Custom Map #3847: map 147 BICKFORD PAC. By: yum234

Started by AutoPost, August 14, 2016, 05:57:22 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #3847: map 147 BICKFORD PAC


Author: yum234
Size: 220x170

Desc:
Improved version of BIGPAC-2 The same scenario, not so hard and without big lag problems! :) Please, enjoy! #PlayAsCreeper #GoodLuck

yum-forum

#1
This is improved BIGPAC-2 map without big lag problems. But I tried keep the same scenario of game.
Enjoy it, please!  :)

Spoiler
Runner BickFord. You can use helps from Ranner Bickford Effect in several area of map. But BickFord Effect possible with some level (different in each area) of Creeper! In map exist 4 strategic Bickford area with pre-build emitters.
Berthas. The most annoying is 2 Berthas (with auto-target). That is why important using BickFord Effect kill it.
Runners. By controlling of growth of digital network You can send runners in some points where snipers kill it and You can create a bridge.
Beam. A lot of strong beams did not permit You simply go through the map. In some case (in the beginning) after some logical action You can use Spore Towers. But in limited area. Then Spore Tower technic will be useful in the end of game.
PZ Berthas. Very annoying. To go through the map You need to kill most part of this Berthas in Bickford area.
Creeper "knife". From some level of  Creeper You can use technology of "creeper knife" to cut voides. It is very attractive using of field. Like cut butter by knife!  :)
Tactic. In this game very important right tactics.
[close]

P.S. Big sorry for previuos map (BIGPAC-2) with lag problems...  :-[
1560 maps in CW2, CW3 and PFE till now
last

mzimmer74

MUCH more playable.  Still a bit of lag, but not nearly as bad as the other one.  Thanks for adding an updated version!
Omnipotence doesn't mean the ability to do what is logically impossible. It's possible, therefore, for God to create beings with the kind of free will that can choose between good and evil, but he can't also force those creatures to choose good. If he forced their choice, it wouldn't be free.

Loren Pechtel

Still rather laggy.  By the time I beat it I had to wait 5 more minutes for the spores to finish off the buildings--I wish PAC maps would declare victory when you drive off the last CN.  (I know, you didn't write the PAC code.  It's just more of an issue with your maps.)

Durkon

Thanks posting the update.
I didn't notice any lag in 1x speed and enjoyed the map much more (the other version was fun too).

MasterBata

Nice map as well, curiously took me exactly the same time as the previous one (46 minutes)


We need MOAR PAC!

yum-forum

Quote from: MasterBata on August 15, 2016, 07:06:26 AM
Nice map as well, curiously took me exactly the same time as the previous one (46 minutes)


We need MOAR PAC!

Yes. Not laggy PAC!  :)
1560 maps in CW2, CW3 and PFE till now
last

yum-forum

Quote from: Durkon on August 15, 2016, 05:44:36 AM
Thanks posting the update.
I didn't notice any lag in 1x speed and enjoyed the map much more (the other version was fun too).

Thank You for comments!  :)
BIGPAC-2 was laggy, but harder than new version.
In reality I created within one week very very hard (and with lag) original map. Then I made more simple version (BIGPAC-2), then more simple version (BICKFORD PAC)!  :)
1560 maps in CW2, CW3 and PFE till now
last

D0m0nik


Durkon

I imagine creating the original map and reworking it to BIGPAC-2 and reworking that map to BICKFORD PAC was quite some work.
Balancing weapons and ernergy prdouction in a way that reduces lag and keeps the experience as close as possible to BIGPAC-2 must have been difficult.
Personally I would say my improved time was mostly a result of map knowlegde and not a result of needed lag reducing simplifications.
So I guess I just wanted to elaborate my shorter comment and say thanks for putting your time into making these maps.  :)

yum-forum

#10
Quote from: Durkon on August 16, 2016, 03:37:37 AM
I imagine creating the original map and reworking it to BIGPAC-2 and reworking that map to BICKFORD PAC was quite some work.
Balancing weapons and ernergy prdouction in a way that reduces lag and keeps the experience as close as possible to BIGPAC-2 must have been difficult.
Personally I would say my improved time was mostly a result of map knowlegde and not a result of needed lag reducing simplifications.
So I guess I just wanted to elaborate my shorter comment and say thanks for putting your time into making these maps.  :)

Thank You!  :)

I just tried to create big PAC map with multiple ways to play it. Of course I designed map with possibility of some optimal way to win. Main strategy was to use 4 Bickford zone (One by one. When You achieve more high level of Creeper You may go to new zone. Then next. If level of Creeper not enough You can not get Bickford effect!  ;)). Of course possible "go straight", but it will be not so elegant and enjoyable!  :)
1560 maps in CW2, CW3 and PFE till now
last

chwooly

This map in only marginally better for lag than the previous 1, It is still unplayable for me.
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

yum-forum

#12
Quote from: chwooly on August 17, 2016, 08:19:39 AM
This map in only marginally better for lag than the previous 1, It is still unplayable for me.

Very sad! :(
1560 maps in CW2, CW3 and PFE till now
last

stdout

Also for me. There was no difference in lag. Maybe it's because I use Linux? My computer is plenty fast. I love your maps and I hope you make more smaller ones. These huge maps never play well for me.

mzimmer74

I went back and played the original one of these and realized what I was doing to make the lag so bad.  I usually play PAC maps on 4x speed.  That was unplayable.  When I dropped down to 1x speed it got a lot better.  Still laggy but not unplayable. 

Upon looking at the code, it really doesn't seem like there should be any differences between the two maps.  Given that no more than 10 units are checked in any given frame, the number of units shouldn't matter at all.  With the check for victory, more dead units should take longer to check but not until later in the map when the lag usually decreases.  What that tells me is that the lag is caused by something other than the PAC rebuild code in Abraxis.crpl.  I have no idea what, but will probably keep looking.  Anybody who is familiar with the code have any other ideas what might cause the lag?
Omnipotence doesn't mean the ability to do what is logically impossible. It's possible, therefore, for God to create beings with the kind of free will that can choose between good and evil, but he can't also force those creatures to choose good. If he forced their choice, it wouldn't be free.