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cw4:cpack:docs:3e6c2fb1-04ba-48fc-8b7b-1135255b0ff8 [2021/07/29 03:06] – created Fireswamp | cw4:cpack:docs:3e6c2fb1-04ba-48fc-8b7b-1135255b0ff8 [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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The CSM Emitters CPACK is the core of CSM, a game mode made popular in Creeper World 3. In CSMs all of your usual offensive options are disabled, you need to rely on terrain manipulation to direct Creeper and Anticreeper flow to win the map. Typically starting with a small amount of weak Anticreeper emitters, you manipulate the terrain to capture more and more emitters, power towers and other structures on the map. The standard victory condition is the conversion or destruction of all enemy emitters. | The CSM Emitters CPACK is the core of CSM, a game mode made popular in Creeper World 3. In CSMs all of your usual offensive options are disabled, you need to rely on terrain manipulation to direct Creeper and Anticreeper flow to win the map. Typically starting with a small amount of weak Anticreeper emitters, you manipulate the terrain to capture more and more emitters, power towers and other structures on the map. The standard victory condition is the conversion or destruction of all enemy emitters. | ||
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+ | ===== CSM Play Guide ===== | ||
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+ | <hidden Click here for the video tutorial> | ||
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+ | {{youtube> | ||
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+ | </ | ||
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+ | \\ | ||
+ | CSM is a gamemode designed around directing anticreeper flow to capture enemy emitters, power towers and other powerful units around the map. The first thing you will notice is a complete lack of available weapons to fight against this creeper; you instead need to direct anticreeper around the map to capture objectives with which you can assault more dangerous enemies. | ||
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+ | Because of the large levels of creeper & anticreeper that are present in CSM, it is recommended that you plan in 'Top Down' view, which can be enabled with a button in the bottom right of your UI. | ||
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+ | Creeper/ | ||
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+ | Your primary method of terraforming is the Torp, or if you don't care for technical details just pretend it is a normal Terp. You can designate areas to be terraformed as normal, but I have a warning: be careful what walls you knock down, you cannot terraform tiles with creeper on them, so if you knock down a wall to an area that is too much for you to handle, it can be difficult, if not impossible to wall it back up. As a side note, I believe all bugs with the Torp have been dealt with, but if there are any I have missed, the Custom0 hotkey (which can be set in the controls menu) should reset terraforming/ | ||
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+ | The core units of CSM are the 4 emitter types and the power tower; you win when all enemy emitters are either destroyed or captured. | ||
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+ | {{: | ||
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+ | <color # | ||
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+ | Flip Emitters tend to always start as <color # | ||
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+ | <color # | ||
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+ | Boss Emitters work similarly to Creeper Emitters, but have multiple lives (producing creeper when each life is lost) and can drastically increase the creeper production of emitters in a small radius around itself. | ||
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+ | Power Towers tend to start as <color # | ||
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+ | If you mouseover the emitters a text popup should give you unit stats in the form "X/Y every Z"; this is the units current production. | ||
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+ | ==== Stargate Tutorial ==== | ||
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+ | Stargates and their support units are extremely common in CSM and serve as the primary way to transfer creeper or anticreeper across the map. Stargates on the same network will average out the amount of creeper/ | ||
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+ | The main networks are described by the color of the stargates rings, seen below. | ||
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+ | There are 2 ways to manipulate what network a stargate is attached to, the first is the Stargate Overrider. | ||
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+ | The Stargate Blocker works similarly to a Stargate Overrider, with the exception that the Stargate blocker does not connect the stargate to any network whatsoever. | ||
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+ | ==== Bridges Tutorial ==== | ||
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+ | Bridges are another method of directing creeper/ | ||
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+ | Bridges and Bridge Controllers have their networks labelled, controllers will toggle bridges of that network AND bridges of the negative of that network. | ||
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+ | Bridge Controllers can only be used if they are enabled, which can be identified with the red sphere on the unit turning green; a Bridge Controller will be enabled when there is suffiicent anticreeper underneath it. When a Bridge Controller is enabled, all Bridges corresponding to that controller can be flipped by clicking the "Flip Bridges" | ||
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+ | Enabled bridges will have normal terrain appear beneath them; when a bridge is disabled the terrain is switched for void terrain, preventing creeper/ | ||
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+ | ==== Absorbers Tutorial ==== | ||
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+ | Absorbers are a unit that absorb anticreeper placed underneath them, increasing their storage until they are full. When the absorber is full it will destroy itself and replace itself with either Nothing, a Power Tower, or an Anticreeper Emitter. | ||
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+ | ==== CSM Orbitals Tutorial ==== | ||
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+ | Orbitals are a set of very powerful abilities that use orbital points similar to orbitals in the base game. There are 5 types of orbitals, all of which can be deployed from the AIR tab of the top left UI menu. The cost of these units is shown in the top left of the unit icon in that menu, and your current number of available orbitals is shown in the top centre. | ||
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+ | Orbitals are obtained the same way as with the base game, by building rockets and feeding the rocket pad liftic. | ||
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+ | To use an Orbital, select and place the unit as you would to build any other unit; note that these units can be placed anywhere on the map, including in void, in creeper and on top of existing units. | ||
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+ | The 5 orbitals and their descriptions are as follows: | ||
+ | * The Suppress orbital halves creeper production of all enemy emitters in a 10 block radius for 20 seconds. | ||
+ | * The Augment orbital increases anticreeper production of all friendly emitters by 75% in a 10 block radius for 20 seconds. | ||
+ | * The Wall orbital generates walls in a circle of radius 10 for 30 seconds. | ||
+ | * The Terrain orbital converts all unoccupied void in a 7x7 square to level 1 terrain. | ||
+ | * The Drain orbital reduces the creeper level within 8 blocks by 5%, 3 times per second for 10 seconds. | ||
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+ | The build limit of 1 shown in the UI can be ignored, that simply exists to prevent click-dragging from placing multiple orbitals on accident. If more orbitals than can be afforded are placed on the same frame only some of the placed orbitals will activate. | ||
===== List of Units (CMODS) in this CPACK ===== | ===== List of Units (CMODS) in this CPACK ===== | ||
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===== Other CPACKs Commonly Used in CSMs ===== | ===== Other CPACKs Commonly Used in CSMs ===== | ||
- | As of the time writing this page, CSM heavily makes use of 2 other CPACKs; Torps and Stargates. | + | As of the time writing this page, CSM heavily makes use of 4 other CPACKs; Torps, Stargates, CSM Orbitals and CSM Secondary Units. |
==== Torps ==== | ==== Torps ==== | ||
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The remaining 2 units are units that override a Stargates network if placed on a Stargate. The Stargate Blocker is a unit that can be placed on top of a Stargate to remove that Stargate from its network. The Stargate Overrider, sometimes referred to as Numbered Stargates, is a unit that temporarily changes the network of a Stargate to a network not associated with any colour. | The remaining 2 units are units that override a Stargates network if placed on a Stargate. The Stargate Blocker is a unit that can be placed on top of a Stargate to remove that Stargate from its network. The Stargate Overrider, sometimes referred to as Numbered Stargates, is a unit that temporarily changes the network of a Stargate to a network not associated with any colour. | ||
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+ | ==== CSM Orbitals ==== | ||
+ | The CSM Orbitals CPACK is what adds and governs the use of a set of custom orbital weapons. The CPACK prevents use of normal orbitals and adds a set of 5 orbitals to the Air build tab. These orbitals are designed for use in CSM, with two of which being functionless without CSM Emitters. | ||
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+ | The CPACK obtains orbitals by converting normal orbitals to a global variable, which are consumed upon activation of the custom orbital units. There also exists an orbital pickup unit, which when connected to grants a number of orbitals. | ||
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+ | ==== CSM Secondary Units ==== | ||
+ | This CPACK is the location of CSM units that do not need an entire CPACK to themselves. At the time of writing the CPACK contains Superreactors, | ||
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