Custom Map #1011: Bam! Cannons!. By: Nicant

Started by AutoPost, December 27, 2017, 06:07:05 PM

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AutoPost

This topic is for discussion of map #1011: Bam! Cannons!


Author: Nicant
Size: 256x144

Desc:
Watch out for them cannons! #PRPL

Nicant

I hope you enjoy! If you are stuck, here is a video i made on it:
CW4 hype!!

chwooly

#2
Quote from: Nicant on December 27, 2017, 06:23:29 PM
I hope you enjoy! If you are stuck, here is a video i made on it:

Thanks for the map and the video, However can someone explain what is going on? Why am I not able to move my ships, Why are they moving themselves especially so that the lathes are out of range? what are those things that have numbers and what are they for? Honestly, My biggest peeve with this game is the constant back and forth to rebuild ships because of not implementing hot keys and since they are so easily destroyed. Some maps ares so bad that they are unplayable for me, Now a new mechanism is introduced where I have to destroy the ship to get control of it. This just makes it even less enjoyable.

Cheers




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

Nicant

Ok, so the things the move on the struc are called runners. The weird white and red box is the runner spawner. The stunners will "stun" your ships when they get too close, as in they will disable movement for your ship temporarily. (Some ships will go backwards and forwards. It depends on the placement of the command module.) Tips for dealing with the stunners, Whatever can destroy a particle, can destroy a runner. I recommend missiles. When taking out the bottom-left area of the map, use the Lathe MK2 and the E Lathe ships. They will be useful, and will go back wards when they get stunned.

Now the weird brown hole things with the number above, they are pretty much flip emitters for mire. When blue mire touches the cell it is on, then the number above it will turn blue and a mire spawner will start to build there automatically. The spawners don't cost/use any energy and vice-versa for the red mire too.

The orange struc is explained in the map, i should've done a better job at explaining everything else. When you lathe orange struc, land is made at the cell that you lathe'd.

And finally, the 2 other red things are called cannons. After a certain amount of time, they fire out a ball of particles. There is also a blue one trapped in an island.

Hope this helps! :)
CW4 hype!!

chwooly

Quote from: Nicant on December 28, 2017, 10:27:30 AM
Ok, so the things the move on the struc are called runners. The weird white and red box is the runner spawner. The stunners will "stun" your ships when they get too close, as in they will disable movement for your ship temporarily. (Some ships will go backwards and forwards. It depends on the placement of the command module.) Tips for dealing with the stunners, Whatever can destroy a particle, can destroy a runner. I recommend missiles. When taking out the bottom-left area of the map, use the Lathe MK2 and the E Lathe ships. They will be useful, and will go back wards when they get stunned.

Now the weird brown hole things with the number above, they are pretty much flip emitters for mire. When blue mire touches the cell it is on, then the number above it will turn blue and a mire spawner will start to build there automatically. The spawners don't cost/use any energy and vice-versa for the red mire too.

The orange struc is explained in the map, i should've done a better job at explaining everything else. When you lathe orange struc, land is made at the cell that you lathe'd.

And finally, the 2 other red things are called cannons. After a certain amount of time, they fire out a ball of particles. There is also a blue one trapped in an island.

Hope this helps! :)

Helped a lot thanks, Now I understand how the runners effect the ships, That was my biggest annoyence. It was driving me crazy trying to move ships and not being able to, At first I thought this was a new bug in the game. I did finish and enjoy the map other then being frustrated by having to destroy ships that I now know I didn't have to, Just had to wait till they were not stunned by the runners.


Cheers.
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

Keeper Decagon

I have to say, quite enjoyed this one. The runners and the cannons definitely gave a unique challenge, as well as the flip mire spawners, but by far the most intriguing part of this map is the orange "land bridge" struc. It was quite fascinating, building land instead of destroying it as with rock burner.
"For me, there is no honour or glory. No praise to be had for what I do. I fulfill my purpose for the protection of all... neither of us are going to make it out of here alive." - ?? ??, 145th CE

Nicant

#6
Quote from: Keeper Decagon on December 28, 2017, 01:08:34 PM
I have to say, quite enjoyed this one. The runners and the cannons definitely gave a unique challenge, as well as the flip mire spawners, but by far the most intriguing part of this map is the orange "land bridge" struc. It was quite fascinating, building land instead of destroying it as with rock burner.

Thanks! Glad you enjoyed it! :) I might post the script for the orange struc, but the script is so easy anyone could do it.

Edit: Actually, here it is if anyone wants it.

LandStruc:
Spoiler
# --LandStruc-- 12/26/2017 1:19:34 PM

$LandHeight:1

Self GetUnitHealth ->Health
<-Health 0.1 lte if
   Self 0 DestroyUnit
endif

:Awake
   Self "main" "Custom0" SetImage
   Self "main" 0.34 0.34 SetImageScale
   Self 1 SetUnitLatheTargets
   Self 0.01 SetUnitLatheDamageAmt
   Self 0 SetUnitHasHealthBar

:Destroyed
   CurrentCoords <-LandHeight SetLand
[close]

Here also is a crude editor for it:
Spoiler
# --LandStrucEditor-- 12/28/2017 4:11:41 PM

once
   Self "main" "NONE" SetImage
   1 OperateWhilePaused
   1 ->LandHeight
endonce

GetMouseCell ->mx ->my
"Land Height:" <-LandHeight concat SetText

GetTimer0 eq0 if #Terrain Height Selection
   "t" GetKey if
      <-LandHeight 5 lt if
         <-LandHeight 1 add ->LandHeight
         5 SetTimer0
      endif
   endif

   "g" GetKey if
      <-LandHeight 1 gt if
         <-LandHeight 1 sub ->LandHeight
         5 SetTimer0
      endif
   endif
endif

GetTimer1 eq0 if
   "f" GetKey if
      "PRPLCORE" <-my <-mx CreateUnit ->Unit
      <-Unit "LandStruc.prpl" AddScriptToUnit
      <-Unit "LandStruc.prpl" "LandHeight" <-LandHeight SetScriptVar
      5 SetTimer1
   endif
endif
[close]
CW4 hype!!

FOXX

Really nice Mechanics in this Map.
I Liked the Custom MireSpawners and loved the LandStruc [Bridge].
There are a lot of Options to create.

I'll have to come back to this later but i'm sure i will add it in later Maps. [Probable after the CM Maps]

Great Map Nicant, enjoyed playing.

The FPAF
For My Maps and Ships!
Including  CUSTOM MODULE MAPS & SHIPS

theachevah

What is a man? A miserable pile of secrets! But enough talk, HAVE AT YOU!

Nicant

Yup, be careful of those cannons! Also thanks im glad you enjoyed the map Foxx!   :)
CW4 hype!!