OVERKILL Chalenge 2.0 [0.7.2]

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Math3vv
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OVERKILL Chalenge 2.0 [0.7.2]

Post by Math3vv » Fri Oct 18, 2013 3:37 pm

THE OVERKILL CHALENGE 2.0

NEW : ingame shop

Code: Select all

prices :

Shotgun     : 11 G
Flametrower : 31 G, 10 P
Rocked      : 31 G, 5 Y
Railgun     : 41 G, 11 P
Machine gun : 6 G

Capsules    : 6 G, 2 Y
Granades    : 11 G
Robots      : 31 G, 15 Y

ARMOR MK0   : 11 G, 3 Y
ARMOR MK1   : 31 G,  8 Y
ARMOR MK2   : 41 G, 21 Y

G = green circuit
P = advanced circuit
y = artifact

1.Download the map :
2.0
https://www.dropbox.com/s/4dusex9o04m4w ... ge_2.0.zip
(when you die don't restart the map, re-load the save instead)
1.0
https://www.dropbox.com/s/tm9rlniuotuo7 ... alenge.zip

Other steps :

Code: Select all

2.Unzip the file and place it in "senarios"
- (2.0) place the folder into the "saves" file

3.Read the rules :

Rules :
-no godmode
-no items/building spawning
-no kill all hack, cheat or command
-don't destroy any of the "safe area" buildings
-you may re-place the laser turrets
-everything else is allowed

4. Know when to quit :

quit when :
-you have beaten the map, by filling the smart chest whit 150 alien artafects
-you have beaten the map, by killing every bitter spawner
-you safed your game, after you have beaten it
-you posted your time on the forum (can be found on the safe file)
-(for 2.0 "time" = time - 00:11:08)
-(optional) post your safe file
-(or) rage quit

5. KILL THEM ALL !!!!
Have fun :D

Got any tips, suggestions or you just want to comment :
feel free to do so, let everyone know what you think !

Edit : kinda found out this is inposible...
so i changed the number from 500 to 100
Edit (2.0) :
changed 100 to 150 becaus i made it easyer
Last edited by Math3vv on Sun Oct 20, 2013 8:16 pm, edited 5 times in total.

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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Fri Oct 18, 2013 5:30 pm

HARD D:

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Re: OVERKILL Chalenge [0.7.2]

Post by cube » Fri Oct 18, 2013 6:50 pm

ragequit :-)
I have no idea what I'm talking about.

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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Fri Oct 18, 2013 6:52 pm

cube wrote:ragequit :-)
Same D:!

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Re: OVERKILL Chalenge [0.7.2]

Post by FreeER » Fri Oct 18, 2013 7:00 pm

Well, didn't rage 'quit' per say, I cheated instead with

Code: Select all

for k,v in pairs(game.findenemyunits(game.player.character.position,500)) do v.force=game.forces.player end
because the only tactic that i found even slightly effective was stacking lots of shields in pa2 and doing a suicide run with a flamethrower (and the player port). I managed to get 50 like that (remapped F to space so when i fired I also picked up artifacts) then failed because I'd died and took out the player port with the flamethrower (accidentally). SO i ragecheated, It's quite nice to see (though I noted that even upon changing the enemy's force, if they were locked onto you before then they'll still kill you, might be best to have a set function that will reevaluate any targets the ai has when the force is changed. Also the biters seem to become 'objects' so when they are hurt it flashes a warning in the bottom lol, probably just throws up a warning whenever any player force is damaged)

I had fun and intend on giving it another go when I have time :)

edit: Forced biters to kill me so I could show this
biter army.png
biter army.png (899 KiB) Viewed 17314 times
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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Fri Oct 18, 2013 7:22 pm

I was using slowdown capsules to dont get stuck in them, running to the base and kamikaze with the flamethrower next to a spawner.

Got 30 ran out of player ports (I was burning them with the flamethrower when respawning) and died :(

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Re: OVERKILL Chalenge [0.7.2]

Post by kovarex » Fri Oct 18, 2013 8:36 pm

Hey, what if we could buy upgrades for alien artifacts?

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Re: OVERKILL Chalenge [0.7.2]

Post by FreeER » Fri Oct 18, 2013 9:55 pm

kovarex wrote:Hey, what if we could buy upgrades for alien artifacts?
Nice idea, though two questions come to mind
1) who are we buying them from?
2) makes the upgrades bought with alien artifacts different from research labs (other than difficulty with automation)? Labs already use science packs made from alien artifacts.
Of course if this is something unique to a scenario or something then who cares lol

Also, my first thought upon seeing this was that players would spawn with a market nearby, but thinking about it perhaps building a market would allow nearby biters (in a non-polluted area) to become neutral to the player and thus allow trading in exchange for proof of enemy tribes being destroyed (artifacts), pollution (or attack) would make the biters increasing hostile leading to shutting down the market, then destroying it, and then becoming an enemy tribe again (attacking you) lol. Makes them seem more intelligent than mere animals :)
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Re: OVERKILL Chalenge [0.7.2]

Post by kovarex » Fri Oct 18, 2013 10:14 pm

Anyway, this map is kind of inspiration, I see I have to fix few things, the first will be to repair the discharge to have bigger damage, faster recharge and that it would damage only enemy units :)

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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Fri Oct 18, 2013 10:23 pm

To be honest at the begining I thought this map was gonna be just fustrating, but Im "learning" new strategies about killing creepers, like making them be stuck in water and throw poison capsules. Lol that feels cheaty... They cant really pathfind throught big areas, maybe they should be able to swim? But slowly?

Also slowdown capsules are more usefull than what I thought first time I used them.

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Re: OVERKILL Chalenge [0.7.2]

Post by Math3vv » Sat Oct 19, 2013 9:02 am

i like the marked idea, ill try to make a 2nd map (that has slightly less enemy bases) whit some sort of marked idea in it.

also i like how people actualy got a few artifects, i only got 5 after 1 houre of playtime.. (took me awile to make a safe area)

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Re: OVERKILL Chalenge [0.7.2]

Post by kovarex » Sat Oct 19, 2013 11:33 am

My best amount of artifacts was 37.
It is good trick, to use distractions robot above water, If I had more distraction robots it would be possible to kill more.

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Re: OVERKILL Chalenge [0.7.2]

Post by Math3vv » Sat Oct 19, 2013 2:12 pm

i made a new map with "shop"

only thing is i kinda had to go into godmode to buildsomething and i can't get back to my player...

new map will be posted soon

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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Sat Oct 19, 2013 2:14 pm

Math3vv wrote:i made a new map with "shop"

only thing is i kinda had to go into godmode to buildsomething and i can't get back to my player...

new map will be posted soon
why werent you using the map editor?

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Re: OVERKILL Chalenge [0.7.2]

Post by Math3vv » Sat Oct 19, 2013 3:22 pm

ficolas wrote:
Math3vv wrote:i made a new map with "shop"

only thing is i kinda had to go into godmode to buildsomething and i can't get back to my player...

new map will be posted soon
why werent you using the map editor?
i did but you cant use green and red wires in map editor somehow...
soi had to do it manual :P

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Re: OVERKILL Chalenge [0.7.2]

Post by ficolas » Sat Oct 19, 2013 3:28 pm

Math3vv wrote:
ficolas wrote:
Math3vv wrote:i made a new map with "shop"

only thing is i kinda had to go into godmode to buildsomething and i can't get back to my player...

new map will be posted soon
why werent you using the map editor?
i did but you cant use green and red wires in map editor somehow...
soi had to do it manual :P
Ahh.

You made the trading with a logistic sistem?
Why didnt you use a market?

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Re: OVERKILL Chalenge [0.7.2]

Post by Math3vv » Sun Oct 20, 2013 6:18 pm

ficolas wrote: Ahh.

You made the trading with a logistic sistem?
Why didnt you use a market?
i dont know how the marked works and whit logic you can so more cool stuf :)

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Re: OVERKILL Chalenge [0.7.2]

Post by Reygan » Fri Feb 28, 2014 4:05 pm

ficolas wrote: Ahh.

You made the trading with a logistic sistem?
Why didnt you use a market?
Nowhere is no normal manuals and exaples how to use the market :(
Daniel V. Lenskiy

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