Knuckle Cracker

Creeper World => Suggestions => Topic started by: teengamer on February 15, 2010, 08:52:23 PM

Title: Half-Levels (And possibly quarter-levels)
Post by: teengamer on February 15, 2010, 08:52:23 PM
What if there was half levels? Like 3-4 where it would be half way between 3 and 4 and would require only half of what is ussually required to overflow. Also, better for making hills and mountains.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Karsten75 on February 15, 2010, 09:19:32 PM
half-assed.  (sorry, I couldn't resist!)
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: jecowa on February 15, 2010, 09:55:59 PM
I don't understand. Would the half-levels be harder versions of existing maps?
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Kamron3 on February 15, 2010, 10:28:13 PM
It's called Double Down, beat the game.

_k
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: The Creep Destroyer on February 15, 2010, 10:52:56 PM
He means as in 3.5 of a Terran size so Step maps can have more steps.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Kamron3 on February 15, 2010, 10:54:21 PM
What is the point of that?

_k
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: jecowa on February 15, 2010, 11:44:25 PM
Quote from: The Creep Destroyer on February 15, 2010, 10:52:56 PM
He means as in 3.5 of a Terran size so Step maps can have more steps.

Oh, I see. Levels of elevation, not game levels.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: teengamer on February 16, 2010, 04:19:35 PM
So that instead of let's say 10 layers of creeper to flow over the level 4 terrain to level 5 terrain, a level 4 terrain to 4.5 level terrain would only take 5 layers to overflow. If that make any sense...
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: djcian on February 17, 2010, 12:10:40 AM
this....... actually sounds pretty good. i love it.  it would give players more detail for their maps without having to add more elevation levels.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: TheBuilder on February 17, 2010, 12:40:43 PM
Currently there are 5 terrain lvls and the creeper is split into 50, so u might have a pool of 1 terrain with 2 terrein sides, the creeper fills up at 1.1 then 1.2 then 1.3 of a terrain lvl, this is one of the ways that help make it look like its a flowing liquid.  it would fill 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, and finally 2, then it would overflow as the next layer would be 2.1, or .1 layer of creeper over the 2 terrain.

I think wat is being suggested is for the terrain to be split into as many levels as the creeper
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Sqaz on February 17, 2010, 01:25:15 PM
But if you would split it in as much levels as there are Creeper layers you will have 50 different elevations which all need to have another color.
I think that would be very confusing because you can't easely see the difference between by example a 3.1 and a 3.2 terrain.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: teengamer on February 17, 2010, 07:37:48 PM
Quote from: TheBuilder on February 17, 2010, 12:40:43 PM
Currently there are 5 terrain lvls and the creeper is split into 50, so u might have a pool of 1 terrain with 2 terrein sides, the creeper fills up at 1.1 then 1.2 then 1.3 of a terrain lvl, this is one of the ways that help make it look like its a flowing liquid.  it would fill 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, and finally 2, then it would overflow as the next layer would be 2.1, or .1 layer of creeper over the 2 terrain.

I think wat is being suggested is for the terrain to be split into as many levels as the creeper

No. Just like 1, 1.5, 2, 2.5, 3, 3.5, etc.

Or even possibly 1, 1.3, 1.5, 1.8, 2, etc.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Aurzel on February 18, 2010, 08:21:59 AM
its almost the same as asking for more terrain elevation levels (which was shot down as being unnecessary till bigger maps are created) this is pretty much the same thing except that creeper can overflow it quicker
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: teengamer on February 19, 2010, 11:02:48 AM
Quote from: Aurzel on February 18, 2010, 08:21:59 AM
its almost the same as asking for more terrain elevation levels (which was shot down as being unnecessary till bigger maps are created) this is pretty much the same thing except that creeper can overflow it quicker

Well, yes and no. It does create more elevations, but not more range of elevations So, it isn't the same as 10 levels, it still 5 levels, just with 10 steps.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Aurzel on February 19, 2010, 06:52:11 PM
nope think about it, the only difference between elevations going 1,2,3-10 and elevations going 1,1.5,2-10 is that the creeper will overflow the second set quicker, we're still talking about 10 seperate elevations, that fact that they're 'half elevaons' is irrelevant
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: teengamer on February 20, 2010, 09:01:55 AM
Well, yes because I suppose you could always just half the intensity. Whatever!
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Aurzel on February 20, 2010, 05:46:48 PM
well if you half the intensity it might completely change the game, if something with 4 gets halved to 2 it might not be able to overflow if its put in a pool
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Sqaz on February 21, 2010, 01:21:31 AM
You can always double the interval instead of half the intensity, so everyting can still be overflowed.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: TheBuilder on February 21, 2010, 10:30:31 AM
intensity is how high teh creeper will be when it emitts and also how how it will get, once an emitter fills up the aread it can reach with its intesnity it will never overflow, example: a 1 level pit with 2 level sides, an emitter in teh bottom of it is set to .1 interval, .1 start and 1 intesity, this emeitter will NEVER overflow the pit it is in.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Aurzel on February 22, 2010, 09:58:56 AM
exactly, though changing the interval might make it a bit more fair but it will still change how the level is played
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: pi4t on February 23, 2010, 12:37:56 PM
Another problem with making more levels is that it means you can't build in so many places
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: Sqaz on February 23, 2010, 12:45:02 PM
Quote from: pi4t on February 23, 2010, 12:37:56 PM
Another problem with making more levels is that it means you can't build in so many places

The place you have to build isn't a problem, this only proves more of a challenge for the players, cause the builder of a map makes sure you have (just) enough place to build your structures.

This also makes it easier for the author of a level to force the player to energy manage without having to change the elevation a lot and thus making it harder for the Creeper.
Title: Re: Half-Levels (And possibly quarter-levels)
Post by: UpperKEES on February 23, 2010, 12:54:42 PM
The number of elevation levels has been considered by the developer of the game from 2 to 20, read here (http://knucklecracker.com/forums/index.php?topic=194.msg1135#msg1135).

Changing the height of them would mean nothing else than changing the amount of creeper per elevation level. This can also be done by changing the intensity and interval of the emitters as stated before.