Knuckle Cracker

Creeper World => Custom Map Discussion => Topic started by: thepenguin on February 03, 2011, 07:54:21 AM

Title: community map #5
Post by: thepenguin on February 03, 2011, 07:54:21 AM
I was thinking a map with a little bit of XML editing?

does anybody like the idea?

How to edit Creeper World custom map (.cwm) files by hand  (http://knucklecracker.com/forums/index.php?topic=5177.0)
Title: Re: community map #5
Post by: J on February 03, 2011, 08:15:43 AM
No, because I can't.
Title: Re: community map #5
Post by: Michionlion on February 03, 2011, 09:18:16 AM
no, even though it would be cool, lets stick to the game rules.  plenty of fun there too.
Title: Re: community map #5
Post by: SPIFFEN on February 03, 2011, 10:11:30 AM
For those who wanna try it , can check this thread :
How to edit Creeper World custom map (.cwm) files by hand  (http://knucklecracker.com/forums/index.php?topic=5177.0)
Title: Re: community map #5
Post by: thepenguin on February 04, 2011, 05:30:02 PM
Quote from: J on February 03, 2011, 08:15:43 AM
No, because I can't.

why can't you?

Quote from: Michionlion on February 03, 2011, 09:18:16 AM
no, even though it would be cool, lets stick to the game rules.  plenty of fun there too.

and how is this breaking the rules?

lots of maps have XML editing used in them, if you need me to list them
Title: Re: community map #5
Post by: Michionlion on February 04, 2011, 06:59:52 PM
no, i don't, but i mean the way the game was designed to be played.
Title: Re: community map #5
Post by: Blaze on February 05, 2011, 12:06:12 AM
Quote from: Michionlion on February 04, 2011, 06:59:52 PM
no, i don't, but i mean the way the game was designed to be played.

Were not changing anything about how somebody plays the game, were just doing stuff that is not possible through the editor.
Title: Re: community map #5
Post by: Michionlion on February 05, 2011, 08:39:00 AM
Quote from: Blaze on February 05, 2011, 12:06:12 AM
Quote from: Michionlion on February 04, 2011, 06:59:52 PM
no, i don't, but i mean the way the game was designed to be played.

Were not changing anything about how somebody plays the game, were just doing stuff that is not possible through the editor.

...and was not in the original game.  The original missions  were by far the best out of all the maps out there so i say we should stick to making a 'normal', yet interesting level.  k?
Title: Re: community map #5
Post by: thepenguin on February 05, 2011, 12:54:26 PM
I'm not saying that everyone has to edit the xml, other people can, and you can just do "normal" edits
Title: Re: community map #5
Post by: J on February 05, 2011, 03:11:32 PM
Just start with a bad map and edit it.........
Title: Re: community map #5
Post by: Michionlion on February 05, 2011, 03:24:00 PM
ok.... i'll do some editing soon.  gotta do some other stuff first
Title: Community map #5
Post by: SPIFFEN on March 07, 2011, 04:02:08 PM
I dont know why the previous post got closed / locked ,
so thats why i make an new one .

So get busy everyone who wanna participate making the next community map .
Title: Re: community map #5
Post by: Grauniad on March 07, 2011, 04:14:24 PM
Unlocking and merging threads....
Title: Re: community map #5
Post by: Ebon Heart on March 07, 2011, 04:26:45 PM
I might be able to help a little... I'm just not good with artistic stuff. anyone have an idea to work off of? Working off of J's last post... I may have something soon.
Title: Re: community map #5
Post by: Ebon Heart on March 07, 2011, 04:47:27 PM
how's this? it hasn't been tested yet, but it's a start
Title: Re: community map #5
Post by: mthw2vc on March 07, 2011, 05:01:49 PM
Why don't we start with some stock terrain? I've been working on making this terrain look smooth for a long time, let's get something out of it.
EDIT: Did I leave this city locked down there? Whoops.
Title: Re: community map #5
Post by: mthw2vc on March 07, 2011, 05:05:20 PM
Do with it what you will, it is more of a place to start from than anything. While I do not want the finished map to look in any way like that, I think it's time a more natural-looking community map is posted than the last 2.
Title: Re: community map #5
Post by: Ebon Heart on March 07, 2011, 06:26:41 PM
alright, HERE'S my first edit.
Title: Re: community map #5
Post by: mthw2vc on March 09, 2011, 08:14:56 AM
It's been more than 36 hours since the last edit...
I've added a bit of a theme here, take a guess as to what it is. (Not you, Ebon_Heart)
Title: Re: community map #5
Post by: Ebon Heart on March 09, 2011, 03:25:30 PM
ooh! ooh! I know, I know! *waves hands in the air while jumping up and down excitedly*
Title: Re: community map #5
Post by: Ebon Heart on March 09, 2011, 05:03:59 PM
this is just for mthw2vc. don't click the spoiler if you are not him.
Spoiler
is this the right person? I told you not to click it unless you're mthw2vc!!!
Spoiler
are you sure this time? if so, click the spoiler
Spoiler
is it a blast from the past?? or pits...
[close]
[close]
[close]
Title: Re: community map #5
Post by: mthw2vc on March 09, 2011, 05:16:22 PM
Spoiler
The former is correct.
[close]
Title: Re: community map #5
Post by: Ebon Heart on March 09, 2011, 05:22:52 PM
yay!! I have some great ideas then... *gets editing*
Title: Re: community map #5
Post by: Ebon Heart on March 09, 2011, 05:41:13 PM
here we go. this'll be my last edit on this map for a while, some other people need to work on it now. and btw, the theme we were thinking is: a blast from the past.
Title: Re: community map #5
Post by: Michionlion on March 10, 2011, 07:25:46 PM
well, here's my first edit.  added some starting text (i think its rather good), tuned it down some, added a mortar free zone so its harder to start, and made the terrain more natural.  please don't change the terrain, i think its excellent now.

edit: i can't seem to attach the map... it says its not cwm, but i used and exported it with creepermap...

edit2: nvm, i just added .cwm to its name and its fine now.
Title: Re: community map #5
Post by: J on March 11, 2011, 09:31:55 AM
Only some minor changes
Title: Re: community map #5
Post by: Ebon Heart on March 11, 2011, 04:18:15 PM
who took out the ursa reference??
Title: Re: community map #5
Post by: Michionlion on March 11, 2011, 04:25:36 PM
not me

J? can you tell us what you changed? and after this can we not change the terrain so that these things don't get erased.  please??
Title: Re: community map #5
Post by: Ebon Heart on March 11, 2011, 04:45:53 PM
here we go. And for those of you unaware, the theme of the map is "a blast from the past." we're incorporating key points of the story mode maps. I'm aware, some of it won't quite look natural, but that doesn't always mean it needs changed.
Title: Re: community map #5
Post by: thepenguin on March 11, 2011, 04:49:37 PM
a few changes


(oh, somebody already made changes to that version)


done
Title: Re: community map #5
Post by: mthw2vc on March 11, 2011, 06:13:49 PM
Here's my next edit. Many things changed, but it is still the same map. I haven't had time to test yet.

EDIT: Tested. It is rather enjoyable, but might be too difficult.
Title: Re: community map #5
Post by: mthw2vc on March 11, 2011, 06:39:27 PM
Idea for opening text:
QuoteYour museum of scenarios encountered on the great exodus is finally complete! You have worked long and hard on funding for the excavation, but you finally have a beautiful view of each world. With such perfect models... Oh no! The real creeper has actually appeared! Act quickly to save Odin City and the survival pods!
Thoughts?
Title: Re: community map #5
Post by: Michionlion on March 11, 2011, 06:56:15 PM
Quote from: mthw2vc on March 11, 2011, 06:39:27 PM
Idea for opening text:
QuoteYour museum of scenarios encountered on the great exodus is finally complete! You have worked long and hard on funding for the excavation, but you finally have a beautiful view of each world. With such perfect models... Oh no! The real creeper has actually appeared! Act quickly to save Odin City and the survival pods!
Thoughts?

And here's the current one:

QuoteCan you remember the good old times?  Blasting creeper, fighting giant emitters, getting almost all of humanity killed?  Well then, here's a blast from the past, containing remnants from each of the worlds you saved, and the creeper destroyed again.  Return to old times and fight it out with the Loki.




Here's my latest edit:

(i tuned it down a lot, and now its a really fun fight  :) )
Title: Re: community map #5
Post by: Ebon Heart on March 11, 2011, 07:26:33 PM
yay!!!
Title: Re: community map #5
Post by: Michionlion on March 11, 2011, 07:39:40 PM
Quote from: Michionlion on March 11, 2011, 06:56:15 PM
Quote from: mthw2vc on March 11, 2011, 06:39:27 PM
Idea for opening text:
QuoteYour museum of scenarios encountered on the great exodus is finally complete! You have worked long and hard on funding for the excavation, but you finally have a beautiful view of each world. With such perfect models... Oh no! The real creeper has actually appeared! Act quickly to save Odin City and the survival pods!
Thoughts?

And here's the current one:

QuoteCan you remember the good old times?  Blasting creeper, fighting giant emitters, getting almost all of humanity killed?  Well then, here's a blast from the past, containing remnants from each of the worlds you saved, and the creeper destroyed again.  Return to old times and fight it out with the Loki.




Here's my latest edit:

(i tuned it down a lot, and now its a really fun fight  :) )

yes, its sort of hard to advance, but it is deffinitly very fun.  so i say keep the strength of the emitters and terrain design.
Title: Re: community map #5
Post by: mthw2vc on March 11, 2011, 09:26:04 PM
I've adjusted the intervals of the emitters to synchronize them, but was very careful to keep their strength almost exactly the same. All survival pod detonations are within 1 second of when they were in the previous version if you do not do anything but fly the city.
Title: Re: community map #5
Post by: mthw2vc on March 11, 2011, 10:36:24 PM
In the next version, would someone move the totem in the Pavo section 1 square to the right? At present, it is possible to avoid capping those emitters entirely with a relay. (Then again, you could do that in the original Pavo as well...)

EDIT: It is also possible to collect the artifact prematurely in the current version. This should be corrected.
Title: Re: community map #5
Post by: Ebon Heart on March 11, 2011, 11:30:50 PM
fixed, totem in pavo moved, ara gives a 1 time only 30 intensity burst at the begining, and spore waves now all come from the right.
Title: Re: community map #5
Post by: Ebon Heart on March 11, 2011, 11:52:56 PM
here we are, I can post this image in the comments, or wherever. It should help explain things to the confused. Can you tell how much time I spent on it?! XD
Title: Re: community map #5
Post by: Michionlion on March 12, 2011, 12:17:21 AM
Quote from: Ebon_Heart on March 11, 2011, 11:30:50 PM
fixed, totem in pavo moved, ara gives a 1 time only 30 intensity burst at the begining, and spore waves now all come from the right.
well, the original plan was first spore wave at 8 mins from the left, (to throw the player off-guard) and then a reacuring one 4 mins apart from the right.  i thought that was ok...


really good pic btw bet we could find a reference for the pit after tarous and before cetus/fitch.  orion?
Title: Re: community map #5
Post by: Ebon Heart on March 12, 2011, 12:54:23 AM
A lot of players will build all their same on one side, depending on where the first spore wave came from, and get very pissed off when they come from the other direction and kill them.
Title: Re: community map #5
Post by: Michionlion on March 12, 2011, 01:34:36 AM
thats what i mean.  i don't know about the pissed off part though... but it should be unpredictable.
Title: Re: community map #5
Post by: mthw2vc on March 12, 2011, 05:31:39 AM
In the original story maps, the waves in Ursa came from random directions, so multidirectional waves are fine. Here is a complete list of all references I have gleaned from the map:
Hope (Emitters Appeared!)
Taurus (A weak emitter that will not spread on its own, scattered walls)
Fitch (Random Collectors)
Cetus (Random collectors behind walls)
Ara (Terrace Sculpture with emitters on top)
Corvus (Survival pods scattered about and on islands)
Draco (Emitters in a pit with intensity equal to the depth of the pit, upgrades on the inner rim of it)
Octan (The map where the first spores are)
Tucana (Once the pits fill, if you do not have a defense up, you are dead)
Vela (You are confined to a peninsula at the start and will likely need to build reactors)
Pavo (A totem on high ground surrounded by emitters)
Ursa (Emitters immediately threatening the start location)
Ix (Emitter in the pit on a hill in the upper left)
Scluptor (Relatively weak emitter in a small pit on the bottom edge of the map)
Volan (Empty Survival pod on a small island)
Pyxis (Relatively strong emitters enclosed in a walled-off area)

Maps not referenced to my knowledge are:
Orion
Crux
Canis
Loki
Title: Re: community map #5
Post by: mthw2vc on March 12, 2011, 05:45:04 AM
Very minor edit, I fixed the terrain in the Pavo section just a little to prevent just relaying up there. Virgil might have allowed it, but I will not.
Title: Re: community map #5
Post by: Ebon Heart on March 12, 2011, 10:02:21 AM
alright, can I put spores back to random directions then?? and tucana is a bit of a stretch....
and I suppose I should change my picture a little...
Title: Re: community map #5
Post by: MadMag on March 15, 2011, 12:58:08 PM
Time for that custom BG soon? If you guys want it..

What do you think it should look like? color theme from the each different map on the different locations listed or what?
Title: Re: community map #5
Post by: Michionlion on March 15, 2011, 11:50:49 PM
Well no writing on it atleast
Title: Re: community map #5
Post by: MadMag on March 16, 2011, 01:40:14 PM
One way to do it is to use the default terrains on each level like this: -1 terrain of course.
Title: Re: community map #5
Post by: Ebon Heart on March 17, 2011, 10:55:50 AM
Looks nice!
Title: Re: community map #5
Post by: Michionlion on March 17, 2011, 02:27:57 PM
Quote from: MadMag on March 16, 2011, 01:40:14 PM
One way to do it is to use the default terrains on each level like this: -1 terrain of course.

looks really nice, and technicly its still a game bg, not custom, wich is fine.  i say use that. nvm, i'll go put it in sometime unless somebody else does

i like the fact that the edges aren't rounded, and the shadow makes it look much more 'together'

Edit: scatch what i said about putting it in.  MM already did it
Title: Re: community map #5
Post by: thepenguin on March 24, 2011, 07:40:11 AM
I'm making 1 or 2 tiny edits
Title: Re: community map #5
Post by: thepenguin on March 24, 2011, 07:45:49 AM
done!

(very minor, almost unnoticible edits)
Title: Re: community map #5
Post by: Michionlion on March 24, 2011, 09:43:36 AM
please tell...
Title: Re: community map #5
Post by: thepenguin on March 24, 2011, 09:49:23 AM
changed 1 or 2 sliders on the backgorund to make it look a little better
Title: Re: community map #5
Post by: Ebon Heart on March 24, 2011, 08:11:46 PM
looks nice, when's this goin up?
Title: Re: community map #5
Post by: thepenguin on March 28, 2011, 09:35:34 AM
now
Title: Re: community map #5
Post by: thepenguin on March 28, 2011, 09:37:42 AM
grr, needs a score
Title: Re: community map #5
Post by: mthw2vc on March 28, 2011, 10:09:34 AM
Minor edit, I removed the lost little 0-intensity emitter.
Title: Re: community map #5
Post by: thepenguin on March 28, 2011, 10:36:21 AM
Quote from: mthw2vc on March 28, 2011, 10:09:34 AM
Minor edit, I removed the lost little 0-intensity emitter.

grrr, why does somebody have to notice that??

why can't I have a little, wierd bit

(had to do some XML editing to create it)
Title: Re: community map #5
Post by: mthw2vc on March 28, 2011, 12:10:41 PM
Score submitted, 14:38/8037
Who wants to do the honors and upload?
Title: Re: community map #5
Post by: thepenguin on March 28, 2011, 12:17:52 PM
uploading