Custom Map #421: Choose your resource V2.0. By: Katra

Started by AutoPost, April 12, 2014, 06:20:46 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #421: Choose your resource V2.0


Author: Katra
Size: 128x128

Desc:
Thtree landing sites; each with lots of one resource. Which one will you choose? Re-engineered to eliminate the 'touch and go' workaround and minimize terrain advantages of any starting point .

Asbestos

#1
This map, CS421: Choose your resource V2.0, when compared to CS402: Choose your resource, violates Rule 3 of community enforced Ground Rules. This is because CS421 is a vastly-modified duplicate of your own map, CS402, and you are aware of this. The modifications applied to CS421 also mean that CS402 violates Rule 2 of the Ground Rules in that it is an unfinished map, as CS421 is technically the "finished version". Also, someone on the forums said it looked unfinished. Additionally, you can get lots of achievements from this map if you somehow kill lots and lots of runners and wait for 120 minutes before finishing it and maxing out all upgrades with the totems and also lots of other things, so this is also an achievement map and violates Rule 1 of the community-enforced rules. So this map violates all of the Ground Rules and therefore is demon spawn and you should be smitten! Er, smited!
As it stands, neither map will be redacted manually by any authority but will be if at least three players report the map. Based on comments throughout the forum, particularly in the Ground Rules thread, as well as the fact that this is remarkably different than the previous one, this is unlikely to happen.

Comparison image
I can't be bothered to make one
[close]
Clean0nion, please don't hurt me. This is what you get for being ambiguous about whether or not you were sarcastic!

The map was fun, but I don't like giving up stuff. I chose energy first, then realized I couldn't get any aether without losing connection to my reactors, and I couldn't get any ore without losing connection to my reactors, et cetera. I had to rely on hover bridging, then that proved itself to be so annoying I quit the map. Maybe have a 2-relays tech or something out on the trench, I don't know.

Helper

Quote from: Asbestos on April 12, 2014, 11:16:32 PM
This map, CS421: Choose your resource V2.0, when compared to CS402: Choose your resource, violates Rule 3 of community enforced Ground Rules.

Asbestos -
Look here for the guidance on posting: http://knucklecracker.com/forums/index.php?topic=15512.0

That "community enforced Ground Rules" stuff was simply one person's suggestion and is not part of any actual guidance for CW.
H

Vanguard

I think he was aware of that, seeing as he added "please don´t hurt me" :)

Anyway, I played the map and have to say it is not thought through.

It is a nice little map, but it defies it´s own logic.

If your premise if "choose your resource", but the player is not confronted with a choice, because he can have all three resources easily, then it is rather uningenious.

To fix the problems with this map, you need to space the island further apart, because you can either bridge two islands with the relays, or even have three island running at the same time, by bridging an additional one with your command node moving in the void. Or you could have two island running and assaulting the nothern island.



Helper

Quote from: Vanguard on April 13, 2014, 06:59:03 AM
I think he was aware of that, seeing as he added "please don´t hurt me" :)

Oh really? Since he (1) added the name "CleanOnion", (2) had just posted a Copy/Paste of a "CleanOnion" comment, and (3) was referring to a discussion thread started by "CleanOnion", I somehow thought that part was directed at "CleanOnion".

However, CW does take place in an alternate universe, so let me peruse that comment more carefully for a different meaning.
:)
H

Vanguard

Well, I dunno. Maybe I am a bit confused. Haven´t had much sleep over this night as CRPL kept me awake.  :-\ You guys sort it out.

burguertime

Not a real spoiler:
Spoiler
[close]


A real spolier:
Spoiler
bridge with blasters like its 2009.
[close]
Don't make a slog just because. Be like Master Mapmaker SPIFFEN:
Quote from: themaskedcrusader on October 05, 2010, 05:09:33 PM
(...)Difficulty is subjective. (...)
SPIFFEN chooses to rate each map as trivial because they believe that the difficulty of the map depends on the capability of the player.
BAD RATING: MEASUREMENT OF MAP HARDNESS.
Quote from: DumbCreeperGamer"Ugh, me no finish map, map too hard, ME RATE ONE.
oOga OoGa to you too.

Katra

This concept has proven harder to implement than I initially thought. (At least without going to max map size or something close.)
Power. Power! I must have more POWER!

Helper

Heh!
I was floating my CN and kept losing contact. Finally made a couple of Beams and floated them.
It worked OK.
What if you reduced the height and width of those three rectangles to make them beyond the reach of floaters/bridgers? Not sure if that is possible, but it was a fun game.
H

Katra

I think just shrinking the rectangles would cut into building room too much. At a guess I'd have to add at least 20 or 30 to the map width to add enough to the spaces.. I'm more inclined to try for three way symmetry on a considerably larger map.
Power. Power! I must have more POWER!

Vanguard

Quote from: Katra on April 13, 2014, 11:21:43 PM
I think just shrinking the rectangles would cut into building room too much. At a guess I'd have to add at least 20 or 30 to the map width to add enough to the spaces.. I'm more inclined to try for three way symmetry on a considerably larger map.

What you SHOULD do, is actually the following:

Have only ONE island with 3 predefinded 3x3 elevations. If you build a collector on the first one, you fire a CRPL script that builds 60 generators or something. If you build a collector on the second one, you build 30 ore deposits or whatever. You get the idea. This way you have only one island and a real choice made.

If you need help with the CRPL lemme now. I am guessing there are quite a few modders here who´d be happy to help. :)

Katra

I haven't the first clue when it comes to doing CRPL.
Power. Power! I must have more POWER!

Vanguard

#12
It´s quite easy.

I´ll walk you through it step by step.

1) You need to have a CRPLcore in your map. PLace it anywhere conveniently. The placing does not matter.
2) Browse to units. YOu will see a "scripts" button there.
3) Create a new script and edit it. For now, simply add an # Author: Katra
Or something to it´s top and save it.
4) Doubleclick your CRPLcore. You will notice, there is a dropdown menu below the usual values. THere you can attach your newly edited script to it.
4.1) While you are at it, make sure the CRPLcore cannot be targerted by nullifiers and that it does not count for victory. Destroyed CRPLcores scripts do not work anymore, as far as I know.
5) Decide on where on your map you want to have the "trigger conditions" ( the beforementioned collectors ). Take note of their X and Y Coordinates, as you will later need them.

6) In the script you will need to write something like this. Notice trhat lines preceeded by "#" are remarks and are not executeable code.

# Our "trigger" fields are X:3 and Y:3 for reactors, X:6 and Y:3 for totems, X:9 and Y:3 for ore.
# In this short tutorial I will show you the basics of planting some reactors.

# The following block encased in "once" and "endonce" gets executed once. not more often. Useful for initialization
once

# Declare a variable to store information
$MyUnit:0
$MyUnitType:0
$HasMyScriptDoneItsWork:0
endonce

# We only want the placement of units to be done ONCE! Thus we check if we did it already
<-HasMyScriptDoneItsWork eq0 if

# Get the unit ID at X3 Y3 and save its value
3 3 GetUnitAt ->MyUnit
# Pop this value on the stack and see if that unit is a collector
<-MyUnit GetUnitType ->MyUnitType
# Determine wether the UnitType IS EQUAL TO the string "COLLECTOR"
<-MyUnitType "COLLECTOR" eq if
# The player has chosen a resources, thus we need to disable the script after having placed the buildings
1 ->HasMyScriptDoneItsWork

# create reactor at 9,9 - 12,9 - 15,9 and 18,9
"REACTOR" 9 9 CreateUnit
"REACTOR" 12 9 CreateUnit
"REACTOR" 15 9 CreateUnit
"REACTOR" 18 9 CreateUnit
endif
endif


7) Debug and adapt your code. Learn to love the CRPL Help by Virgil and others:
http://knucklecracker.com/wiki/doku.php?id=cw3:creeper_world_3

Vanguard

#13
8) Before you start playing your map, there is a "compile all scripts" button in the scripts editor of CW3. Use that to determine wether that script is ok or not.

Disclaimer:
9) I typed the script of the top of my head. If it does not work, don´t be mad at me. It´s fairly simple though, so I give it a good chance of working.

If you to refine your code, here are some options:


# Assume you want to build a STRAIGHT line of reactors at a fixed Y value, you can do this:
$
once
$MyYValue:18
endonce

32 1 do
"REACTOR" I 3 mul <-myYValue CreateUnit
loop

This piece of code does the follwing:
1) Loop from 1 to 32. In each Iteration the value of "I" as a variable changes.
2) "Reactor" is the building.
3) I is the increasing I value.
4) we push 3 on the stack and use
5) "mul" to multiply it.
6) The resulting value is the X value whereas <-myYValue is the Y value
7) CreateUnit then takes "reactor", "x" and "y" to place a reactor at those coordinates

All done in a loop.

There is much more to optimize, but I kept it as simple as I could, to not get any confusion going.

Feel free to ask any question you have. I am sure there are more modders able to help better than me.

I also suggest to post these question on the modders corner, as more people will see it. Otherwise you will be stuck with me pestering you.  :D

Loren Pechtel

I think he's being unfairly targeted for supposedly posting a non-final map.  It sounds to me like he changed it based on what learned from others playing it rather than posting something in progress.

That being said, you can bridge with beams easily enough and it doesn't even matter.  I landed on the aether, filled it with power and assaulted.  I claimed the ore and put a bunch of strafers over there--and never used the strafers and only launched the bombers (on the upper landmass) once--and that might have saved me 30 seconds.