May 01, 2021, 11:34:53 AM
Kept getting stuck, gave up
Are you getting stuck on the walls inside the castle? If so, that's a known issue (unsure at this point if it's just mine or others - I've experienced it on other maps but it might be code I've introduced). If you're not already aware, there was a respawn function introduced a few FPS maps ago (I can't recall who by unfortunately) to force-respawn back at the starting point. If I can't find the problem with the wall coding, my next project is to introduce 'checkpoints' to at least make it less of a pain when this bug happens.
Fun map, if slightly long. The turrets are fun to fight against, but getting repeatedly stuck on the walls is kind of infuriating (I lost the health bonus because I got stuck in the wall and railed on before I could respawn).
Being able to destroy the emitters and such was a nice touch, too.
Pros:
Amazing idea
Getting to destroy creeper structures is awesome
FPS is always good
Cons:
Long, and very tedious
Walls are super buggy, especially when you get into the middle parts of the map. The corridors are way too narrow. After the tenth force reset, I just gave up despite having most of the map already cleared with only one emitter in the middle remaining.
So, fun fact: The force respawn does not care if the spawn point has been meshed to and buried in creeper. Nor does it care if the player, having been kicked out of first person mode because the respawn button is the same button that does that, doesn't realize where they are in time to be able to save themself. This serves as supporting evidence for my view that the health objective is less a penalty for reckless play and more a penalty for having insufficiently good reflexes when something stupid happens.
I also found that repeatedly in the maze there would just suddenly be creeper right on my position with no clear sign of why or what to do to escape it, presumably either from forbs or the mortars in the middle. And of course, heaven help you if you happen to lightly brush against a wall while trying to flee such a sudden creeping.
Also an interesting thing happens if you pause while stunned.
Worth noting that I just sent Heritor a fix for the stuck in wall issue, so that shouldn't be a concern in future bridge fps maps.
Quote from: Squornshellous Beta on May 01, 2021, 01:26:25 PM
So, fun fact: The force respawn does not care if the spawn point has been meshed to and buried in creeper. Nor does it care if the player, having been kicked out of first person mode because the respawn button is the same button that does that, doesn't realize where they are in time to be able to save themself. This serves as supporting evidence for my view that the health objective is less a penalty for reckless play and more a penalty for having insufficiently good reflexes when something stupid happens.
I also found that repeatedly in the maze there would just suddenly be creeper right on my position with no clear sign of why or what to do to escape it, presumably either from forbs or the mortars in the middle. And of course, heaven help you if you happen to lightly brush against a wall while trying to flee such a sudden creeping.
Also an interesting thing happens if you pause while stunned.
You are stunned you are stunned you are stunned you are stunned.
All good points - I didn't design the respawn mechanic but I'll be looking at improving it in future maps (temp immunity, checkpoints etc).
That was a fantastic map! The only issue was the wall sticking, but that's already known as you pointed out. Loved this map a LOT!
fun one but the getting stuck made me rage quit. if there is a way to fix that bring in more !
These are fun but need to fix the stuck bug.
Got into the inner section of the map only to get stuck on a wall, forced respawn only to lose the 70% health goal. Map was fun and would loved to finish it but after the 4th time getting stuck on a wall I just can't care enough... The skimmers were also a massive pain, regardless if the auto sniper is unlocked and not focused on anything else you can easily be stunned.
Loved the map.
Got stuck a couple of times.
But, the turrets didnt do anything to me, i saw some white ray towards me but nothing happened... was just another inocent thing to kill.
Also, having the auto defense at the start makes the whole shooting at mortars, planes, etc pointless, maybe make it cost more or only able to be accesed later in the game?
Or maybe make the mortar more dangerous and firing at you like 5 blobs but every 5 minutes or so (with some alarm warning) so you have to stop to deal with the incoming projectiles before going on?
idk, great map.
Avoiding getting stuck in this map is like trying to do delicate surgery on a patient perfectly when your hands have a randomly activating rocket strapped to them and when there's a room full of screaming monkeys next to you.
The Positive: I liked the unit design and much of the concepts.
The Negative:
Way too many of the guys on the walls. Should have been 1/4th as many. Made things tedious.
I frequently became stuck. Weirdly it happened more to me in the inner part of the base. Needing to dodge the stun things meant it was much more likely to get stuck somewhere.
The reset position was a good feature, but making walls 2 thick might help stop the getting stuck issue, as it only seemed to effect 1 thick walls.
Very frustrating start. It took me a while to find a way to start that didn't immediately result in me being bombarded in creeper and killed. I'm not entirely what made the difference, but I think it might've been spending my upgrade points before unpausing at the start.
Really enjoyed this map! Except that I had to respawn about 25 times because it kept "skipping" on to a wall and getting stuck. Enjoyed the challenge though!
It was a great map, and this format (Sleeper) has a ton of potential for awesome maps to come! That said, I'm definitely looking forward to the next map not having the issue with getting stuck on walls.
At the end I had a ton of upgrade points - enjoyable, but maybe overpowered? Then again, to beat the map, you kinda need that many.
The respawn could definitely use some invulnerability. A trick that works is to tap respawn, then tap+hold, then look straight down until you respawn.
I'll echo what another person said - it didn't seem like the eye turrets did anything. They shot that white puff at me a lot, but did no damage. Maybe it's because I had the evaporate aura?
This one was fun, despite the frustration of getting stuck on the walls. Holding shift helps a LOT.
When I wasn't getting stuck on walls it was fun. Overall one of the most frustrating maps I've ever played. I got stuck on walls at least 20 times. It was only through sheer bloody-mindedness that I persevered to complete it.
Had a lot of fun outside of the getting stuck part. Still love the multi-level and bridges. It adds a lot to the 3D Maps! Thanks for making it!
This is easily the most tedious and annoying map in CW4 (or ANY CW for that matter, been around since CW1) I've ever played.
- constantly being shot by enemies you can't see has never been a good idea.
- dozens of repetitive enemies on the battlements, boring and annoying in my opinion, though some people seem to have liked that
- constantly being stunned (especially in the beginning) without anything you can do
- got stuck about 40 friggin' times, sometimes without even coming close to a wall. The map being somewhat laggy doesn't help.
- AC Breeder stopped working at some point, but at least I was already powerful enough so that getting stuck was my only serious enemy
The worst about it, though this is not the map's fault, is that my brain was convinced I still needed to finish it. What an absolute and unenjoyable waste of time