Grayzzur's Maps

Started by Grayzzur, November 11, 2013, 11:43:24 AM

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Grayzzur

The idea for this first map, Spore Valley, was conceived when I saw mopa42's CW1 to CRPL Project post. I decided the project was in need of CW1 style SAM Launchers.

This map is more of a demonstration of the Spores and SAM Launchers. I had posted a preview of this in mopa42's thread, and now I'm at a point where I can call it version 1.0.

Additional Credits/Thanks:
* Got the idea for the red spore warning banner from eduran's BorderSpores.
* Used a modified version of J's "Connect totems to win" from CRPL Examples page to give the map more of a CW1 feel.




Second map is a rough representation of Ix, the CW1 map where we are introduced to Drones. Making Drones is a bit of a challenge, as CRPL doesn't natively support player units. Here's what you do:

  • Build a Strafer (it will be auto-converted to a Drone Pad - and wait for it to be built.
  • Click on the Pad, then click on the target location to bomb.
  • Click on the Pad, then target the Pad (click on it again with the selector) to return to base.
  • Click on the Pad, then press Shift-X to destroy it and its Drone.
  • ESC or SPACE should deselect the Pad.
There are some shortcomings. No user interface to disable/disarm/stop resupply. You can't click the drone itself to select. Drag-select doesn't work. You can't drag a target line for bombing (but then, CW1 Drones couldn't do that anyway, so I'm fine with that).

Thoughts? Suggestions?
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

Ninointeli

Wow good job for a start ;)
"Reach for the stars!,And if you don't grab them at least your top of the world!"

Grayzzur

Some technical details and thoughts about the Spores and SAMs -- feel free to ignore this post.

Making player units is tricky, as the game doesn't truly support them. What I'm doing is piggybacking onto the Beam launchers. As I'm unable to target and fire at actual spores with CRPL, I had to make a custom spore projectile, and this also has the benefit of keeping the Beams from firing at them natively. The Beam also takes care of all the UI bits for moving a unit, so I didn't have to try and recreate that. One of the scripts basically watches the map for Beam units that don't have one of my SAM units paired up with them, and creates/pairs it up. The SAM Launcher follows the Beam around and steals it's ammo.

Issues:

  • Beams have 25 max ammo, SAM Launchers have 10. I'm working around this by bumping the Beams to 15 on creation and hiding
    their ammo bar, displaying the SAM Launcher's ammo bar instead. When you click on a Beam, the command bar will show between 15-25 out of 25 ammo.
  • Spore graphic isn't as nice as the real spores -- those have shading that stays roughly on the same side as they rotate, I'm rotating a single image at the moment. That could change if I can get my hands on the game's spore graphic images.
  • Sound -- No warning siren. The sound is not available as a custom CRPL sound to play, and I just haven't put anything in there yet.
  • UI -- No way to track the Beam's active/armed/resupply state. SAM will fire as long as it has ammo, regardless of the Beam's status.

If you want to put SAMs on your map, I've liberally commented the crpl code. Zip file attached here contains the code and the images that I'm using.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

Grayzzur

Ix-like map is up, with preview of CW1 Drones. I'm open to suggestions on how to make the interface better, since CRPL doesn't support player units directly. Or, maybe Virgil will decide to do something about that... :)
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

pawel345

Nice map :D As for the drones, they are really powerful :D my suggestion is to add the disarm/disconnect/stop resupply  on C ,V,B key down if unit is chosen. Also change the packet request delay depending on the number of player upgrades. Right now it builds really fast.

Grayzzur

Yes... it does. That's the debugging build speed. I forgot to slow it down. At least I didn't leave it at a cost of 1. :)

I tried to reverse engineer the damage a mortar shell does and make each bomb do the same. I have no idea what the right balance would be for it yet.

As for player upgrades... how does one determine that? I wasn't aware of a way to query the forge for upgrade levels.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker