The game in question is this: http://www.addictinggames.com/creeperworld.html
anyone who can do this will be awarded over 9000 internets.
This is basically a Real Time Tower Defense, if there could be such a thing.
What you need to know:
1: The 'Creeper' is a terrain object that will do DoT to military structures and instantly kill civilian structures, and has actual depth levels.
'Creeper' is the main enemy, and will try to kill 'Odin City' for the end of the game.
'Creeper Spores' are objects that appear in certain levels, and will attack the structures built by the player at 2:40 intervals generally. These are unable to be attacked by most towers, and will target the largest cluster of civilian structures it can find.
2: In order to build anything the main structure, 'Odin City', has to have a connection with the building in question via a radius of auto connectability with structures placed near it. 'Collectors', 'Relays', 'Blasters', 'Mortars', 'Storage' and 'Speed' buildings will all allow connections to buildings placed further away.
3: The money in this game is called 'Energy', and is collected with buildings such as 'Collectors' and 'Reactors', and will passively be spent in the form of 'packets' to all structures that require them.
4: Packets are sent by 'Odin City' and will automatically build/rearm/supply energy when needed by the structure, and will try to go the shortest possible route of connections from 'Oding City' to the buildings requiring them.
5: The main resource gathering structure, the 'Collector', gives you more energy the larger the green area around it is, and does not just give you more if you spam 30 in one place. These are a cheap way to increase your energy income and to sustain a larger army of military structures.
6: The 'Relay' structure will give a very long range area of connection with buildings, but only with other 'Relays', this is used mainly to span large gaps between areas not covered by the 'Creeper'. 'Relays' can only connect to other non-'Relay' structures about as far a distance as a pylon energy field to scale.
7: The 'Storage' structure will increase your maximum energy, but not your current energy, by 20 when built. These are used to that you can stockpile on energy and not rely purely of your income to finish structures ASAP, and to help save up for a large push against the 'Creeper'.
8: The 'Speed Packet' structure will increase the movement speed of packets so as to allow faster reinforcements of farther away structures. This is helpful so that you don't have to wait for 5 minutes to build a far away structure.
9: The 'Reactor' structure will increase your energy income without adding to the green energy radius that is around 'Collector' structures. this is used to that you can hold out in an uncomfortable position for long enough to push out against the 'Creeper' and win the round.
10: The basic 'Blaster' tower will only remove a single layer of 'Creeper', and not all that is in one particular area. This is used as a basic all-around soft counter to most forms of 'Creeper'.
11: The 'Mortar' tower is a slow-firing high damage turret that will deal damage in a splash, and any and all 'Creeper' caught in that area will be destroyed completely, not just a single layer. This is used to help fortify dips in the road to 'Odin City' such as craters, which will hold up the 'Creeper' until full.
12: The 'StAM' tower will only shoot at 'Creeper Spores', described above. These are used to prevent the 'Creeper Spores' from sniping clusters of buildings in your network, and sometimes are vital to your survival in this game.
13: The 'Drone Bomber' tower can only be fired manually at targets anywhere in the map, and after being targeted will launch a 'Drone' at the area specified, dropping the equivilent of 'Mortar' tower bombs in the general area around the target. These are very useful at escaping a tight corner, as they can be built in the back of your base for periodic bombing runs to lessen the strain on your regular turrets.
14: The 'Thor' unit is the End Game GGNoRe unit given to complete the story, it is basically a Terran BattleCruiser in design and can destroy enourmous amounts of 'Creeper' with a single attack, and doesn't need to be powered with 'Ammunition Packets' from 'Odin City' to continue attacking. This is an uneccissary tower for the game, but can be added if you want ;).
15: Any and ALL military (attacking) structures can lift off to be placed in a new area of the map, this includes 'Odin City' itself. This can be used to have to build less towers than you would normally need to do in order to provide a decent perimiter around your base.
Good luck to any and all who attempt this challenge, and I hope you have fun :D
I actually saw this game on addictinggames awhile back and thought about making it on the original SC...i really do hope someone picks this project up, who knows, the guy who created it might make it on SC, as it's safe to say most tower defense flash-game creators were inspired by SC1 custom games
Fun game. Took about an hour to finish at first play-through. I agree with the reviews though, as soon as you get into the mid-game, it gets very boring. The concept is very cool but I honestly think the implementation in that flash game was poor at best.
It's a project that I might take a look at. The fundamentals are sound but it desperately needs an injection of progressively strengthening attack to make things interesting, and it takes far too long (which is the main reason things got boring for me) to "finish off" the creep spawners (building a single turret near them).
Basically, I think it needs attacking and defending units. Obviously that might be a bit much for a flash game, but considering what this post is about, I think it'd be a nice addition. Enemy units would add more tension to the mid and late game, while units of your own would allow you to deal with the creep spawners without having to spend 10 minutes moving blaster towers forward one square at a time.
Basically this is protoss vs zerg, cannons shoot creep, and pylons require other pylon power to build on. There isn't much more then that if you just want the basics. Fun game though. Took me awhile to figure out that I needed more pylons to feed multiple cannons and keep them from running out of ammo. Even though it didn't even matter until the last level.
As for visual effects, give all pylons a behavior that is a search area, and fires a void ray beam with no damage at it or something along those lines.
I haven't the faintest idea how you would work the incremental building. I have a few ideas for the ammo to work, but when I think about it, it doesn't want to come together, at best, not visually. I don't think you would be able to chain something through buildings like that, and have it pick the shortest route. Mabye if you could make a custom script to only allow pathing in between buildings, and have the 'Packets' collide with only that. I don't even know if you can do that in the first place.
Well I honestly didn't reckon much to the incremental building. Making something complex doesn't always make it more fun.
The creep idea is great though. I'm at a total loss of how to do it. I was thinking of some terrain elevation that would dictate the strength of the creep, but I'm not too sure how I'd go about getting cannons to actually attack the creep, and what effect the attacks would have.
I decided to butcher the parts that I disliked and keep the parts I enjoyed, as well as hopefully adding a few features.
Things I'd like to do;
You still require a nearby building. There's no actual line between buildings however. Works like Protoss pylons only regular buildings have a small radius while the city/relays have a larger one (is this even possible?).
Gun turrets don't require ammo to use, at least not fed from the city. Can't say I liked the idea of ammo in the first place, but will see how it pans out.
Buildings have health, and add a new building called a repair station that repairs buildings in a large radius.
Unit producing structures. Rather than build units directly or automatically produce a constant stream of units, 1 barracks would produce 3 marines at a steady rate. Once 3 marines are built (at no cost after the initial barracks investment), the barracks stops producing marines. Building a second barracks would produce 3 additional marines from that barracks only. I hope that made sense. Basically, build a barracks and it autoproduces 3 marines per barracks built.
Power is provided by collectors. I'm REALLY not sure how to go about that "green field" thing. I really want to incorporate that as it was a very integral part of the game and added a lot of strategy as well as a reason to expand. Power is added to your mineral count (which I hope to rename). Storage dictates the max power you can have at any point in time.
I'd like the game to be a little different than the original in concept. It'd be multiplayer, say, 4 players. Each player in a corner of the map, separated. You wouldn't particularly be allies, nor enemies. Similar to those turret defence maps where each player has their own lane and lives.
I thought about this when this challenge was posted by the same guy on the official beta forums last month. To deal with incremental building, have "energy" units spawn at the center building with orders to run to the ones under construction. How to manage the distribution of them and the rally points along the way would require thought and maybe some semesters of CS. Set the build time of each building to something very high and have a trigger manually add +10% to the build time when the energy unit approaches it. For powering guns, have the energy unit entering the radius cause it to acquire charges for its attack.
Creep depth is a needless abstraction. A higher creep depth reflects more resilient creep which is equivalent to more closely-spaced creep tumors.
Most of the structures just require careful assignment of power source and power user. Collectors will determine max supply which will affect how many energy units can be simultaneously on the map.
In some ways, I feel that this map is a step backwards from SC. Energy and energy distribution is a more complicated way of handling supply, and the rest is mostly in the game already.
If you're looking for a good idea for a TD, try out Gemcraft at armorgames.com. It's probably the best flash TD I've played and has been on their popular games list for quite some time.
@Eiviyn
For green field, you could try making each power building have two power sources with different power levels. One with a larger radius than the other. Other buildings can't be built in the smaller radius, forcing them to spread out and not cover the same area, but they must be built on the larger radius. This would match the idea of green(blue) area being necessary for supply while allowing buildings to be built far enough away that area is left uncovered.
@Eiviyn
For green field, you could try making each power building have two power sources with different power levels. One with a larger radius than the other. Other buildings can't be built in the smaller radius, forcing them to spread out and not cover the same area, but they must be built on the larger radius. This would match the idea of green(blue) area being necessary for supply while allowing buildings to be built far enough away that area is left uncovered.
That's really smart, kudos.
I was going to opt for a slightly different approach though. A resource system like in Total Annihilation, where you have energy and mass. Energy is gained from structures that can be built anywhere, while mass requires deposits. Mass would be an analogy for vespane gas pretty much.
I'm not sure there'd be much of the original game left if I did make this!
just woke up and cool, people actually acknowledged my challenge :3
and @Eiviyn I would think that would be a pretty cool variation, but yeah you couldn't really call it 'Creeper World' much after all those changes lol :P
If you've ever played AI Wars (very obscure game, I'll forgive you if you've not heard of it!), the AI gets increasingly aggressive with every building you destroy. It sounds very simple, but it creates a really amazing gameplay style in that you can't just brute force through the AI without it steamrolling you back. It's a concept that I feel would fit well to balance the pressure of mid and late game.
Wow. That game is actually wicked awesome and right up my alley. Thanks for linking to it!
YiffMaster: In regards to the creep depth, remember that it is a vital part of the game in that creep can "overflow" over cliffs if it gets high enough.
Eiviyn: To be honest, I love the ammo thing. It means that you can't do anything too separate from your core network, but you can go on short skirmishes before exhausting what you have in that turret. (But if you wish to take things off in your own direction for a map, go for it!)
As far as this game goes, I love the feeling of being trapped and having to push outward to hold your space. That gameplay always appeals to me. But like many such games, it's kinda boring at the end when you control the whole map. ^_^ That concept from AI Wars sounds like it could do an excellent job of balancing that. Hmm.
Forget the storyline, the concept is awesome on its own.
Im willing to help out with the project, but I fear I wouldnt be able to script in the least.
Maybe instead of creep, since Im still clueless from how you would do levels/layers, maybe change things up a bit and use basic enemy units while keeping the same power feed system. Tower can only shoot as long as its being fed energy.
Buildings-
Odin City - Starting Building, All energy output from here, cant attack
Collector - Increases energy output slightly, allows everything to be connected to odin city
Relay - Slightly longer range than Collector
Blaster - Fires at creep (ground only)
Mortar - Fires at creep (splash ground)
Sam - Fires at spores (air only)
Reactor - Increases energy output slightly
Speed building - slightly increases the speed energy travels to its destination
Storage building - increases total energy storage for odin city
Enemy-
Creep - water? Acts like water, dont know how to pull this one off...needs several layers
spores - flying bomb, where it lands it acts like a nuke, Splash damage that also stops you from building there for a few seconds
Actually, now that ive had some time to think about it, creep could be done with water, but it would take a bit of scripting to be done. If you could have a creep spawner for example but instead it modified the water level around it instead of spread creep. It would need to be a dynamic system, as you attacked a block of water, the blocks around it would come in and fill the gap, but honestly, I dont know how difficult that would be to implement or if anyone around here even has the skills to do so.
The sad thing is that I can see it all so clearly in my head, I just dont have the skills needed to make it happen.
The game in question is this: http://www.addictinggames.com/creeperworld.html anyone who can do this will be awarded over 9000 internets. This is basically a Real Time Tower Defense, if there could be such a thing.
What you need to know:
1: The 'Creeper' is a terrain object that will do DoT to military structures and instantly kill civilian structures, and has actual depth levels. 'Creeper' is the main enemy, and will try to kill 'Odin City' for the end of the game. 'Creeper Spores' are objects that appear in certain levels, and will attack the structures built by the player at 2:40 intervals generally. These are unable to be attacked by most towers, and will target the largest cluster of civilian structures it can find.
2: In order to build anything the main structure, 'Odin City', has to have a connection with the building in question via a radius of auto connectability with structures placed near it. 'Collectors', 'Relays', 'Blasters', 'Mortars', 'Storage' and 'Speed' buildings will all allow connections to buildings placed further away.
3: The money in this game is called 'Energy', and is collected with buildings such as 'Collectors' and 'Reactors', and will passively be spent in the form of 'packets' to all structures that require them.
4: Packets are sent by 'Odin City' and will automatically build/rearm/supply energy when needed by the structure, and will try to go the shortest possible route of connections from 'Oding City' to the buildings requiring them.
5: The main resource gathering structure, the 'Collector', gives you more energy the larger the green area around it is, and does not just give you more if you spam 30 in one place. These are a cheap way to increase your energy income and to sustain a larger army of military structures.
6: The 'Relay' structure will give a very long range area of connection with buildings, but only with other 'Relays', this is used mainly to span large gaps between areas not covered by the 'Creeper'. 'Relays' can only connect to other non-'Relay' structures about as far a distance as a pylon energy field to scale.
7: The 'Storage' structure will increase your maximum energy, but not your current energy, by 20 when built. These are used to that you can stockpile on energy and not rely purely of your income to finish structures ASAP, and to help save up for a large push against the 'Creeper'.
8: The 'Speed Packet' structure will increase the movement speed of packets so as to allow faster reinforcements of farther away structures. This is helpful so that you don't have to wait for 5 minutes to build a far away structure.
9: The 'Reactor' structure will increase your energy income without adding to the green energy radius that is around 'Collector' structures. this is used to that you can hold out in an uncomfortable position for long enough to push out against the 'Creeper' and win the round.
10: The basic 'Blaster' tower will only remove a single layer of 'Creeper', and not all that is in one particular area. This is used as a basic all-around soft counter to most forms of 'Creeper'.
11: The 'Mortar' tower is a slow-firing high damage turret that will deal damage in a splash, and any and all 'Creeper' caught in that area will be destroyed completely, not just a single layer. This is used to help fortify dips in the road to 'Odin City' such as craters, which will hold up the 'Creeper' until full.
12: The 'StAM' tower will only shoot at 'Creeper Spores', described above. These are used to prevent the 'Creeper Spores' from sniping clusters of buildings in your network, and sometimes are vital to your survival in this game.
13: The 'Drone Bomber' tower can only be fired manually at targets anywhere in the map, and after being targeted will launch a 'Drone' at the area specified, dropping the equivilent of 'Mortar' tower bombs in the general area around the target. These are very useful at escaping a tight corner, as they can be built in the back of your base for periodic bombing runs to lessen the strain on your regular turrets.
14: The 'Thor' unit is the End Game GGNoRe unit given to complete the story, it is basically a Terran BattleCruiser in design and can destroy enourmous amounts of 'Creeper' with a single attack, and doesn't need to be powered with 'Ammunition Packets' from 'Odin City' to continue attacking. This is an uneccissary tower for the game, but can be added if you want ;).
15: Any and ALL military (attacking) structures can lift off to be placed in a new area of the map, this includes 'Odin City' itself. This can be used to have to build less towers than you would normally need to do in order to provide a decent perimiter around your base.
Good luck to any and all who attempt this challenge, and I hope you have fun :D
I actually saw this game on addictinggames awhile back and thought about making it on the original SC...i really do hope someone picks this project up, who knows, the guy who created it might make it on SC, as it's safe to say most tower defense flash-game creators were inspired by SC1 custom games
Fun game. Took about an hour to finish at first play-through. I agree with the reviews though, as soon as you get into the mid-game, it gets very boring. The concept is very cool but I honestly think the implementation in that flash game was poor at best.
It's a project that I might take a look at. The fundamentals are sound but it desperately needs an injection of progressively strengthening attack to make things interesting, and it takes far too long (which is the main reason things got boring for me) to "finish off" the creep spawners (building a single turret near them).
Basically, I think it needs attacking and defending units. Obviously that might be a bit much for a flash game, but considering what this post is about, I think it'd be a nice addition. Enemy units would add more tension to the mid and late game, while units of your own would allow you to deal with the creep spawners without having to spend 10 minutes moving blaster towers forward one square at a time.
Basically this is protoss vs zerg, cannons shoot creep, and pylons require other pylon power to build on. There isn't much more then that if you just want the basics. Fun game though. Took me awhile to figure out that I needed more pylons to feed multiple cannons and keep them from running out of ammo. Even though it didn't even matter until the last level.
As for visual effects, give all pylons a behavior that is a search area, and fires a void ray beam with no damage at it or something along those lines.
I haven't the faintest idea how you would work the incremental building. I have a few ideas for the ammo to work, but when I think about it, it doesn't want to come together, at best, not visually. I don't think you would be able to chain something through buildings like that, and have it pick the shortest route. Mabye if you could make a custom script to only allow pathing in between buildings, and have the 'Packets' collide with only that. I don't even know if you can do that in the first place.
Well I honestly didn't reckon much to the incremental building. Making something complex doesn't always make it more fun.
The creep idea is great though. I'm at a total loss of how to do it. I was thinking of some terrain elevation that would dictate the strength of the creep, but I'm not too sure how I'd go about getting cannons to actually attack the creep, and what effect the attacks would have.
I decided to butcher the parts that I disliked and keep the parts I enjoyed, as well as hopefully adding a few features.
Things I'd like to do;
You still require a nearby building. There's no actual line between buildings however. Works like Protoss pylons only regular buildings have a small radius while the city/relays have a larger one (is this even possible?).
Gun turrets don't require ammo to use, at least not fed from the city. Can't say I liked the idea of ammo in the first place, but will see how it pans out.
Buildings have health, and add a new building called a repair station that repairs buildings in a large radius.
Unit producing structures. Rather than build units directly or automatically produce a constant stream of units, 1 barracks would produce 3 marines at a steady rate. Once 3 marines are built (at no cost after the initial barracks investment), the barracks stops producing marines. Building a second barracks would produce 3 additional marines from that barracks only. I hope that made sense. Basically, build a barracks and it autoproduces 3 marines per barracks built.
Power is provided by collectors. I'm REALLY not sure how to go about that "green field" thing. I really want to incorporate that as it was a very integral part of the game and added a lot of strategy as well as a reason to expand. Power is added to your mineral count (which I hope to rename). Storage dictates the max power you can have at any point in time.
I'd like the game to be a little different than the original in concept. It'd be multiplayer, say, 4 players. Each player in a corner of the map, separated. You wouldn't particularly be allies, nor enemies. Similar to those turret defence maps where each player has their own lane and lives.
@Kyakan: Go
Interesting game :)
That's really smart, kudos.
I was going to opt for a slightly different approach though. A resource system like in Total Annihilation, where you have energy and mass. Energy is gained from structures that can be built anywhere, while mass requires deposits. Mass would be an analogy for vespane gas pretty much.
I'm not sure there'd be much of the original game left if I did make this!
just woke up and cool, people actually acknowledged my challenge :3
and @Eiviyn I would think that would be a pretty cool variation, but yeah you couldn't really call it 'Creeper World' much after all those changes lol :P
Aye.
If you've ever played AI Wars (very obscure game, I'll forgive you if you've not heard of it!), the AI gets increasingly aggressive with every building you destroy. It sounds very simple, but it creates a really amazing gameplay style in that you can't just brute force through the AI without it steamrolling you back. It's a concept that I feel would fit well to balance the pressure of mid and late game.
Still stuck about that creep though.
@Kyakan: Go
I played that game before. It was pretty innovative. I might take this challenge for you ( not a sure promise though :) )
I like the concept but not the story line.
Wow. That game is actually wicked awesome and right up my alley. Thanks for linking to it!
YiffMaster: In regards to the creep depth, remember that it is a vital part of the game in that creep can "overflow" over cliffs if it gets high enough.
Eiviyn: To be honest, I love the ammo thing. It means that you can't do anything too separate from your core network, but you can go on short skirmishes before exhausting what you have in that turret. (But if you wish to take things off in your own direction for a map, go for it!)
As far as this game goes, I love the feeling of being trapped and having to push outward to hold your space. That gameplay always appeals to me. But like many such games, it's kinda boring at the end when you control the whole map. ^_^ That concept from AI Wars sounds like it could do an excellent job of balancing that. Hmm.
@XYZMuffin: Go
you do realize that isn't the full game right? :o
@Kyakan
Forget the storyline, the concept is awesome on its own.
Im willing to help out with the project, but I fear I wouldnt be able to script in the least.
Maybe instead of creep, since Im still clueless from how you would do levels/layers, maybe change things up a bit and use basic enemy units while keeping the same power feed system. Tower can only shoot as long as its being fed energy.
Buildings-
Odin City - Starting Building, All energy output from here, cant attack
Collector - Increases energy output slightly, allows everything to be connected to odin city
Relay - Slightly longer range than Collector
Blaster - Fires at creep (ground only)
Mortar - Fires at creep (splash ground)
Sam - Fires at spores (air only)
Reactor - Increases energy output slightly
Speed building - slightly increases the speed energy travels to its destination
Storage building - increases total energy storage for odin city
Enemy-
Creep - water? Acts like water, dont know how to pull this one off...needs several layers
spores - flying bomb, where it lands it acts like a nuke, Splash damage that also stops you from building there for a few seconds
Actually, now that ive had some time to think about it, creep could be done with water, but it would take a bit of scripting to be done. If you could have a creep spawner for example but instead it modified the water level around it instead of spread creep. It would need to be a dynamic system, as you attacked a block of water, the blocks around it would come in and fill the gap, but honestly, I dont know how difficult that would be to implement or if anyone around here even has the skills to do so.
The sad thing is that I can see it all so clearly in my head, I just dont have the skills needed to make it happen.
late bump? :o
@Kyakan: Go
I love this game, would love to see this in sc2.