Custom Map #3825: Guet-apens. By: Rhadamante

Started by AutoPost, August 05, 2016, 07:27:06 PM

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This topic is for discussion of map #3825: Guet-apens


Author: Rhadamante
Size: 225x162

Desc:
To proceed in their interstellar travel, Skars and Lia must destroy this system's inhibitor. But the planet it is on seems to conceal many dangers. Overcome the traps laid by the Loki, destroy the inhibitor and escape. Advice : to appreciate the map fully, SAVE OFTEN, especially before nullifying anything #CRPL #CustomEnemy #NoRunners #Easy

Rhadamante

A heavily scripted map made more to enjoy the different traps than for difficulty. Basically, to appreciate it, save before any major action, see the consequences, reload, act differently. Doing that makes the map a lot easier so hopefully, anyone can enjoy it.

This one was a big amount of work, too much probably, so any comments/bug reports/advices are welcome.

ps :
Spoiler
once you get the real inhibitor to appear, let it charge twice if you want to see the full extent of its "attacks" ; I didn't want to make it too hard on the player so it's easy to nullify it and miss them
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ChaosMaster130

Pretty neat map, cool CRPL you came up with.
Though by sheer chance I ended up winning the map much sooner then I expected due to being more aggressive then I normally am and getting lucky   8)
Spamming my Up+B Special since 1999!

Loren Pechtel

From what others are saying this is bugged.

Given the warning I decided to simply wall off the inhibitor with cannons until I cleared the rest of the map.  I did so with no surprises until the end--when I nullified the stuff around the anti-air the game ended with victory despite the fact that I hadn't gone after the inhibitor at all.

I'm going to guess the inhibitor is some special that has CRPL behind it but it's not a normal unit--and thus I got victory without killing it.

GoodMorning

Well done. I have one more suggestion:
Spoiler

Reduce the number of other buried structures, and place them radially. Alternatively, don't use a one-hit wonder boss, but build one componentwise, with a final battle for the last. Evil suggestion:
Spoiler

Detect the player Forge, CNs, or Reactors...
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A narrative is a lightly-marked path to another reality.

Rhadamante

Quote from: Loren Pechtel on August 05, 2016, 09:43:45 PM
From what others are saying this is bugged.

Given the warning I decided to simply wall off the inhibitor with cannons until I cleared the rest of the map.  I did so with no surprises until the end--when I nullified the stuff around the anti-air the game ended with victory despite the fact that I hadn't gone after the inhibitor at all.

I'm going to guess the inhibitor is some special that has CRPL behind it but it's not a normal unit--and thus I got victory without killing it.

I know where the problem lies : made the mistake of not giving the core that you need to destroy (which SPOILER is not the visible inhibitor) the "counts for victory" tag right from the start, instead, it only gets it after you reveal it. Also, I should have added a timer to reveal it no matter what you do to avoid people going after everything else.

In my defense, you're kind of supposed to go after the inhibitor despite the warning (which was here  more for story purpose).

"Ideal" chain of event :

Spoiler
Save then nullify fake inhibitor : it's a trap.jpg !
After a few seconds, buried enemies are revealed, reload.
Go after the buried ones, experience the little things they have in store until you find the real one, then reload.
Go directly after the real one, fight it, win the map.

fun fact : there are different messages depending on the order you go with when dealing with the traps and the real inhibitor
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In hindsight, I'll avoid overly complicated maps in the future. It takes too much time and hinges too much on the player doing things right. I think I'll reuse some of the scripts in here and make simpler maps. Gonna reuse that circular shooting spore tower.

GoodMorning

I think the idea is good, you just need a tester or two. If you wish, I can help you to interlink the CRPL to enforce the story. Certainly the satellite units can be bulletproofed against regular Nullification. I thought, though, that the CRPL Cores had CONST_COUNTSFORICTORY set by default? It has always been the case for me.
A narrative is a lightly-marked path to another reality.

Rhadamante

Quote from: GoodMorning on August 06, 2016, 08:38:28 AMI thought, though, that the CRPL Cores had CONST_COUNTSFORICTORY set by default? It has always been the case for me.

It is on by default. But I unchecked it as I unchecked other unwanted options (nullifier damages, takes map space among other). My mistake. For some reason I probably thought it needed to only be on after its appearance like the other.

GoodMorning

Beware that kind of thing. If the 'counts for victory' setting is engaged on detecting destruction, then you can end up with one frame of no enemies, causing victory before everything is dead. Better to leave it set, and just do a reveal.
A narrative is a lightly-marked path to another reality.

Johnny Haywire

Yanno, I remember playing a similar map a while back. I don't remember the whole earthquake thing but I knew to avoid the "trap". I don't think it's necessary to save the game if you simply play extra safe.

Cool map, even if it is deja vu!

Spoiler
If you leave the inhibitor alone, you can win by just killing the other stuff.
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You disagree with this sentence, don't you?