Custom Map #3135: VPAC Keeping Things Simple... By: Vertu

Started by AutoPost, May 02, 2022, 07:55:39 PM

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AutoPost

This topic is for discussion of map #3135: VPAC Keeping Things Simple..


Author: Vertu
Size: 200x130

TrickyPlayer

TWO factories? What do you even need two factories for? Extra storage room?
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

Vertu

Yes and because factories are special in that they can provide free operation of units if they use AC, Liftic, or ARG even if the grid this is all on is disconnected from the Rift Lab. I have always wanted to be able to place more factories because of this, to make a self-sustaining sub-grid of nothing but Sprayers in vanilla, Rocket Launchers in modded (though this would be over powered and make Porters only useful for energy related ferrying and resource stimulation). A kind of "zombie grid" some may say in the event it is indeed disconnected. In this map, it is very much more for extra storage in case you be-line the "Forge" towards the Rift Lab. It gives the Missile Launchers a better alpha-fire sustain. Plus, two factories is neat thanks to how greatly KnuckleKracker coded them. Even in the case of multiple when it is impossible in vanilla, they work perfectly fine together with the only issue being that there is only one GUI spot for a factory, but we can just call the factory displayed there the main factory.

I have even tried increasing the max ammo of the factories. It did work but upon map reload it reset and I never bothered to actually witness the change in action as 360 is a good storage for one factory. On VPAC Frontal Assault, when on hardcore, a new factory is created at the Rift Lab area to give more of a fight in the late game, or really only prevent a win via spores earlier.

I am anticipating for the next stable version as SetUnitOrientation is in the beta so I can rotate the new factories without causing their connection position to look wierd. There is also SetMSGButton which is already implemented in the Forge, just disabled because people may not know the beta version exists and or how to get on the branch and I have no idea what would happen if someone plays the map on a version where that API doesn't exist yet on the current stable branch.

What has gone wrong however, is the visibility of the Forge's outline when its influence radius visual is displayed. And a semi-outdated mission description.

Like I tend to say, the limit is imagination. So why not add extra factories when the game handles it perfectly? It gives a unique point of interest during the mission for the player to aim towards much like my use of Power Suppressors and Greenar-based mega shields (the targeting of refinery areas). Also, I make my maps based on a story and a 2nd factory at the center perfectly suited the background story of this map.
Life isn't fair because we say it isn't. Not because it is unfair. In fact, it is so fair we want to say it isn't and do.

alche

way better without lag, and i always try to play this without using field gens :)