Custom Map #556: Fourth Time's The Charm. By: planetfall

Started by AutoPost, May 11, 2014, 04:24:57 AM

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AutoPost

This topic is for discussion of map #556: Fourth Time's The Charm


Author: planetfall
Size: 128x84

Desc:
A proof-of-concept map that may lead to an entire new genre of map, or may turn out to be complete garbage. !!Check the forum post for important info!! #CRPL #CustomEnemy #Spores #Digitalis? #NoRunners

planetfall

#1
THIS IS IMPORTANT. READ IT.

This map is long. Very, very long. I know it doesn't look anything like it, but it is. Times and scores for this map are basically inaccuracy incarnate. My time should have been somewhere in the neighborhood of 3 hours. Plan your time accordingly.

This map makes use of shield keys, which leave a more or less permanent piece of data in a file called artifactstats. As such, it may become impossible to access early phases of the map once you have completed them. For those of you who tend to hate my maps, or simply not play more than once, you can ignore this. For the other three of you, there are a few ways to get around this:

1. Back up your artifactstats file before playing. It is found at Documents(or equivalent for your OS)/creeperworld3/data/artifactstats.dat.
2. Save the game when a new phase begins. Artifacts are not read when loading from a save. (The new phase does not begin when the "Collected: Phase I" box appears. It also does not begin when you dismiss this box. For further questions regarding this, please consult the spoiler below. It happens after that.)
3. Open the map in the editor, delete the three shield keys, replace them, and copy their IDs into the variables of the invisible core off the edge of the map. If you do this, however, you will not be able to submit a score for this map because the files are not identical.
4. Delete your artifactstats file. ABSOLUTELY NOT RECOMMENDED IN ANY WAY SHAPE FORM OR FASHION. You will lose all shield keys collected in other maps. Many of the ones in CS don't do anything, but all the planets in Arc Eternal will become re-shielded.

Please note that Archived Transmissions has migrated from the orbitals tab to the gear widget thing just left of the command bar. There is a good reason for this. (You can tell I'm trying real hard to not spoil the mechanic, can't you?)

If you find yourself asking "What? I thought I beat the map. What's wrong?" read the following.
Spoiler

Restart the map. Read the dialogue.
[close]

EDIT:
Great. I forgot to make the cores invisible for the thumbnail. Greeeeeat.
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.

Helper

Quote from: planetfall on May 11, 2014, 04:26:36 AM
...For the other three of you...
ROTFL!
Haven't even started yet, but at least will start with a smile on my face.

Helper

No longer smiling.

WARNING:

If/when you have a "Mission Failure", the screen is going to start jumping around in a random fashion. If you're like me, that sudden jerky motion will cause dizziness and nausea.

Honza8D

Maybe the idea wasnt that bad, but it was too annoying, maybe if it were one restart shorter or the changes were more interesting it would be better

Mikoz

A fun map.
Missed a message about indestructible emitters, those were annoying.
Also expected cog thingy to work as an inhibitor, because there were hints that it does.
Spoiler
I had a similar idea for a multi-stage map, but wanted to reset it with CRPL. At least that would make scores more relevant.
It's easy to destroy player's buildings and create new emitters, the only problem is terraforming. I noticed huge lags when void was created in the fourth stage, guess changing the whole map would be impossible.
Keys really open some fun possibilities, like several interlinked maps, which you need to revisit. Though Colonial Space interface isn't suited for that.
Also, playtesting that would be hell.
[close]

Flabort

Nullified the machine once:
Holy crap, that's brilliant. Terrifying, but brilliant.
My maps: Top scores: Sugarplum, Cryz Dal, Cryz Torri, Cryz Bohz (Click fetch scores, page courtesy of kwinse)

Jamz

Damn.

Been out all day today. And gonna be busy all day tomorrow and Tuesday. Gonna have to play on Wednesday. :'(

Grayzzur

Very interesting use of shield keys.
Spoiler
I have to say, 4 times around the block is just a bit much, though, imho. Took me approx. 30 min give or take 5 for each section. Third section had the toughest start, and the last was actually the easiest.
[close]

The shaking didn't bother me, but I can see where it would be a big issue for some people. You might consider a 3-5 second timer on the shaking next time around.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

PMouser

I cant understand this at all. i need more of the steps detailed.
Hi, I am a Bible believing christian.
I am a Youngevity distributor.

planetfall

Quote from: PMouser on May 18, 2014, 03:13:59 AM
I cant understand this at all. i need more of the steps detailed.

The objective is to nullify the building in the top left. The emitters are indestructible and will have to be capped CW1 style.
Once you destroy it, a "mission failure" message will pop up. Select restart mission and the map will be slightly changed. Destroy the building again and the map will change again. After destroying the machine the fourth time (the map will have large areas of void) you will be awarded a victory.
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.

tornado

No offence but that is plain evil
Both the map and the manual reset
Now CEO of Particular Endeavors. http://knucklecracker.com/forums/index.php?topic=23752.new#new
We apologize for all inconveniences that we caused.
Quotefirst, you have to imagine a very big box, fitting inside a very samll box.
then, you have to build one

chwooly

As a general rule, I find that your maps require to much micromanagement, energy management or just having to pause for me to slog thru them. However on this 1 while I do agree the shake was a little much overall I have to say this was enjoyable, I liked that it was actually 4 maps, Nice idea. Nice execution.

Thanks for the map.
I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do."
― Robert A. Heinlein

GoodMorning

Found this after a forum reference. Good idea, good gradual change. A bit long, and the 2/3 stages were a bit similar.

However, what about a multi-map: delete a provided blaster (or other easily done objective), and the map will change in difficulty. From impossibly hard to stupidly easy, etc...
A narrative is a lightly-marked path to another reality.

Grayzzur

Quote from: GoodMorning on February 11, 2016, 07:00:28 AM
Found this after a forum reference. Good idea, good gradual change. A bit long, and the 2/3 stages were a bit similar.

However, what about a multi-map: delete a provided blaster (or other easily done objective), and the map will change in difficulty. From impossibly hard to stupidly easy, etc...
The scoreboard makes it preferable to simply release two different easy and hard versions of a map if that's your thing. Otherwise, all the top scores will be the easy version, and there's no way to prove a particular score was from the hard mode. Other than that, the final story mission - Arca - is a good example of a branching mission with different plays and outcomes. The top scores are all from the 3rd option though -- beat the map before you get presented with the choice.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker