Custom Map: There and back again

Started by AutoPost, August 20, 2010, 02:23:20 PM

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AutoPost

This topic is for discussion of map: There and back again


Author: RichieRich

Desc:
A quadrant puzzle, only one part hard work.

That said though, you will fail the first time. Maybe the second too...

rpvc

How the hell can you get that mortar?

UpperKEES

Looks like a very interesting puzzle map!

Quote from: RichieRich on August 20, 2010, 02:23:20 PM
you will fail the first time

Yep. Studied it better after that and will certainly try when I have more time after the weekend.
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

RichieRich

Quote from: rpvc on August 20, 2010, 08:26:31 PM
How the hell can you get that mortar?


Be very economical with what you start with.

fraterpotens

Richie, I love the map,
at least as I played through it it was a very nice balance of puzzle and difficulty,
However, I don't understand what is happening in the top right hand section.
I seem to get a standing hump of creeper there in the gully on the top right, which does not even out.
there is a persistant pattern with a very high hump of creeper in the middle of the gully, and then nearby wings with very little creeper.  it does not even out, and the gully does not fill up
I mean it did at first in the race section of the map, but once i moved to the top left and started lobbing mortars into the top right this pattern appeared and the gully stopped overflowing
I would much appreciate an explanation, the image is below for illustration.
thanks!
[/UR

Karsten75

Haven't looked at the map in the map editor (which anyone can do), but maybe the central emitters are high-intensity emitters and the outside emitters are lower-intensity? That will server to create that effect.

fraterpotens

Hmm,
yes the one right in the middle of the array of of 15 emitters in the top left corneris much stronger, but I still don't understand,
there are three southeast-most emitters out of the 15 which are weaker, and the creeper is lower over them.  but why does the creeper from the strong central emitter not flow south east and raise the level over those weak emitters?
the level stays low over those weak emitters for many minutes, and i am not keeping it low (the blasters in the top right corner were disarmed and actually stayed disarmed. they were never necessary).  somehow it just never builds up there, even though it is very high over the strong emitter right next door!

I feel like maybe there is something really fundamental I am missing here . . .



Karsten75

Play this map and perhaps you'll figure it out. 

RichieRich

Quote from: fraterpotens on August 26, 2010, 10:56:37 PM
Richie, I love the map,
at least as I played through it it was a very nice balance of puzzle and difficulty,
However, I don't understand what is happening in the top right hand section.
I seem to get a standing hump of creeper there in the gully on the top right, which does not even out.
there is a persistant pattern with a very high hump of creeper in the middle of the gully, and then nearby wings with very little creeper.  it does not even out, and the gully does not fill up
I mean it did at first in the race section of the map, but once i moved to the top left and started lobbing mortars into the top right this pattern appeared and the gully stopped overflowing
I would much appreciate an explanation, the image is below for illustration.

Hi fraterpons, I am glad you enjoyed the map. As Karsten pointed out if emitters are set to 0 intensity they suck up creeper. It had nothing to do with the mortar.

Interesting you didnt need to use the 2 blasters, I thought they were necessary.

fraterpotens

emitters set to zero suck up creeper!
that's the trick I needed to know! thanks!

P.S. I did use those blasters to chain in the first few minutes, I meant I never used them to control creeper in the north east quadrant.  I sent them back expecting to have trouble protecting those survivors, but the drains opened up and it was never a problem.

Karsten75

Quote from: fraterpotens on August 27, 2010, 12:09:15 PM
emitters set to zero suck up creeper!
that's the trick I needed to know! thanks!

P.S. I did use those blasters to chain in the first few minutes, I meant I never used them to control creeper in the north east quadrant.  I sent them back expecting to have trouble protecting those survivors, but the drains opened up and it was never a problem.

Yes, and  a high-intensity emitter surrounded with low-intensity emitters cannot flood the map at greater than the low-intensity emitters.. if the emitter reads more creeper at taht spot than it is set for, it sucks up the excess.