This topic is for discussion of map #10969: Childish attempt at PAC 9 - really final PAC map
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=10969)
Author: Martin Gronsdal
Size: 220x220
Desc:
this is my ninth and last PAC map. This was a lot harder than expected... Many thanks to Rennervate / AlexX for the PAC files, and for information on how to use them. Thanks to Mr. builder17 for useful tips. I'd appreciate your feedback in the forums... #PAC #Play As Creeper
Martin, may just be me but the lag I experienced makes this map almost unplayable. Sorry.
Can't say I disagree
too much lag, can't play... sorry :-/
For some reason Forge upgrades cause havoc with PACs, in terms of lag that is.
thanks for playing, if you did play. If not, thanks for explaining ;)
As others have said, lag!
However, it's also got me stumped. The only place I can hope to get through is to put a spore in the basket around the forge--but it's shot down. Everything else has obviously impenetrable defenses.
No. You have to attack towards the empty PZs....
Quote from: Martin Gronsdal on December 01, 2023, 03:27:20 PMNo. You have to attack towards the empty PZs....
Grabbed the one but it's pretty much useless as it's under so much fire that it can't even be counted on to maintain connection.
Now, proceed directly north, then east. Cut their supplies...
Quote from: Martin Gronsdal on December 01, 2023, 04:41:33 PMNow, proceed directly north, then east. Cut their supplies...
That makes no sense. The PZ mortars to the north and the PZ cannons on the strip of terrain give no path through there.
Like that there are so many new PAC maps coming out now a days. I liked the other maps you made Martin, always been a not to obvious weak point to exploit in order to get started/finish.
This map on the other hand, it felt like I only managed to finish it because part of the map glitched out.
(apologies if non edited version offended you Martin)
Quote from: Tarruth on December 02, 2023, 02:29:08 AMLike that there are so many new PAC maps coming out now a days. I liked the other maps you made Martin, always been a not to obvious weak point to exploit in order to get started/finish.
This map on the other hand, it felt like I only managed to finish it because part of the map glitched out.
Spoiler
Got the 12 western mortars in the PZ line on top to attack a place not containing any creeper somehow. This let me move up along the edge of the map towards the north to get digitalis and creeper into that area. Once I started killing the mortars and beamers up north and had an emiter placed there, it was all about cutting the supplies and rolling over everything.
So you uploaded a result where you exploited an obvious glitch? Pretty much below the belt...
Quote from: Tarruth on December 02, 2023, 02:29:08 AMSpoiler
Got the 12 western mortars in the PZ line on top to attack a place not containing any creeper somehow. This let me move up along the edge of the map towards the north to get digitalis and creeper into that area. Once I started killing the mortars and beamers up north and had an emiter placed there, it was all about cutting the supplies and rolling over everything.
I thought this was intented behavior. If not this way, what's the expected path to clear it out?
Mortars do target digitalis, thats no glitch.
hey dude, been enjoying all your PAC maps... bit sad you won't make anymore really, hope you reconsider!
consider this a thumbs up from me on all your PAC maps man! :)
Quote from: Martin Gronsdal on December 02, 2023, 04:55:43 AMSo you uploaded a result where you exploited an obvious glitch? Pretty much below the belt...
Not "below the belt", that's too strong.
"Not according to what the artist meant", and that's been the fate of all artists in all of history - as have been artists' laments about that, but nobody could ever dictate other peoples' interpretation so there's no use in lamenting this.
Encountered the glitch as well, and it's definitely a glitch.
Reproducing:
Spoiler
Grow digitalis to inside mortar range
Remove digitalis again
Under some circumstances that I could not establish, the mortars will continue firing at the removed digitalis. Maybe when removing an empty, creeperless digitalis.
There's some additional glitchness involved, as the targetted spot tends to wander around.
There are circumstances when the mortars return to normal.
I couldn't find a glitchless way to storm the mortar line-up, so I called it a way and used the glitch anyway.
BTW speaking of glitches: The Berthas are glitched, too, they don't lose energy when firing.
Glitches can go either way I guess.
That Bertha glitch is a pretty well-known bug in an old version of the PAC scripts, newer ones do not have it anymore.