Custom Map #513: Respawners 2. By: Atrex

Started by AutoPost, April 29, 2014, 08:11:41 PM

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AutoPost

This topic is for discussion of map #513: Respawners 2


Author: Atrex
Size: 140x140

Desc:
An updated version of my Respawners map, with the following changes: The CRPL tower no longer regenerates. All emitters will respawn, not just the ones near the tower. (Thanks to NickHounsome for suggesting this) The antispore tower's wave interval is longer.

Atrex

This is the updated version of the respawn script:
# NewRespawn.crpl
# Created on: 4/29/2014 7:08:45 PM
# ------------------------------------------
$boostNumChance:0.2
$power:25
$interval:10
$range:200
$spawnRange:20

once
GetEnemyUnitsInRange(CurrentCoords <-range) ->total
CreateList ->enemies
<-enemies AppendStackToList
CreateList ->enemyX
CreateList ->enemyY
<-enemies GetListCount 0 do
<-enemyX <-enemies I GetListElement CONST_COORDX GetUnitAttribute AppendToList
<-enemyY <-enemies I GetListElement CONST_COORDY GetUnitAttribute AppendToList
loop
endonce
<-enemies GetListCount 0 do
<-enemyX I GetListElement <-enemyY I GetListElement GetUnitAt GetUnitType "POWERZONE" eq if
   CreateUnit("EMITTER" RandCoordsInRange(<-enemyX I GetListElement <-enemyY I GetListElement <-spawnRange)) ->child
   SetScriptVar(<-child 0 "productionInterval" <-interval)
   SetScriptVar(<-child 0 "productionAmt" <-power 1000000 mul)
   <-enemies I <-child SetListElement
   <-enemyX I <-child CONST_COORDX GetUnitAttribute SetListElement
   <-enemyY I <-child CONST_COORDY GetUnitAttribute SetListElement
   randfloat <-boostNumChance lt if
      CreateUnit("EMITTER" RandCoordsInRange(CurrentCoords <-spawnRange)) ->child
      SetScriptVar(<-child 0 "productionInterval" <-interval)
      SetScriptVar(<-child 0 "productionAmt" <-power 1000000 mul)
      <-enemies <-child AppendToList
      <-enemyX <-child CONST_COORDX GetUnitAttribute AppendToList
      <-enemyY <-child CONST_COORDY GetUnitAttribute AppendToList
   endif
endif
loop

teknotiss

Quote from: Atrex on April 29, 2014, 09:01:04 PM
This is the updated version of the respawn script:
"snip"

hey dude, you should probably post scripts in here "http://knucklecracker.com/forums/index.php?board=25.0" so all the code monkeys can have a peek, and so all us code "borrowers" can go loot in one place rather than have to trawl through every map thread!  ;)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

NickHounsome

I think you might be on to something here but it is still way too easy to avoid the cool respawn stuff.
Spoiler
The problem is that there is no pressure at the start so you can quickly build overwhelming force to fight forward without nullifying anything and then take out the respawner with 10 nullifiers at once.
[close]
I realize how tricky this is but somehow you need to make the start harder.
I suggest that you restrict aether otherwise a the end-game I describe is always going to be possible with loads of Berthas.
I also don't understand why you have AC spores.
Keep at it.

Atrex

I like making scripts, but I'm no good at designing maps. Really, this is just a DMD map that looked nice. I'll look into making a more challenging map.