This topic is for discussion of map #1912: Numb- Queens Return v1.0
(https://knucklecracker.com/creeperworld4/queryMaps.php?query=thumbnailid&id=1912)
Author: numberguy
Size: 320x200
Hi! numberguy here, I would like to first point out the map that inspired me and the units they belong to.
" Egg, Boost, Rocks " and their scripts, and ADA's message belong to the map "The Queen Returns" #1205, i do not claim their content but their map inspired me to use it and attempt to use it, it was unique content that I liked.
Aside from adding custom content I added in the [Cursor] to help push things along with this map, it was a necessity. 8)
I didn't find any bugs or problems with the map or the units, if you don't read the A.D.A. message about why they dont trigger then I guess you didn't use the item correctly.
That is all for now, any reviews are appreciated on this map, for if I redo this map there will be the "REBUILD" AI on it for "HARD" mode. Pesky humans adapting to the creep.
Lemme know what to do next or nerfs and buffs?
Quote from: numberguy on July 09, 2021, 06:44:23 AM
I didn't find any bugs or problems with the map or the units.
As the author of the units in this map, I'm aware of a Destroy bug in the Rocks unit. As long as Rocks are manually destroyed before they disappear, they can be reused over and over again.
Easily winnable in about 5 minutes: Use and immediately recall Rocks. Repeat a bunch of times. Then just wait for eggs to build up so you can chain eggs to the big space of creeper breeder. Then wait a little bit more to chain eggs to the rift lab. Then use the cursor to destroy the rift lab.
See the original map's forum posts that this map was derived from for a list of possible unit fixes. Looks like the unit limit bug for custom units was fixed in the base game itself so at least dragging eggs and boosts won't work now.
Thank you for the map, I like the Queen series.
I'm all up to date up patches, I have Mverse,. can someone tell me please how to get "cursor" to work? This is the 3rd cursor map I've tried (the last time was weeks ago, months) and I've never had my mouse cursor effect anything in these games. Maybe I'm bad at googling, but I've not found anything to really explain this in the forums either, other than that the cursor is SUPPOSED to make the creep grow, but I must be doing it wrong, as it never does.
Thanks in advance.
In the mean time, on this map I am at least having fun throwing rocks at canons... reminds me of Budapest. :)
Quote from: CyberDyneSystems on July 09, 2021, 06:26:22 PM
I'm all up to date up patches, I have Mverse,. can someone tell me please how to get "cursor" to work? This is the 3rd cursor map I've tried (the last time was weeks ago, months) and I've never had my mouse cursor effect anything in these games. Maybe I'm bad at googling, but I've not found anything to really explain this in the forums either, other than that the cursor is SUPPOSED to make the creep grow, but I must be doing it wrong, as it never does.
Thanks in advance.
In the mean time, on this map I am at least having fun throwing rocks at canons... reminds me of Budapest. :)
Typical cursor maps start out with a weak cursor that gains strength based on how much of the map is covered in creeper. The more of the map that is covered, the stronger the cursor. Your cursor basically adds creeper to nearby creeper (try to stay 3-5 cells distance from creeper). However, you won't really be able to do much at first with the cursor when faced with all of the AC on the map.
Until the cursor is powerful enough, eggs can be used strategically. You should wait until you have 3-4 eggs available and then use one at a time to take out a nullifier. Then repeat with the next nullifier, etc. Boosts increase the stats of your units. Eggs can also be chained if you accumulate enough of them. Snipers will take out an egg, which plops down 1,000 creeper, releasing the next egg that is now suddenly in range of some creeper, which the snipers shoot, which plops down 1,000 creeper, etc. In this way, you can easily take key areas of the map if you have enough eggs saved up.
Thank you!
I just finished this map, and actually eventually found exactly what you describe accidentally while I was placing rocks. Suddenly there was enough creep on the map that I could actually see the effect, which as you say, continued to build as I made progress. This was a fun map, and now understanding cursor mode, I have some catching up to do!
Fun map, I was always hoping this system would make a reappearance at some point. :)
Nice job on the drag bug and the range of eggs and rocks was a great idea for balance. Had a great time playing a normal run and great time pushing the limits. If possible i would recommend not letting nulled emiters be a valid egg and rock point. Looking forward to whatever you do with this one.
Quote
As the author of the units in this map, I'm aware of a Destroy bug in the Rocks unit. As long as Rocks are manually destroyed before they disappear, they can be reused over and over again.
A ) Oh? seems lovely. Might have a crack at that, I've read majority of the codes before I used them and probably since the rock is delayed its death that mere second or so you can delete it which allows it to be reused again? seems fun, I can remove the delay in a later patch unless you already fixed some of the things.
Quote from: Greytusks on July 09, 2021, 03:53:45 PM
Thank you for the map, I like the Queen series.
A) Yes, I enjoyed the queen series as well even though I only saw the one map I wanted to try making similar content. ^-^
Quote from: Durikkan on July 09, 2021, 08:07:29 PM
Fun map, I was always hoping this system would make a reappearance at some point. :)
Quote from: Snicker on July 10, 2021, 03:14:43 AM
Nice job on the drag bug and the range of eggs and rocks was a great idea for balance. Had a great time playing a normal run and great time pushing the limits. If possible i would recommend not letting nulled emiters be a valid egg and rock point. Looking forward to whatever you do with this one.
A ) ) There was a drag bug that I didn't know about that I possibly fixed? Whew.
- I'm pretty sure the range was already a thing but gladly it was balanced out to be used as people wanted.
?- Would recommend not letting nulled emiters be a valid egg and rock point.
A ) Oh? lets make it a bit saucy? Lets place upon the code to validate making sure the enemy unit isnt nullified or stunned shall we? hehehehe, more pain train coming through!
Oh and CyberDyne good you already got your [Cursor] thing figured out, yeah at first I was confused as well on how the system works when I first tried it, and Cursor pac is just a ' hover your mouse over creep to make more creep ' type of thing, I was pretty sure I placed [Cursor] in the A.D.A. explaining as well but im sure no one reads those right?.
Quote from: CS Z on July 09, 2021, 10:07:32 AM
See the original map's forum posts that this map was derived from for a list of possible unit fixes. Looks like the unit limit bug for custom units was fixed in the base game itself so at least dragging eggs and boosts won't work now.
[/quote]
I meant to reapproach this before flopping my post out there
A) Ye it does seem the game its self has resolved some issues with dragging units when the game has a cap doesn't it? Glad that was resolved before I started pitching in :)
- Dragging the boosts and eggs does work but surely not in the way you mean, im assuming as dragging them past their ' max cap ' was an issue when you released yours? Well I didn't think I had that issue playing your map so maybe the issue is resolved in earlier maps or I just didnt get the bug when I played it ;)
Nay-ways I like your system and I would like to continue working with it in the future, you good with that? :)
I might end up fiddling with custom units and mashing them together - my map(s) will eventually end in a catastrophe haha.
I really like this concept and am very happy to see a new map based on it, great job!
imho this mode is pretty much perfect as is.
It does NOT need additional units or mechanics. I feel that alot of the pac-style maps are becoming increasingly bloated with additional stuff that takes away the fun of simplicity and deminishes the focus on good map design/layout.
Only thing I might change is the scaling of cursor-strength. It becomes way too overpowered half-way in the map making the queen-stuff obsolete and turning it into a cursor-map.
-just to enlighten- The first map allowed you to drag spawn a line of eggs/booster as long as you had 1 egg/booster to use. So bombing the base with eggs was the fastest method. the other was place down a hundred boost in a line and have like 20 boosts on several creeper units every 15 sec. i just learned of the rock glitch and I tried it out . its really op. Someone could beat this level in under a minute if they drop rocks every frame.
Quote from: Snicker on July 10, 2021, 04:41:20 PM
-just to enlighten- The first map allowed you to drag spawn a line of eggs/booster as long as you had 1 egg/booster to use. So bombing the base with eggs was the fastest method. the other was place down a hundred boost in a line and have like 20 boosts on several creeper units every 15 sec. i just learned of the rock glitch and I tried it out . its really op. Someone could beat this level in under a minute if they drop rocks every frame.
That was a bug in the game for all maps. It was fixed along with MVerse coming out I think.
Quote from: numberguy on July 10, 2021, 04:25:19 AM
A) Ye it does seem the game its self has resolved some issues with dragging units when the game has a cap doesn't it? Glad that was resolved before I started pitching in :)
- Dragging the boosts and eggs does work but surely not in the way you mean, im assuming as dragging them past their ' max cap ' was an issue when you released yours? Well I didn't think I had that issue playing your map so maybe the issue is resolved in earlier maps or I just didnt get the bug when I played it ;)
Nay-ways I like your system and I would like to continue working with it in the future, you good with that? :)
I might end up fiddling with custom units and mashing them together - my map(s) will eventually end in a catastrophe haha.
The issue with CW4 1.4.8 was that custom CPACK units could exceed their unit limit. It affected all custom units, including the standard Bertha, Thor, and Sweeper units. In the case of eggs, a line of eggs (boosts and rocks were affected too) could be drawn out WAY past their limit (-143), the code would execute for all of the units and remove the placeholder egg unit from the map and replace them with standard eggs and put the count back to 0. Then the game suddenly had 140-ish eggs on the map that all got sniped by the snipers in range. Within a few seconds, a bunch of stuff would blow up and another line of eggs could be drawn. This issue appears to have been fixed in CW4 itself.
Yeah, the bug with Rocks is the ability to Destroy the unit during the cooldown phase. Simply making the unit unselectable when creating it would solve that issue. There's code in the global Mission init script that disables all friendly units on the map from being selected when the Editor is not in use (i.e. regular play). The same 4RPL function can be used to disable the Rocks unit from being selected.
Feel free to modify and use the units. That's what they are there for. They are pretty well balanced. Although I did think that the target priorities for Rocks might need some adjusting/rework.
Quote from: Snicker on July 10, 2021, 04:41:20 PM
-just to enlighten- The first map allowed you to drag spawn a line of eggs/booster as long as you had 1 egg/booster to use. So bombing the base with eggs was the fastest method. the other was place down a hundred boost in a line and have like 20 boosts on several creeper units every 15 sec. i just learned of the rock glitch and I tried it out . its really op. Someone could beat this level in under a minute if they drop rocks every frame.
I
genuinely feel guilty for this...
My legit time (when I didn't know about the rock glitch) was
6:21 by saving rocks and boost for the
0.10s interval Emitter at around 2:00-2:30 minute mark, cause if you destroy that Nullifier too soon, the
0.10s Emitter won't spawn any creeper at all:
Spoiler
(https://i.imgur.com/IYoqyAn.png)
But when I
accidentally discovered the glitch - I was very annoyed by the fact that after landing some rocks at certain destroyed structures, it stay there for a while and act as a blockage, preventing you from putting any eggs on that spot - so naturally as a human full of curiosity I clicked on it, see if I can delete it, and prayse it be I found out that you can "replenish" your rock supply by repeating such heresy practice.
I went on for an extreme tryhard mode and got plenty of
improved cheating time: 3:26 - 2:35 - 1:04...
After some few days of "malevolent" practices, finally I've got what Snicker have mentioned...
Spoiler
(https://i.imgur.com/kQvLI7N.png)
In Danu we trust pls forgiv me of such action :-[
I goes by these (funny, but no mean intent) names when submitting results: "could be danu, should be danu, must be danu, daddy danu, rich-2-play map (when map's lagging so much)"
QuoteIn Danu we trust
Oh ho?
My first attempt of exploiting the rocks was just under 3 minutes, I doubt I can repeat my mindset over and over to shave under a minute right now.
So in this next publish I would like opinion(s). ( v1.1 - to be released soon )
A ) I've remove the heresy of personally removing the rocks (asteroid ) after placing it. | May no longer SELECT them either.
Aa ) If you've misplaced that rock and it lasts there for too long ( a few seconds ) it will destroy its self ( but you will gain your rock back ).
B ) Can no longer place rocks or eggs near nullified "enemies". | Booster ignores this rule and may be placed near nullified things.
Ba Note ) You can still remove the placed egg before it turns into an egg if you've mis-placed it.
Bb ) You may no longer place eggs or rocks near lonely stashes. ( Stashes
must have creep nearby or another non nullified "enemy". )
Note: ) May or may not add air sack cauldron and or be removing terrain in certain areas before I add in the Rebuild AI function.
If anyone is still on this thread I'd like your opinion on if I should add any more "enemy"s for you to obtain assistance from or more things to break, I could add in custom unit(s) to give more difficulty in later patches enforcing player usage to get through it.