Pass the map 4-Let's make a map together

Started by pawel345, April 25, 2014, 11:58:54 AM

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EpicEthan101

what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.
Dubstep Rocks, Rock Rules, and Electronic is just plain awesome!

planetfall

Quote from: EpicEthan101 on May 07, 2014, 04:39:07 PM
what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.

Have you seen C0's "Skarsgard World"?

It's a lot like this sans the ability to nullify.
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.

Clean0nion

Quote from: planetfall on May 07, 2014, 04:51:51 PM
Quote from: EpicEthan101 on May 07, 2014, 04:39:07 PM
what about a currupted command node? Where it will auto place corrupted collecters and if you get close it will place corrupted cannons! akso corrupted mortars but not as strong as the original. But yeah, they can do pretty much everything we can do, and they can "nullify" our command node. when they do that we lose the game.
Have you seen C0's "Skarsgard World"?
It's a lot like this sans the ability to nullify.
I tried making a version that would dynamically place units, but I didn't work on it for a few days then forgot what I was doing.

Anyway - boss idea. Someone makes a unit, a flying unit of sorts, that has a base. Probably Pawel would do that, or at least set it up.
Then the contributors make different weapons for it. And the thing picks up a weapon, attacks Skars with it, dumps down some creeper then goes to pick up a different weapons. So instead of contributing tiles of land we're contributing CRPL-weapons. Though we could do tiles as well.

But - because it's mostly CRPL - someone comes in and tidies up the land liberally. So if you do make land, make sure it's superior quality or it might not stay.

pawel345

1) since nobody commented on the current PTM I will upload the current version in a few hours.

2) I think that the "swamp with a boss" theme sounds good. There was already a technology like world. So the CRPL would have a few cores 6~8 that would be the "weapons" and upon destruction of a few weapons the "heart" would come out and upon destruction of the "heart" the map is won. I would propose to divide the map into 9 squares, the middle would be the place the invisible heart would be, and also the initial area for the player to start ^^ and in the 8 squares around the places for different weapons. The weapons should be themed similarly more or less. So how about no hell rider guppys this time? ^^

Clean0nion

Quote from: pawel345 on May 08, 2014, 12:48:21 PM
and in the 8 squares around the places for different weapons. The weapons should be themed similarly more or less. So how about no hell rider guppys this time? ^^
In the PTM5 topic can we have some restrictions on the weapons? For example, I know there will be somebody who'll want to make a moving weapon that locates units and attacks them, and if somebody manages to design two weapons they might merge at some point, and there will be the weapon that's just an overpowered spore tower.

Therefore I propose the following "rules" (please note the speechmarks and use of the word "propose", not to mention the fact that only pawel345 makes the rules):
Spoiler
- All weapon contributors must outline exactly what their weapon does (and other details eg specific conditions) upon upload of their version of the map

- If a weapon is bad (for example someone tests the map and finds that DemonicLocust's weapon generates  epileptic imagery randomly and decides that this is not a good weapon) then some form of vote is taken. If the vote is successful, the weapon must be modified, changed or removed entirely in favour of someone else's weapon. Of course the weapon maker must have some form of input on what happens. Also, let it be of note that I (Clean0nion) would have no influence on such votes.
[close]

pawel345

Yes, these rules seem sensible. Before starting PTM5 I think it might be a good idea to decide on a few of those weapons so that we have something to work on. I think it's best if we avoid moving weapons, or at least randomly moving. We want to keep them confided to a certain square, so rail moving or submerge move and then re-emerge type of weapon seems legit. So please some outlines for the weapons here before we start the PTM5 topic.
A good idea would be to add a "flaw" for each weapon so that there is a route to defeat it.


My ideas:
1) good old creeper cannon. 1 big "corrupted bertha" like cannon, on a base with a few smaller ones. Will only shoot targets in a set radius so it doesn't shoot all over the map but a single shot form the BFG put a huge amount of creeper. It rotates slowly so one can take advantage of that.

Clean0nion

Mine will be a Spore Cannon. It will give you a huge warning about where it's going to fire, then shoot an unstoppable number of spores at a single spot. Then a big cooldown.
This will affect the whole map and force you to relocate parts of your base periodically. If anyone has any quarrels I'll think of something else.

Paranormal

Ive yet to be able to contribute to this, but I had an idea for a weapon. It would be an emitter that would only activate after the player built so many of a certain unit(Like collectors) or after they built a certain unit. Whats special about the emitter is that once it is activated(by whatever means) any time a nullifier is constructed, it just drops a small amount of creeper on a random player unit. It will continue this effect until it is destroyed. There is only 1 creeper drop per nullifier constructed, but it will do this anytime a nullifier is built until the emitter is destroyed, Thus making it a top priority target at first to ensure you can push on the map. This is entirely theoretical however as well as my first real idea, so please, tell me if this is to imba, or just too "lame" to be part of this map.
Above and Beyond Normal.

pawel345

The idea itself is nice, but usually stuff that drop creeper in random areas are incredibly irritating but not hard to destroy, I think it would be nicer to concentrate on things that have less randomness.

For example to your idea if there was a thing that shields stop the creeper or that this effect only happens on terrain level 5 or less. A weapon that would activate a "sea of creeper" of let's say depth 4 after some certain point seems also nice but then again that was more or less PTM3.

Asbestos

What if you can't code? I know I couldn't be able to code a corrupted Bertha or a random creeper dropper or a spore cannon.

Paranormal

Quote from: Asbestos on May 08, 2014, 07:51:09 PM
What if you can't code? I know I couldn't be able to code a corrupted Bertha or a random creeper dropper or a spore cannon.

Well, I honestly am not that great at coding either. Still learning. I am capable of some things however. People like you and I will be making the terrain most likely  ;)
Above and Beyond Normal.

pawel345

Well if you can't code then a) you have a great opportunity to learn b) you can give the ideas and terrain. I would like to make it so that the CRPL and the squares are separate things to claim. So 1 person can make the weapon and the other the terrain for it. Or you can do both but then that's counts as doing 2 squares and you have to wait longer before making anything else.

Asbestos

Okay, terrain will be marked as the standard runner nests and CRPL weapon slots will be marked as big AETs.

Paranormal

Quote from: Asbestos on May 09, 2014, 09:23:14 AM
Okay, terrain will be marked as the standard runner nests and CRPL weapon slots will be marked as big AETs.

Yeah, I think that would probably be a very good idea. That way people could make terrain OR CRPL and not have to worry about the other if it is not something they can do. I'm all for this idea personally.
Above and Beyond Normal.

pawel345

PTM4 uploaded, I will make the topic for the next sometime tomorrow, for now write the ideas for boss weapons here.