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Lawl i was briefly seen in the video as an entry in high scores screen. Are you gonna show off the easter eggs for this?
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# ¿ Jun 17, 2020 09:01 |
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# ¿ Apr 24, 2024 03:54 |
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The easter egg in mission one requires you to embrace 2020 fully. EDIT: i noticed that you never realized that what the temple did was not a shield because shields don't happen to spread across the terrain. Really, was it THAT not obvious what it actually was? Regallion fucked around with this message at 14:53 on Jun 17, 2020 |
# ¿ Jun 17, 2020 14:38 |
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Easter eggs Map 1 commit sudoku. Effect will be immediately notable Map 2 supply Liftic to a temple structure. Causes it to spew some AC before exploding to ensure you cannot run out of liftic. Map 7 build 21 snipers. Best done at start of map. Effect will be very notable and will make the map significantly harder.
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# ¿ Jun 19, 2020 23:13 |
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Olesh posted:It depends on the map, but it appears that typically you can either nullify everything or power all the totems. It's a little more interesting than that: On each map there is a list of required/optional objectives. Once you futfill all the required ones you can leave. HOWEVER. the time score for each objective is actually tracked separately, which means...yes you can have competitions on fastest time to specific objectives which can tier a map nicely.
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# ¿ Jun 20, 2020 20:53 |
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Xarn posted:New map is interesting, but I still don't know what that rotating inhibitor thingy does. If you watched dev livestreams you'd know that it does 2 things: 1. It enables the "reclaim" victory condition. 2. It causes trees to spawn around it.
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# ¿ Jun 22, 2020 11:31 |
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The reason for 21 snipers is that the hint for unlocking this egg was some of the lyrics from a greenday song which featured a line "21 gun salute", hence the number. Also snipers can snipe the eggs before they pop so. EDIT: The Reclaim objective is also present in map 8. Also TBH the reclaim objective is faster than either nullify or totems, depending on % required, so. Regallion fucked around with this message at 16:02 on Jun 23, 2020 |
# ¿ Jun 23, 2020 15:25 |
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Strategic Sage posted:
EDUT: update at the end of prev page
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# ¿ Jul 1, 2020 21:28 |
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Incidentally CW1 has NO custom language at all. How is this achieved then? They made the terrain a dark color and then used it's interaction with the normal collector collection radius display. They also changed the creeper color to really dark. It's an ingenious yet rear end way.
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# ¿ Jul 24, 2020 17:04 |
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This level is a lot easier if you go aggressive. You can save the entire center plateau if you are fast enough with building a couple guns and a couple of beams there.
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# ¿ Aug 30, 2020 09:44 |
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It made me suffer a lot when you built a relay on what's basically a designated forge spot.
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# ¿ Sep 27, 2020 10:06 |
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Also, for those weaken/strenghten with energy things, you can use PZ collectors to connect to them way earlier than you did. Collectors, not relays. Also no, i'm p sure stashes existed way before absorbers did, in fact i might have been inspired by them.
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# ¿ Sep 27, 2020 12:02 |
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Strategic Sage posted:That's bizarre. Why would collectors get increased connection range? Makes no sense to me at least. They get larger collection range AND connection range, it's completely unique to them.
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# ¿ Sep 28, 2020 12:24 |
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OneWingedDevil posted:
Miners increase 5x. Erning both sides of a
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# ¿ Dec 8, 2020 17:45 |
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It should be noted that shooting the rain is pointless, as unless it is over a shield, the creeper will still be deposited the same as if it just popped.
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# ¿ Dec 11, 2020 20:58 |
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Note that as of 1.01 the shields will not longer prevent eggs from depositing creeper, so that's a moot point.
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# ¿ Dec 17, 2020 07:58 |
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So here's a short primer on how ECO (trees) work. This is general info, not tied to a map. A mapmaker, can paint trees on a map in one of 2 states: dead or alive. A tree becomes alive shortly after it enters a soylent field and has no factors that cause it to be dead. While a tree is alive and in soylent it produces a (individually) tiny amount of extra energy represented by a green + under your energy. A tree becomes dead if it's either touched by creeper or trampled by any kind of a unit. You can see dead trees easily by turning on "Eco spike" in visibility options. The objective of the map is question involves getting near-100% of all trees on map to be alive and that requires deleting most of your units, especially airfields.
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# ¿ Dec 20, 2020 10:50 |
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Strategic Sage posted:I don't dispute your knowledge level Regallion, but that doesn't comport at all with my test run. I was able to get that objective with a lot of trees still dead. I also found that there was no shortly after about it as regards the soylent. Trees were still gradually growing on patches of land that had soylent for at least a few minutes and I think longer than that, lots of them. That's with no creeper on the map for quite some time and no units close nearby that could have trampled them recently. There were dozens of trees still dead, probably over a hundred, when I got it so I don't real get the 'pixel-hunting' issue that a lot of people seem to have had with it aside from just needing to wait longer. Very specifically your leeway is 150 trees out of 2846 code:
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# ¿ Dec 20, 2020 20:21 |
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So, Chronom videos and Mark Vs would probably not go over well. There are some really interesting chronoms occasionally, and there are some good seeds that you can procure from the discord, that might be actually interesting to show off, but certainly not as a mainstay. Span is a gimme, it's basically this game's alpha sector. For colonies, i'm sure you'll get your recommendations as soon as you ask.
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# ¿ Dec 20, 2020 23:33 |
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I will not suggest the map that is suggested. I will instead suggest: 50 - Cascades. A quick, but unusual gimmick map 151 - Orbital insertion. It inserts alright. 98 - the depths. I heard you like eggs. Shameless plug: 19 - It is dark. You are likely to be eaten by a grue.
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# ¿ Dec 21, 2020 18:19 |
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Complications posted:If you do this in a completionist style do it before the patch goes live. Offensive shield use against eggs is about to get nerfhammered and nullifying that one spore will be a real pain in the rear end without it. That change was actually reverted and outside of an additional visual nothing changes about eggs and shields.
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# ¿ Dec 21, 2020 19:09 |
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M_Gargantua posted:I made 361 - Chutes and Ladders, ended up not leaning further into the gimmick after constant playtests and tweaks. The thing about maps like The Wave is that its all gimmick and I can't really appreciate them beyond that. Played this one, feels a bit oof in that you need 2-3 restarts to see just how far you can expand at start. Practically, every single one of the closeby 3 stashes can be suppressed before they activate, and you can also take the north-eastern flip breeder before creep gets to it... which made it feel much easier. Also it really feels that the spore assault on the breeder is kinda half-hearted, since you can defend it with trivial amounts of missiles, i'd have expected a veritable storm.
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# ¿ Dec 29, 2020 11:58 |
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# ¿ Apr 24, 2024 03:54 |
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Carbon dioxide posted:
That is correct. There is even a map like that called Serious (harder) i think? Also nothing stops custom units from making more pods or whatever, so.
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# ¿ Dec 30, 2020 01:58 |