Custom Map #9647: Azazel #9506 Mod. By: Feroperetic

Started by AutoPost, August 11, 2021, 11:00:24 AM

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AutoPost

This topic is for discussion of map #9647: Azazel #9506 Mod


Author: Feroperetic
Size: 99x99

Desc:
Slightly modified map of AkuninDude #9506. All credit goes to him for his excellent map. There is a window of opportunity to make this map way, way easier.

Feroperetic

Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

teknotiss

Quote from: Feroperetic on August 11, 2021, 11:03:47 AM
Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

in what way is it botched?

anyway, a request in the main support page should get V's attention soon, otherwise you can report it in CS (bottom right of the map info page) and ask us to all report it... if enough do an auto mod flags it for deletion and Karsten75 will get rid of it.

hope that helps!  8)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Feroperetic

Quote from: teknotiss on August 11, 2021, 11:46:55 AM
Quote from: Feroperetic on August 11, 2021, 11:03:47 AM
Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

in what way is it botched?

anyway, a request in the main support page should get V's attention soon, otherwise you can report it in CS (bottom right of the map info page) and ask us to all report it... if enough do an auto mod flags it for deletion and Karsten75 will get rid of it.

hope that helps!  8)

Now I'm not sure. After I uploaded the map I wanted to test it again so I "re-downloaded" it from Colonial Space. When I tried to play itmy starting point was as shown in the screenshot above (by the way that screenshot contains spoilers). Thought it might be the same for everyone? It should start with no units and structures deployed.

yum-forum

Quote from: Feroperetic on August 11, 2021, 11:03:47 AM
Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

What was botched with my map? For me no problem if you modify and uppload modified map.
Good lu!  :)
1560 maps in CW2, CW3 and PFE till now
last

Feroperetic

Quote from: yum-forum on August 11, 2021, 01:38:58 PM
Quote from: Feroperetic on August 11, 2021, 11:03:47 AM
Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

What was botched with my map? For me no problem if you modify and uppload modified map.
Good lu!  :)

There's nothing wrong with your map. I was just surprised when I replayed it after uploading I started with the command node already deployed. And by the way thank you for all your contribution.  I was a bit late  to CSM maps and at first I did not have a clue on how to proceed. Now it's all I ever play and I eagerly await the next one!

teknotiss

Quote from: Feroperetic on August 11, 2021, 12:21:34 PM
Quote from: teknotiss on August 11, 2021, 11:46:55 AM
Quote from: Feroperetic on August 11, 2021, 11:03:47 AM
Sorry for the botched upload, obviously this is my first. Is there any way to delete this map?

in what way is it botched?

anyway, a request in the main support page should get V's attention soon, otherwise you can report it in CS (bottom right of the map info page) and ask us to all report it... if enough do an auto mod flags it for deletion and Karsten75 will get rid of it.

hope that helps!  8)

Now I'm not sure. After I uploaded the map I wanted to test it again so I "re-downloaded" it from Colonial Space. When I tried to play itmy starting point was as shown in the screenshot above (by the way that screenshot contains spoilers). Thought it might be the same for everyone? It should start with no units and structures deployed.

that's odd... that should only happen if you have played a bit while in the editor, but before pressing "Edit" then gone into the editor and "refinalised" the map...

that could have left you with units prebuilt etc...

is that a possbility?  :o
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Feroperetic

Quote from: teknotiss on August 12, 2021, 04:36:28 AM

that's odd... that should only happen if you have played a bit while in the editor, but before pressing "Edit" then gone into the editor and "refinalised" the map...

that could have left you with units prebuilt etc...

is that a possbility?  :o

This must be it, Thanks for the replies. I have enjoyed your maps since CW1!

By the way do you know if there is an archive somewhere to dowload collection of CW1 maps? I remember doing this before but it was years ago and the links are probably dead.

CharlieMartini

What exactly can the bomb do and how do I make it work? I see it can only be placed on emitters, but when I place it, I click and see it counts down 3, 2, 1 but then nothing happens.

yum-forum

Quote from: CharlieMartini on August 13, 2021, 11:17:11 AM
What exactly can the bomb do and how do I make it work? I see it can only be placed on emitters, but when I place it, I click and see it counts down 3, 2, 1 but then nothing happens.
In original 9506 there was 2 types of chips for production of Bombs. First "Multiplier Bomb" - put on any emitter (anti-creeper or even creeper) and it multiply emission for some time. Second - "Stopper Bomb" which stop production of eny emitter. For example, you put on creeper emitter and it stop creeper production. After this emitter will be covered by anti-creeper you can double click on bomb and bomb wi;; disappare
1560 maps in CW2, CW3 and PFE till now
last

CharlieMartini

So drop the the "bomb" on the chosen emitter, if it's the STOP one, and leave it be?

yum-forum

Quote from: CharlieMartini on August 13, 2021, 04:27:54 PM
So drop the the "bomb" on the chosen emitter, if it's the STOP one, and leave it be?

yes. "Stopper Bomb" on emitter just leads to stop production. In time when you don't need it - just double click.
1560 maps in CW2, CW3 and PFE till now
last

toolforger

Still hating those stacked emitters.
And hating those slumbering emitters that I'd have to find by checking every friggin single emitter, just so I don't have to spend the stoppers on them and being forced to singularity those pesky strong normal emitters in the end.

Maybe it's just my playstyle, but I find myself annoyed by having to look at every detail instead of getting a lateral view of everything.