Custom Map #7690: MPZ-9. By: yum234

Started by AutoPost, August 28, 2019, 01:37:42 PM

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AutoPost

This topic is for discussion of map #7690: MPZ-9


Author: yum234
Size: 256x190

Desc:
One more attempt to create interesting (by my opinion) game with movable power zones.Thanks for playing this concept games to Fireswamp, Syn-b, CJ, nico, WL, Ripper, neco, lagidnam, hasese, Alexx, sclow, CZKPopo and Prcek. #BravoHarrymcb #BravoRegallion #GoodLu

yum-forum

Movable PZ player can use for nullifying from long distance enemy units. For good defence. For organizing good attack. With MPZ player OBTAIN NEW DEGREE OF FREEDOM in gameplay!  :)
1560 maps in CW2, CW3 and PFE till now
last

marvinitfox

Mobile PZ still not quite working right.

Sometimes shows connection in range, but is not connected
example: this nulliefier on MPZ cannot charge, even though it does show connected.


Also, funny stuff happens if MPZ on syphon. Is it supposed to give many times the syphon value?

yum-forum

This is perhaps connection to outer side of MPZ. And unit inside MPZ not connected to collector. If you build collector or relay 1 cell closer will be all OK. Perhaps.
Good lu!  :)
1560 maps in CW2, CW3 and PFE till now
last

xrogaan

#4
How do you move PZ?

Edit: using the little green check does it, unless the PZ is too close to the edge of the map.

Helper

This one ended up being more "fun" than the first two, but I would never have figured out how to win without the prior experience.
As you keep making these (lots of them), you might want to suggest players go back to the early versions and 'learn the ropes' of how to use the new stuff.
Thanks for the fun,
H

yum-forum

Quote from: Helper on August 30, 2019, 07:38:26 AM
This one ended up being more "fun" than the first two, but I would never have figured out how to win without the prior experience.
As you keep making these (lots of them), you might want to suggest players go back to the early versions and 'learn the ropes' of how to use the new stuff.
Thanks for the fun,
H

Yah. You are right! I created/initiated several concepts (CSM, GSM, KGB, GRG, KISS PAC, GMM, GGG, GRM, KAGYU, MPZ etc.) of games and my big problem was how to explain new features and units. In some case ScriptMakers Grabz and Kajacx created Help Box or explanation in in-game dialogs. 
But the best way - play series maps of one concept one by one from the beginning.
One more possibility (long but also interesting) - to use buddhist KAGYU principles: get knowledge through own experience.

Good lu!  :)
1560 maps in CW2, CW3 and PFE till now
last

cornucanis

Quote from: Helper on August 30, 2019, 07:38:26 AM
This one ended up being more "fun" than the first two, but I would never have figured out how to win without the prior experience.
As you keep making these (lots of them), you might want to suggest players go back to the early versions and 'learn the ropes' of how to use the new stuff.
Thanks for the fun,
H

Yeah, that's basically what I used to do when I was making my CWDig maps (later called CSM or CORKY.) I would put an attention grabbing warning in the map description that the map was heavy on the CRPL and suggest checking out the first map since it attempted to explain the differences associated with the game mode. Unfortunately, as time went on and the game mode evolved that initial introductory map became less and less relevant to the current version of the mode. Of course I had long since stopped making maps at that point, but the game mode lived on thanks mainly to Yum.

CW3 unfortunately doesn't give any easy options for explanations of custom game mechanics. Our best bet if we want to keep it simple is to use the conversation boxes that appear when the map starts, which is what PAC did and what my game mode did for  a while, though at some point the help conversation was somehow lost. If you're not concerned with simplicity, you could always code your own custom help interface (as done by some others as yum mentioned) but it requires a lot of effort and doesn't give a lot of flexibility for futureproofing.

The good news is, things look brighter for CW4. From what we've seen, there will be a lot more options to naturally integrate methods that we had to code from scratch in CW3. The mapmaking community in general has also definitely had a chance now to see how chaotic things can get without easy to access and detailed help on how to play a custom game mode, so we have some things to think about when it comes to coding custom maps in CW4.