Knuckle Cracker

Creeper World => Gameplay Discussion => Topic started by: UpperKEES on January 25, 2010, 03:10:23 PM

Title: Creeper flow in double down mode
Post by: UpperKEES on January 25, 2010, 03:10:23 PM
If I understood well, twice as much Creeper gets emitted in Double Down (DD) mode.

When I let a map run for a while without building anything in DD-mode, I noticed that the time it takes for the Creeper to reach a certain point is not 50% of the time it takes without DD-mode on. Differences were more like 23 seconds instead of 30 seconds, or 2:28 instead of 3:04, which is only 24-30% faster.

Why is that?
Title: Re: Creeper flow in double down mode
Post by: TheBuilder on January 25, 2010, 03:12:28 PM
double down mode only means that the emitters are emitting twice as much creeper, that doesn't mean that te creeper moves twice as fast.

Does this help?
Title: Re: Creeper flow in double down mode
Post by: Siccles on January 25, 2010, 03:16:10 PM
one reason for this might be what the max elevation of creeper isnot infinite.

If an emitter already raised his field to the maximum elevation in normal mode, double down mode would probably not make him stronger (at least if my guess that the production of creeper is doubled, not the speed is right, never played dd).

Also creeper doesn`t spread instantly, for example if you play Loki the whole left half of the map can be filled to the highest elevation with creeper, which wastes most of the new creeper produced, while the elevation far away from the emitters isnt very high.

Depending on how strong the emitters are in normal mode, how much they are spread,how the terrain is etc., doubledown mode can make them two times as strong or not stronger at all.
Title: Re: Creeper flow in double down mode
Post by: UpperKEES on January 25, 2010, 03:29:54 PM
@ TheBuilder:
Indeed makes sense, but I would expect the Creeper to spread over the map much faster as well. I guess I have to study thermic flows a little bit better.... ;)

Anyway, it sure helps me finish the maps in DD-mode quicker. :)

@ Siccles:
Quote from: Siccles on January 25, 2010, 03:16:10 PM
If an emitter already raised his field to the maximum elevation in normal mode, double down mode would probably not make him stronger

Well, it would probably at least resupply the Creeper faster when under attack.

Quote from: Siccles on January 25, 2010, 03:16:10 PM
never played dd.

You should! It's even more fun! :D

Quote from: Siccles on January 25, 2010, 03:16:10 PM
Also creeper doesn`t spread instantly, for example if you play Loki the whole left half of the map can be filled to the highest elevation with creeper, which wastes most of the new creeper produced, while the elevation far away from the emitters isnt very high.

Depending on how strong the emitters are in normal mode, how much they are spread,how the terrain is etc., doubledown mode can make them two times as strong or not stronger at all.

Yeah, I never understood that exactly, which proves again the Creeper is not behaving like a normal liquid, so back to my studies....

BTW: I wouldn't mind a Triple Down mode after completing Double Down!  8)
Title: Re: Creeper flow in double down mode
Post by: TheBuilder on January 25, 2010, 03:34:45 PM
The creeper wan't modeled after liquid, as Virgil said, (dont remember where), Creeper is modeled after how heat would act when applied to a metal plate, that is also how the creeper "evaporates" when not connected to an emitter, though the more creeper/heat there is the longer it takes to dissapate.

But yes the creeper would probably flow faster, but just not twice as fast.
Title: Re: Creeper flow in double down mode
Post by: Aurzel on January 25, 2010, 04:05:59 PM
there is no max height to the creeper, have you tried putting an emitter with 20 intensity siccles? believe me its a lot harder to fight than an emitter with 10 intensity
Title: Re: Creeper flow in double down mode
Post by: Siccles on January 25, 2010, 04:21:27 PM
ive never ever even attempted to make a map --- I enjoy the practical competition of beating maps more, so you may be right
Title: Re: Creeper flow in double down mode
Post by: Aurzel on January 25, 2010, 06:43:13 PM
try beating my 'thor isnt broken' map and tell me if you can win without thor? and if not, then tell me how many blasters it takes to cap a single emitter lol
Title: Re: Creeper flow in double down mode
Post by: Jehoel on January 31, 2010, 03:28:10 PM
It takes 5 to cap each.

Thor is just icing on the cake.

Oh, and nice plug for your map.  Wasn't sure if your comment above was intended to drum up interest in your map, or if it was a real question you had.
Title: Re: Creeper flow in double down mode
Post by: Aurzel on January 31, 2010, 06:53:29 PM
nah i know it takes 5, it was a rhetorical to get siccles to realise that more creeper can be emitted than the land height
Title: Re: Creeper flow in double down mode
Post by: Panaque on January 31, 2010, 06:56:23 PM
Jehoel, nice picture!
Title: Re: Creeper flow in double down mode
Post by: Commander Strife on February 08, 2010, 01:58:08 PM
whats dd mode? is it something you get when you get everything?
Title: Re: Creeper flow in double down mode
Post by: Aurzel on February 08, 2010, 03:13:03 PM
once you complete every map you unlock double down mode which will half the interval for all emitters, so and emitter which emitted every 1 second now emits every half second