Custom Map #5653: The Fallen Civilization - Temple Assault. By: JoaoPistori

Started by AutoPost, April 06, 2018, 05:37:40 PM

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This topic is for discussion of map #5653: The Fallen Civilization - Temple Assault


Author: JoaoPistori
Size: 216x216

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The 3rd map of the series "The Fallen Civilization"! PLEASE take a quick look at the forums, otherwise you might get confused with something while playing. #FOR EXPERIENCED (expert) PLAYERS #CRPL: CONTROLABLE TOWERS AND CANNONS ; LAVA THAT DAMAGES YOUR UNITS ; #SHIELD KEY In this map, Lia and Abraxis were able to enter the Ancient Temple's cave with the command nodes. There are secrets to be discovered and creeper to extermine.

JoaoPistori

I AM BACK!!! HEHEHEH
I was absent those months due to life things such as university, job, etc. I did not abandon CW3 or PF.

IT'S RECOMMENDED TO PLAY THE 1st MAP OF THE SERIES [The Fallen Civilization - The Discovery] BEFORE PLAYING THIS ONE.
THERE ARE SOME CONTROLABLE CRPL CORES ON THIS MAP AND ON THE 1st ONE, BUT THIS MAP DOESN'T HAVE THE TUTORIAL FOR THEM (would have too much dialogs), WHILE THE 1st MAP HAS.
THE TACTICS ON THIS MAP IS ALSO VERY HARD. EVER HARDER THAN THE 1st MAP (pls don't rate 1 star because it's difficult :P), so it's better to get used to it playing the 1st map before playing this one.
Also, read the opening conversation for some more info merged with the story.

Anyway, here are the info for the towers:

Red Tower:
Spoiler

Unlocks weapons. Each level of tower will unlock new weapons or give more amount of the already-unlocked ones.
Hotkey: 'O'
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Blue-Gray Tower:
Spoiler

Unlocks forge upgrades. Each level will increase forge upgrade's limit.
Hotkey: 'U'
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Green-Gray Tower:
Spoiler

Unlocks economy structures (and shields). Collectors, Guppies, Reactors, etc.
There is no terp on this map, because terrain level 1 is lava, and lava damages your units (flying units too! heheh) and you would terraform the lava :P
Hotkey: 'I'
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"What should I do with those towers?"
Spoiler

Well, select/deselect them by clicking over them or pressing the hotkey. While selected, the tower will request packets and when filled, they will level-up.
At level zero, it will only "finish building" the tower. After level 1 it will unlock weapons, structures, forge upgrades (depending on the tower; explained above).
At level 10, feeding it will unlock one of the Super-Cannons, and the tower will be done (no more level-up; no more packets needed)
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"Super-Cannons?"
Spoiler

There are three super cannons, but they have a shield around them and you can't use them. Once the corresponding tower at level 10 is fully feeded, the shield will dissapear and you'll be able to connect your net with it and send packets.
The first packets you send will "finish building" it and then, they'll be ready to fire. The method to select/deselect them is the same of the towers, but once selecting the Super-Cannon an "aim" will appear under your mouse. Click anywhere on the map to aim.

Note: If the "aim" is gray, means the tower won't fire there:
The dark-green Super-Cannon can only target terrain with creeper lower than 1.0;
The dark-blue Super-Cannon and the red Super-Cannon can only target terrain that has creeper or digitalis (can be digitalis growth);
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"What do those Super-Cannons do? Does they fire a big missile or a big energy beam?"
Well, I don't want to spoil this here in this post. I want you to take a look first. The only tow things I can say are: They are the only way to beat the map and they have similar weapons from the previous map, but with a lot of beneficial changes.

"Is there something else I have to know?"
Yes. Three things:
The lava damages your units. It also have a chance to cause a "magma sturp" against units flying over it, so, be careful! Avoid it at any costs!
Spoiler
Movement speed upgrade will help you crossing lava without getting too much damage from the magma sturp.
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There are some resource ores, but they are kind of "hardened" deposits in which you can't build a siphon. You must destroy them with a nullifier (or "nullifierS", in the plural, heheh) and the resource pack will be there for mining with the siphon.
There is a shield key on the map. Discovering the secret to get it will give you something on the next map of the series (4th map)!



[...]
Ah, I've fixed the hotkey bug. It was a little issue with GetKeyDown command.
Also fixed a bug where the towers could not be selected/deselected anymore if the game was paused, after saving and reloading.
I also have put some more things on awake and gameloaded crpl due to the save/load bug (the towers were "freezing" after saving, closing the game, opening again and loading). I hope I've fixed it.


[...]
There was a bug with the bridges, they were not asking for AC packets once I quick saved/reloaded the game :(
But there's still a smart way to beat the map and get the shield key :D

D0m0nik


D0m0nik

7 scores with an average of 8.43 despite no one having completed it yet, glad to see the maps getting some respect, it is well deserved.

Not surprised at the lack of times posted though, this is a beast! You need to manage 3 bases at the same time with very limited resources and a very real danger of collapse. My kind of map fortunately! There is only just enough power and weps available and the map will probably become close to impossible if you do not keep hold of all 3 islands. Save a lot!

One tip:
Spoiler

I sent a CN early on to attack the north island and removed the anti air, a spore tower and the runner nest. To do this I had to keep one island going on guppies for a couple of minutes which was tricky but worth it as then at the end a singularity and a guppy finished the map.
[close]

One hell of a map, amazing work from you as usual.

JoaoPistori

Heheh... thank you so much for playing and winning it.

Yeah... a hell of a map lol
I could make it a little bit harder, but the map would not have any mercy if you do something "near to be wrong".

The best part I like in this map is the pressure you have to face while having only collectors to build hahah.

GoodMorning

I am impressed, but this one is beyond me (for the moment).

One or another island runs out of power and floods, when I play.

I'll come back when I'm better at using minimal units to the greatest possible effect.
A narrative is a lightly-marked path to another reality.

D0m0nik

The totems are a little out of reach which is a little evil!

Spoiler
On the right island a well placed mortor can keep the wall clear for a relay to a totem. On the left island one shield can help connect to the totem but power is needed. I just kept using a guppy to power the bottom one.

It is also important to charge the devices for levelling up weps and units from the start, you cannot turn them off to save power much until you have at least 3 mortors on each island and 4 reactors.  Your bases are not in much initial threat so take advanatage and get those early upgrades ASAP. I put all early aether into energy.
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GoodMorning

For me, the bridges did not activate. What would they have done?

Also, the core-zap left the 200-Emitter standing, as well as the AET there.

That was a challenge, but it's all downhill once you can get off the starting islands.

Spoiler

I did a lot of CN-flyover workarounds.
[close]
A narrative is a lightly-marked path to another reality.

JoaoPistori

The bridges were supposed to activate a "terrain bridge"* over the lava, as they did on "Ancient Temple" map, but for some reason, cores were stopping asking for AC if you save/reload the game, even if the command for requesting AC was on awake or gameloaded functions.

Thanks for spotting the bug where the center units hadn't been destroyed. I had used multiple "GetUnitAt" commands, but I see it's better to search for the core/unit with commands of "Get[all]/[enemy]UnitsInRange"

After finishing the next map I'll probably launch a fixed version of this map.

*in case you haven't seen or forgot how the "terrain bridges" worked in "Ancient Temple" map:
While activated, the switch turns part of a terrain into another terrain by telling the bridge unit to activate. So, in the case of this map, while it's being feeded by AC and Energy their respective bridge gets activated and a higher terrain will "lift" over the lava, allowing you to build and move units there. If the switch gets deactivated, the bridge's terrain will go back to it's previous state.