Custom Map #1448: FPS: The Sleeper Awakens. By: Heritor

Started by AutoPost, May 01, 2021, 07:40:21 AM

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This topic is for discussion of map #1448: FPS: The Sleeper Awakens


Author: Heritor
Size: 256x160

Jimragnark

OMG YES! FINALLY THE SLEEPER! i really can't wait until comes the sleeper rift lab
thumbs up for the nostalgia.i really love sleeper maps

i really dont undestand why this game is not popular,maybe because of the high price or other thing i dont know
but i really apreciated this game and i will still play.

UberWaffe

Awesome map. ;D

Not sure if it was intended, but the growing mesh of the sleeper would override other special terrain.

rowlet

Good lord that took a while.
Only problems being the mesh overriding other terrain and constantly getting stuck on the walls.
Other than that great map.

dwilkinson

That was long and fun.
I am so happy to see sleeper units, but freaked out a bit as the cannons look like eyes. really hope the sleeper units get some use in PAC maps, or PAS(Play As Sleeper) as it would be called.
I was fairly irritated by getting stuck so much once i was inside the fortress. and noticed you used the version which includes the 4x Speed terrain fix so you cant jump over walls.
Hope that in the next map we don't get stuck as much.
Thanks

Jican


heritor

Quote from: UberWaffe on May 01, 2021, 10:22:17 AM
Awesome map. ;D

Not sure if it was intended, but the growing mesh of the sleeper would override other special terrain.

I debated over whether or not to allow it to override the other special terrain, but in the end I let it do that to ensure that no matter what the map was like, it could extend its' reach.
Once it's adapted for normal CW4 play that'll add an extra dimension of threat to maps too - imagine a scenario where you have to protect and harvest as much bluite as possible before a mesh tendril destroys your small patch of Resource? (that also opens up the opportunity for someone to create a mesh destroying laser turret, or a unit to lay down resource - the possibilities are limitless)

Quote from: dwilkinson on May 01, 2021, 11:21:20 AM
That was long and fun.
I am so happy to see sleeper units, but freaked out a bit as the cannons look like eyes. really hope the sleeper units get some use in PAC maps, or PAS(Play As Sleeper) as it would be called.
I was fairly irritated by getting stuck so much once i was inside the fortress. and noticed you used the version which includes the 4x Speed terrain fix so you cant jump over walls.
Hope that in the next map we don't get stuck as much.
Thanks

The cannon look (and you might/might not have noticed, that no matter how far away or where you are - they're always watching you...) is quite deliberate, I assure you. Because Sleeper units are made out of/by creeper, I tried to make something that looks like a fusion of organic and mechanical, like they've absorbed schematics but can't quite replicate them.

I'll put it out there right now, anyone that wants to add onto Sleeper, create an AI to have proper CW4 vs. Sleeper maps, make Play As Sleeper, or anything with stuff I've made - go for gold with my firm approval.

The wall stick is an ongoing nuisance, agreed.

Quote from: Jican on May 01, 2021, 11:34:53 AM
Kept getting stuck, gave up

Are you getting stuck on the walls inside the castle? If so, that's a known issue (unsure at this point if it's just mine or others - I've experienced it on other maps but it might be code I've introduced). If you're not already aware, there was a respawn function introduced a few FPS maps ago (I can't recall who by unfortunately) to force-respawn back at the starting point. If I can't find the problem with the wall coding, my next project is to introduce 'checkpoints' to at least make it less of a pain when this bug happens.
Pro wrestler, graphic designer, video editor, programmer, cat daddy, game designer - I'm more caffeine than man.

Durikkan

Fun map, if slightly long.  The turrets are fun to fight against, but getting repeatedly stuck on the walls is kind of infuriating (I lost the health bonus because I got stuck in the wall and railed on before I could respawn).   

Being able to destroy the emitters and such was a nice touch, too. 
I'm known as Auri in cw4.

Malignantmind

Pros:
Amazing idea
Getting to destroy creeper structures is awesome
FPS is always good

Cons:
Long, and very tedious
Walls are super buggy, especially when you get into the middle parts of the map. The corridors are way too narrow. After the tenth force reset, I just gave up despite having most of the map already cleared with only one emitter in the middle remaining.

Squornshellous Beta

So, fun fact: The force respawn does not care if the spawn point has been meshed to and buried in creeper. Nor does it care if the player, having been kicked out of first person mode because the respawn button is the same button that does that, doesn't realize where they are in time to be able to save themself. This serves as supporting evidence for my view that the health objective is less a penalty for reckless play and more a penalty for having insufficiently good reflexes when something stupid happens.

I also found that repeatedly in the maze there would just suddenly be creeper right on my position with no clear sign of why or what to do to escape it, presumably either from forbs or the mortars in the middle. And of course, heaven help you if you happen to lightly brush against a wall while trying to flee such a sudden creeping.

Also an interesting thing happens if you pause while stunned.

Durikkan

Worth noting that I just sent Heritor a fix for the stuck in wall issue, so that shouldn't be a concern in future bridge fps maps. 
I'm known as Auri in cw4.

heritor

Quote from: Squornshellous Beta on May 01, 2021, 01:26:25 PM
So, fun fact: The force respawn does not care if the spawn point has been meshed to and buried in creeper. Nor does it care if the player, having been kicked out of first person mode because the respawn button is the same button that does that, doesn't realize where they are in time to be able to save themself. This serves as supporting evidence for my view that the health objective is less a penalty for reckless play and more a penalty for having insufficiently good reflexes when something stupid happens.

I also found that repeatedly in the maze there would just suddenly be creeper right on my position with no clear sign of why or what to do to escape it, presumably either from forbs or the mortars in the middle. And of course, heaven help you if you happen to lightly brush against a wall while trying to flee such a sudden creeping.

Also an interesting thing happens if you pause while stunned.

You are stunned you are stunned you are stunned you are stunned.

All good points - I didn't design the respawn mechanic but I'll be looking at improving it in future maps (temp immunity, checkpoints etc).
Pro wrestler, graphic designer, video editor, programmer, cat daddy, game designer - I'm more caffeine than man.

mzimmer74

That was a fantastic map! The only issue was the wall sticking, but that's already known as you pointed out. Loved this map a LOT!
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.

Redneck

fun one but the getting stuck made me rage quit.  if there is a way to fix that bring in more !

Xbastion