Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 24, 2025, 01:11:36 PM

Title: Custom Map #11497: S03-07 - Teskil. By: LappySheep
Post by: AutoPost on May 24, 2025, 01:11:36 PM
This topic is for discussion of map #11497: S03-07 - Teskil
(https://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=11497)

Author: LappySheep
Size: 165x57

Desc:
Note: There's an issue regarding extreme lag in rare cases. I do not currently know how to resolve this but will hopefully have it resolved by later.
Title: Re: Custom Map #11497: S03-07 - Teskil. By: LappySheep
Post by: Martin Gronsdal on May 24, 2025, 02:54:18 PM
no lag here.

nice map!
Title: Re: Custom Map #11497: S03-07 - Teskil. By: LappySheep
Post by: Weasee on May 24, 2025, 08:53:28 PM
I only got lag when one of the wandering enemies seemed to get stuck - at the top-left corner of the terrain at the CN end.
Otherwise - great map!
Title: Re: Custom Map #11497: S03-07 - Teskil. By: LappySheep
Post by: Johnny Haywire on May 25, 2025, 03:50:10 PM
When I first let it run, there was a little lag when one of the spores hit. Perhaps it's because of the extremely high flow-rate of creeper/AC in this map? Dunno. I thought that was a cool element and agree that this is a nice map. When you start, you really aren't sure what's going to happen with those strange things.

Will snipers hit it? Sprayers? Blasters? Ah, beams - that's cool.

Was kinda thinking how extra-cool it would be if you incorporated the roulette function into their destruction - like when one dies it might become a spore tower, an emitter, or a random module/weapon/etc. But they die pretty quickly so that wouldn't work b/c it'd clog the screen. Anyway, just a thought. Really enjoyed it!

Thanks for the map! =)
Title: Re: Custom Map #11497: S03-07 - Teskil. By: LappySheep
Post by: LappySheep on May 25, 2025, 11:54:48 PM
Quote from: Weasee on May 24, 2025, 08:53:28 PMI only got lag when one of the wandering enemies seemed to get stuck - at the top-left corner of the terrain at the CN end.
Otherwise - great map!

ty for playing! that was the lag which occurred for me too, it seemed to only occur on-fail and i wasn't able to figure out a fix for it, so unless there's a more significant middle-of-game lag spike i will likely leave it at that


Quote from: Johnny Haywire on May 25, 2025, 03:50:10 PMWhen I first let it run, there was a little lag when one of the spores hit. Perhaps it's because of the extremely high flow-rate of creeper/AC in this map? Dunno. I thought that was a cool element and agree that this is a nice map. When you start, you really aren't sure what's going to happen with those strange things.

Will snipers hit it? Sprayers? Blasters? Ah, beams - that's cool.

Was kinda thinking how extra-cool it would be if you incorporated the roulette function into their destruction - like when one dies it might become a spore tower, an emitter, or a random module/weapon/etc. But they die pretty quickly so that wouldn't work b/c it'd clog the screen. Anyway, just a thought. Really enjoyed it!

Thanks for the map! =)

ty for playing! unsure about any lag from spores, will look into it though. the roulette idea would be a neat idea if the plans i have for them were different, hopefully the later implementation will be cool...