Zero-G making Anti-Creeper a necessary tool to be able to counteract the thin Creeper density is REALLY neat, given that the conventional weapons can't effectively hold it back. This is an unexpected & cool mechanic I think you could showcase on a level. As am example: I think theres a possibility for using a Maker closed in by Shields to create a high density area and then open the Shields against a low ground vent/pipe system to force the AC in and infiltrate a zero-gravity base like this. Those directional fields also give ways to prevent density build up in one area and force it into different rooms. There are a LOT of potential ways for these sorts of prison block facilities to be REALLY fascinating levels!
it always feels hard to predict how fun a new Creeper World will be. i'm a bit split on this one so far, since it seems the whole power plantation gameplay element seems amiss, or rather, heavily simplified. no more considering the area to generate power, just hang it somewhere, so long there's an empty route, your power supply is fine. instead of relays, we instantly have warp portals. everything feels more focused on doing battles against the creeper variations and i'm sure the range upgrades will be pretty strong again. might just come down to mission designs for me, but i'll give the game a try anayways, i loved the games since i first encountered it on armor-games back then. :D
The previous side-on instalment, Creeper World 2, was pretty similar, though there you ended up filling a large area with carefully plotted dense power farms. The biggest difference is that it was grid-based (at least for terrain and buildings) while this is particle-based. Going back and replaying that might provide something of a feel for the possibilities if the demo doesn't tell you enough.
@@rmsgrey good call, though i do remember creeper world 2 fondly. the main difference for power gen is that you can now attach the power farms anywhere on terrain, where in CW2 you were still required to follow gravity. but yeah, part of me might just not be yet used to the particle system, replacing the grid system. the fact creeper can move through some pixels is fine for me, but the fact all moveable structures we can build can deform and move through the same spaces, just feels odd still. i also hope we see more use with lava and other new materials, possibly redesigning reactors to use them, but time will tell how they wanna use them. :)
@@larcek.giglamesh Personally, I think the limited number of reactors in IXE is a more significant change than being restricted to horizontal surfaces (which comes naturally to a grid-based system, but would require additional features to support in a system like IXE where true horizontal surfaces are going to be rare.
Some remarks: - Those fields probably need some direction indicators. Maybe calculate the average of the pull vectors? - I think you added a option to have the ship silhouette act as digging tool. Yet you are not using it yourself. - I guess the missiles go for highest creeper density, like mortars? The issue was that outside of breaching a room, you never had deep creeper. So they were mostly wasted. - I think you undervalued the defenders here. As the missiles are mostly worthless, guns are your best weapons. And the defender offers the "most gun per pixel". - you need bigger areas of effect or a way to push low density creep. Area upgrade for Gems? CW4 style shield generator? Or even just putting down terraforming shields to corral the creeper flow to be denser? - once you got deep in, the movement fields started messing with your AC flow. Maybe you could invert their directions for AC? Or give some turn-off option for them?
I agree that the fields could use stronger directional indicators than "I recognise that colour pair". I also agree that missiles are pretty pointless against "gaseous" Creeper, but the guns weren't much good either - they target closest rather than densest, but they don't have the blast radius to push back "gaseous" Creeper - they're balanced against the liquid version that collects itself together rather than spreading freely. In Creeper World 2, there were "pressor beams" (I forget the precise name) that impart a push along a line of squares, keeping all but the highest pressure Creeper back. Their value is limited when you're looking at a wide-open space, but they were great for holding chokepoints, and if you had the power plant for it, a line of them could keep a large rectangle clear so long as you had something to defend them. That's one of the possibilities they were discussing on the stream. Some sort of large area low damage effect would also be highly effective (though also very specialised). In the end, Anti-Creeper makes for an effective way of occupying space and preventing Creeper from infiltrating, without needing a new, specialist weapon system, so it may be a good solution for the released game. I think the push fields messing with AC as well as C is a feature rather than a bug - after all, normal gravity messes with AC too - in any map with them, they're just another element to consider, just like you wouldn't try attacking with AC from below on a regular map - once they positioned their makers to take advantage of the natural flow rather than fighting against it, things worked pretty smoothly.
I feel like a singularity cannon would work here. Does no damage but creates concentrated gravity bubbles that suck creeper into them. Other options might be a rapid fire cannon that changes the gravity properties of the creeper particles but I feel like that would be a painful amount of processing power
Make Cryons turn creeper into creeper ice - like breeder, decays back into creeper after a delay, as long as it's not fully enclosed by creeper ice (so it 'melts' from the edges), affected by gravity. Good anti-measure against zero-G creep, forcing it into a form affected by gravity. Make it higher density than creeper, so that turning some creeper to ice can lower density in a pressurized area. Maybe don't let it 'melt' while under very high creeper pressure, so you can put some of the density 'on hold' to fight later. Still able to melt to high pressures, but not completely crazy pressures.
22:24 You needed to move one of the Gunships to where it wasn't limited to missiles only. You also needed to get your Apex ship closer to the main doors.
Seeing how low density creeper was making missiles much less useful, switching the first upgrade from fire rate to fire range was probably not a good idea.
i think there needs to be a repulser weapon, something that just pushes creeper in a certain range back every 10sec or so. useful for zero gravity areas but only a minor help when fighting against gravity. or an offensive beam weapon that can semi permanently fire in a fixed direction and just keeps a certain amount of creeper from getting past it. two or more could therefore create a creeper denial space when their beams are crossed. ...on second thought, that beam would work like a compressed AC-beam, so maybe use that idea as a base? in any case, you could make such a weapon be first obtainable in the prison. maybe in one of the side rooms. or make the prison a bit larger and put more small goodies in other side rooms.
When you were spawning "prison guards" I saw something that big that had way too many guns for it's own good and something tells me it's our beloved thor in IXE version, it looks sick. I also wonder if we going to get Bertha equivalent for IXE, it would be cool if it was some kind of silo that you can only build on top of indestructible terrain like rock and it would launch ICBMs.
I remember in Creeper World III realising that I was, in fact, playing as the bad guys. The creeper was trying to archive all the information in the universe and preserve it for eternity, but I was trying to destroy it...
I can't wait to play all these levels you're teasing us with!
Zero-G making Anti-Creeper a necessary tool to be able to counteract the thin Creeper density is REALLY neat, given that the conventional weapons can't effectively hold it back. This is an unexpected & cool mechanic I think you could showcase on a level.
As am example: I think theres a possibility for using a Maker closed in by Shields to create a high density area and then open the Shields against a low ground vent/pipe system to force the AC in and infiltrate a zero-gravity base like this.
Those directional fields also give ways to prevent density build up in one area and force it into different rooms. There are a LOT of potential ways for these sorts of prison block facilities to be REALLY fascinating levels!
For the checker-board you could do arrows. Even Lemmings did arrows!
This is kinda silly, but the anti-creeper ship's AC particles still fall down, even though there is no gravity.
@@falthazar1 they're fired out, I assume
it always feels hard to predict how fun a new Creeper World will be. i'm a bit split on this one so far, since it seems the whole power plantation gameplay element seems amiss, or rather, heavily simplified. no more considering the area to generate power, just hang it somewhere, so long there's an empty route, your power supply is fine. instead of relays, we instantly have warp portals. everything feels more focused on doing battles against the creeper variations and i'm sure the range upgrades will be pretty strong again. might just come down to mission designs for me, but i'll give the game a try anayways, i loved the games since i first encountered it on armor-games back then. :D
The previous side-on instalment, Creeper World 2, was pretty similar, though there you ended up filling a large area with carefully plotted dense power farms. The biggest difference is that it was grid-based (at least for terrain and buildings) while this is particle-based.
Going back and replaying that might provide something of a feel for the possibilities if the demo doesn't tell you enough.
@@rmsgrey good call, though i do remember creeper world 2 fondly. the main difference for power gen is that you can now attach the power farms anywhere on terrain, where in CW2 you were still required to follow gravity.
but yeah, part of me might just not be yet used to the particle system, replacing the grid system. the fact creeper can move through some pixels is fine for me, but the fact all moveable structures we can build can deform and move through the same spaces, just feels odd still.
i also hope we see more use with lava and other new materials, possibly redesigning reactors to use them, but time will tell how they wanna use them. :)
@@larcek.giglamesh Personally, I think the limited number of reactors in IXE is a more significant change than being restricted to horizontal surfaces (which comes naturally to a grid-based system, but would require additional features to support in a system like IXE where true horizontal surfaces are going to be rare.
Some remarks:
- Those fields probably need some direction indicators. Maybe calculate the average of the pull vectors?
- I think you added a option to have the ship silhouette act as digging tool. Yet you are not using it yourself.
- I guess the missiles go for highest creeper density, like mortars? The issue was that outside of breaching a room, you never had deep creeper. So they were mostly wasted.
- I think you undervalued the defenders here. As the missiles are mostly worthless, guns are your best weapons. And the defender offers the "most gun per pixel".
- you need bigger areas of effect or a way to push low density creep. Area upgrade for Gems? CW4 style shield generator? Or even just putting down terraforming shields to corral the creeper flow to be denser?
- once you got deep in, the movement fields started messing with your AC flow. Maybe you could invert their directions for AC? Or give some turn-off option for them?
I agree that the fields could use stronger directional indicators than "I recognise that colour pair".
I also agree that missiles are pretty pointless against "gaseous" Creeper, but the guns weren't much good either - they target closest rather than densest, but they don't have the blast radius to push back "gaseous" Creeper - they're balanced against the liquid version that collects itself together rather than spreading freely.
In Creeper World 2, there were "pressor beams" (I forget the precise name) that impart a push along a line of squares, keeping all but the highest pressure Creeper back. Their value is limited when you're looking at a wide-open space, but they were great for holding chokepoints, and if you had the power plant for it, a line of them could keep a large rectangle clear so long as you had something to defend them. That's one of the possibilities they were discussing on the stream. Some sort of large area low damage effect would also be highly effective (though also very specialised). In the end, Anti-Creeper makes for an effective way of occupying space and preventing Creeper from infiltrating, without needing a new, specialist weapon system, so it may be a good solution for the released game.
I think the push fields messing with AC as well as C is a feature rather than a bug - after all, normal gravity messes with AC too - in any map with them, they're just another element to consider, just like you wouldn't try attacking with AC from below on a regular map - once they positioned their makers to take advantage of the natural flow rather than fighting against it, things worked pretty smoothly.
I feel like a singularity cannon would work here. Does no damage but creates concentrated gravity bubbles that suck creeper into them. Other options might be a rapid fire cannon that changes the gravity properties of the creeper particles but I feel like that would be a painful amount of processing power
Make Cryons turn creeper into creeper ice - like breeder, decays back into creeper after a delay, as long as it's not fully enclosed by creeper ice (so it 'melts' from the edges), affected by gravity.
Good anti-measure against zero-G creep, forcing it into a form affected by gravity.
Make it higher density than creeper, so that turning some creeper to ice can lower density in a pressurized area. Maybe don't let it 'melt' while under very high creeper pressure, so you can put some of the density 'on hold' to fight later. Still able to melt to high pressures, but not completely crazy pressures.
22:24
You needed to move one of the Gunships to where it wasn't limited to missiles only. You also needed to get your Apex ship closer to the main doors.
58:24
No, it's "I Cannae Change The Laws Of Physics, Captain!"
Idea: Maybe add in Repulsors (from CW2) as a late-game tech?
Yeah I would get rid of the trees and change the lava a bit. They don't help make the map look top down.
Now I've got 2 extremely important steam purchases this year: CW IXE & Factorio Space Age.
For the freeze ship it sound like crayon's 😂
This could be a good map for C bombs
I love this game :3
Seeing how low density creeper was making missiles much less useful, switching the first upgrade from fire rate to fire range was probably not a good idea.
i think there needs to be a repulser weapon, something that just pushes creeper in a certain range back every 10sec or so. useful for zero gravity areas but only a minor help when fighting against gravity.
or an offensive beam weapon that can semi permanently fire in a fixed direction and just keeps a certain amount of creeper from getting past it. two or more could therefore create a creeper denial space when their beams are crossed.
...on second thought, that beam would work like a compressed AC-beam, so maybe use that idea as a base?
in any case, you could make such a weapon be first obtainable in the prison. maybe in one of the side rooms. or make the prison a bit larger and put more small goodies in other side rooms.
@@happyhafer1403 we had a field weapon in CW2, which was also a side on game!
@@iwantagoodnameplease indeed. and i want something like that to return for this game.
in some shape or form at least.
maybe a unit styled after the creeper world 2 repulsor would work in this game?
though maybe not i suppose since creeper world 2 had a very clean grid
The shield paint position should disappear after few seconds from the gravity field if it can not be built on top of it. It is distracting.
I noticed the air vent on the top left seems to be blocked and no creeper comes through
I wanna play this map as is!
When you were spawning "prison guards" I saw something that big that had way too many guns for it's own good and something tells me it's our beloved thor in IXE version, it looks sick. I also wonder if we going to get Bertha equivalent for IXE, it would be cool if it was some kind of silo that you can only build on top of indestructible terrain like rock and it would launch ICBMs.
Not Enough Anti Creeper.
I remember in Creeper World III realising that I was, in fact, playing as the bad guys. The creeper was trying to archive all the information in the universe and preserve it for eternity, but I was trying to destroy it...
Well, it's nice except they prevent the creation of new information.
Your sense of right and wrong is horribly borked.
is there only a total of 5 missions currently in the demo?
What do you mean "only"?