Pass the map 3-Let's make a map together

Started by pawel345, February 09, 2014, 08:42:44 AM

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Warpsing

#60
UNLOCKED

Changes:
Changed the lone ore guppy into a full fledged outpost... and a message artifact that explains the boats.
Also, the big emitters also hides the TERP tech.

Lost in Nowhere

The emitter in the bottom-right already gave the terp tech, and has since sometime on page 1 (or possibly 2)
Don't die! :)

Clean0nion

Quote from: Lost in Nowhere on February 28, 2014, 04:33:53 PM
The emitter in the bottom-right already gave the terp tech, and has since sometime on page 1 (or possibly 2)
Well, now we have two methods of acquisition!
I feel entitled to say "we" because I changed some sand

Asbestos

I'm pretty sure that outpost is too strong.

pawel345

#64
Yes the outpost is too much and it's messy, off-screen guppies? Stacked units? such things should not happen. Also I think about adding some small 3x3 islands between the larger island so that you could place relays as right now the islands are quite disconnected. So my changes are:
-Added small islands to allow relays relays.
-Modified the island with PZ reactor to fit and additional unit.
-Modified the island in the middle with the emitter to allow to build a nullifier in range on terrain 1.
-Modified the outpost, removed the stacked units, increased the size a little bit to fit 2 guppies and an anti-emitter.

Asbestos

#65
-Made islands bigger and more realistic
-Made the Creeper Refinery slower
-Moved the outpost down a little bit
-Added some ore
-Put a crystal underneath the anti-emitter

MadMag

Starting to get near a release now guys?

Asbestos

#67
The map is still near-impossible. The boats wrecked any attempt on that big corner island in the top and the sea monster blew up half of my units before I could get a nullifier at it. Also, the emitters are all really strong.

planetfall

#68
There is something extremely broken with this map. I get around 4-5 fps, even while paused or in the editor.

That, or my computer is even more ancient than I thought.

EDIT: whoops, I was using the autosave from Load File. The actual map put in the editor works a lot better. Is this a known issue?
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Flabort

suggesting we tone down boat emision power by 25%, and sea monster by 20%. And remove my script and the void there.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

Asbestos

The boats should also have a warning when they are about to fire spores.

planetfall

Quote from: Asbestos on March 01, 2014, 08:57:08 PM
The boats should also have a warning when they are about to fire spores.

I thought I had fixed them to not fire spores until the player attacked them... ?

There was some version confusion a while back so it's not surprising that it was reversed. Here's the "correct" version of the script.

# Boat.crpl
# Created on: 2/9/2014 12:45:19 PM
# ------------------------------------------

$Health:2500
$Heal:5
$Creeper:25
$Speed:2
$SporeChargeTime:300
$InitialDelay:1800
$OutsideX:0
$OutsideY:0
$X1:0
$Y1:0
$X2:0
$Y2:0
$X3:0
$Y3:0
$X4:0
$Y4:0
$X5:0
$Y5:0
$X6:0
$Y6:0

once
CurrentX ->originX
CurrentY ->originY
Self CONST_MAXHEALTH <-Health SetUnitAttribute
Self CONST_HEALTH <-Health SetUnitAttribute
Self CONST_HEALRATE 0 SetUnitAttribute
Self CONST_AMMO 0 SetUnitAttribute
Self CONST_MAXAMMO 1 SetUnitAttribute
1 ->docked
<-InitialDelay Delay
0.0 ->sporehlt
endonce

<-docked if
Self CONST_HEALTH Self CONST_HEALTH GetUnitAttribute <-Heal add SetUnitAttribute
Self CONST_HEALTH GetUnitAttribute <-Health eq if
0 ->docked
Self "Emitter.crpl" "Amt" <-Creeper SetScriptVar
<-OutsideX <-OutsideY @Go
endif
else
GetQueuedMoveCount eq0 if
CurrentX <-OutsideX eq CurrentY <-OutsideY eq and if
Self CONST_HEALTH GetUnitAttribute Self CONST_MAXHEALTH GetUnitAttribute 2 mul 3 div lte if
<-originX <-originY @Go
else
<-X1 <-Y1 @Go
endif
endif
CurrentX <-X1 eq CurrentY <-Y1 eq and if
<-X2 <-Y2 @Go
endif
CurrentX <-X2 eq CurrentY <-Y2 eq and if
<-X3 <-Y3 @Go
endif
CurrentX <-X3 eq CurrentY <-Y3 eq and if
<-X4 <-Y4 @Go
endif
CurrentX <-X4 eq CurrentY <-Y4 eq and if
<-X5 <-Y5 @Go
endif
CurrentX <-X5 eq CurrentY <-Y5 eq and if
<-X6 <-Y6 @Go
endif
CurrentX <-X6 eq CurrentY <-Y6 eq if
Self CONST_HEALTH GetUnitAttribute Self CONST_MAXHEALTH GetUnitAttribute 2 mul 3 div lte and if
<-OutsideX <-OutsideY @Go
else
<-X1 <-Y1 @Go
endif
endif
CurrentX <-originX eq CurrentY <-originY eq and GetQueuedMoveCount eq0 and if
1 ->docked
<-sporehlt 1 lt if
<-sporehlt 0.2 add ->sporehlt
endif
Self "Emitter.crpl" "Amt" 0 SetScriptVar
endif
endif
<-sporehlt if
Self CONST_AMMO GetUnitAttribute 1 eq if
CurrentCoords 15 GetUnitsInRange if
0 StackSize 1 sub RandInt 0 do
pop
loop
->unit
CurrentCoords <-unit CONST_COORDX GetUnitAttribute <-unit CONST_COORDY GetUnitAttribute <-sporehlt 50 CreateSpore
Self CONST_AMMO 0 SetUnitAttribute
ClearStack
endif
else
Self CONST_AMMO Self CONST_AMMO GetUnitAttribute 1.0 <-SporeChargeTime div add SetUnitAttribute
endif
endif
endif

:Go
GetQueuedMoveCount eq0 if
->targety ->targetx
Self "main" CurrentY <-targety sub <-targetx CurrentX sub atan2 SetImageRotation
<-targetx <-targety <-Speed QueueMove
endif
Pretty sure I'm supposed to be banned, someone might want to get on that.

Quote from: GoodMorning on December 01, 2016, 05:58:30 PM"Build a ladder to the moon" is simple as a sentence, but actually doing it is not.

Warpsing

#72
UNLOCKED

Changes:
made the anti-emitter in the outpost slightly stronger
reduced the ammount of creeper frome those boats
had anti-boats that make anti-creeper around the outpost
Made a pit trap that has anti-emitters and spore towers in it.
The factory is split and makes anticreeper on death
now there's 4 large emitters going around a 2x2 cell of level 10 terrain.
the hellrider guppy returns, only this time slightly hazier.
made little spots of land for the lake to be slightly easier to deal with.
Edit: forgot this one: moved the outpost out of the way of one of the creeper boat.

J

Quote3. After editing, FINALIZE your map
That save.cw3 file doesn't look like a finalized map. If I download that version I won't have all scripts and images.

Grayzzur

Quote from: J on March 06, 2014, 08:04:32 AM
Quote3. After editing, FINALIZE your map
That save.cw3 file doesn't look like a finalized map. If I download that version I won't have all scripts and images.
You probably will have everything, but there could be a few quirks. That screenshot is also much larger than the handy 500x500 map thumbnail created automatically when a map is finalized.

After finalizing, it's also a good idea to get out of the editor and hit the Play button under Finalized Worlds -- make sure it starts up and runs like you expect -- then post it here.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker