Custom Map #1782: Mandelbrot. By: warren

Started by AutoPost, February 28, 2015, 10:27:16 PM

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warren

That was possibly the hardest start that I ever tried. The finish was quite easy, however. Unfortunately, the map did not surprise me with something, so the quest for unexpected difficulty continues.

It kind of wedged you between a high elevation emitter and an area denial turret.

Helper

@war -
Were you able to restart my game from 0:00 or did you start from when I saved it?
The save was at :27 and the Creeper is pretty advanced by then.
Thanks for the pic.
H

Helper

#17
I was able to start again from the save point and finish it. Ugly win (on my part), but doable.
:)

Your map reminded me of a series that was done quite a while back. The maker used some kind of 'random terrain generator' to create the maps and they were a lot of fun to play.

It there was some way to combine what you're doing with his technique, it might make for some really terrific maps. I'll try to track down who it was.
H

J

Quote from: Helper on March 24, 2015, 10:28:08 AM
Your map reminded me of a series that was done quite a while back. The maker used some kind of 'random terrain generator' to create the maps and they were a lot of fun to play.

It there was some way to combine what you're doing with his technique, it might make for some really terrific maps. I'll try to track down who it was.
H
Map #94, by Pawel. He made a few more.

Helper

@J - thanks. Nice memory.

@war - do a text search in the CS main screen for: author:Pawel345

I'm not sure if what I'm thinking is possible, but would be fun if it is.
H

pawel345

I guess it would be possible but 'm not sure where is the code for generating those islands. The problem is that my generator was written in C and just created an output CRPL file that had to be compiled and run once to setup the map. I would need to find it and rewrite it to CRPL which will be rather hard probably.

The main idea was first to place randomly points of terrain on the map with random x,y coords then take a random point and check if there is terrain there, if there is then place terrain all around that point.

As for the digitalis, first the emitters seed digi growth in that place then form the edge of the map a point is send that makes a random walk along the gird and if it meets a point where there is digitalis already then it stops and a new one is send.

Hmm now I write it it sounds doable.... but not sure when there will be time to code that up.

warren

#21
I haven't played those maps since I avoid asteroid levels. You will have to reexplain the random walk digitalis growth again. Your explanation is not clear. As to the island formation, I believe that maintaining an edge list produces the exact same results as randomly examining terrain, but is much faster for aggregate style terrain generation.

Quote from: Helper on March 24, 2015, 10:28:08 AM
It there was some way to combine what you're doing with his technique, it might make for some really terrific maps.

If you mean I should use a generator to upload a handful of finished maps, will not happen. But I may make a non-fractal random map generator.

(It should be possible to generate a map in C. CW maps are xml like plain text packed with LZMA)

edit: I wonder how #610 was coded?