Author Topic: Why does no one use the creeper gamemode anymore?  (Read 4139 times)

oh man i remember the two ships creeper server

god that was epic

guys, when i was banned of the blockland fourms i had some fun with creeper.









The mod is awsome.

Just tested; if anything, creeper tracks players better laterally across walls on laser-guided than laterally across floors. Could not reproduce. Not gonna work on it unless I get more details.

edit: Here's my testing environment, just to explain how I was unable to repro and maybe add a clue to what the problem is:

The white bricks are raycast-off. The creeper and spawn are suspended on one pip of plating. On each of several tests, the creeper was able to reach me and never got to the top or bottom of the red wall; every single initial lateral move in my direction was necessarily one that went horizontally from a lateral neighbor. The red wall is featureless except for cracks on either end where the plates were wedged in; this did not give it any floor/ceiling surface to work with, however, and if it did it wouldn't apply to the two middle sections.

If the problem is really not being able to find its way around a huge obstacle, turn down the player-hunting until it works. Even laser-guided used to be quite literally a straight line, but I patched it to wobble a bit because it just plain stopped working in so many cases. There's not enough CPU to spare a bot-wars-style navigation behavior on top of everything else. That said, I don't think it should ever stop growing, so hypothetically if you wait until the creeper has splatted across the entire obstacle, it will eventually "spill over" (think of yourself as the only source of gravity and the laser-guided creeper a trickle of syrup). It might take a very long time, but the main factor is how well you designed your area (protip: laser-guided and lips/overhangs/pockets don't mix unless you want players to try and use them to stall the creeper).

On the subject of people not having creativity, here's what I posted in the RTB thread's manual on how to play (which is now a little outdated, sadly, but Topic too old):
Quote
A temporary passage that gets closed up can be made by setting a transparent brick to no-collide. Alien spores in the space station's ventilation system! A monster from the deep is attacking the boat! Pod People (FreeSpawn, if you die you respawn once and try to kill survivors with a sword)! Fight your way out of the dungeon to the safety of daylight (with a switch outside that kills the creeper)! The possibilities are endless.
I never saw ideas 1, 4, or 5. Idea 3 was mine and I did do it. I *heard* of idea 2 from the suggestion for the global creep kill event, but personally I never saw it.
« Last Edit: April 02, 2012, 02:11:59 PM by Mr. Wallet »

Transparent creeper looks loving awesome though.

Just tested; if anything, creeper tracks players better laterally across walls on laser-guided than laterally across floors. Could not reproduce. Not gonna work on it unless I get more details.

Too hard to code?

I made a creeper server today and only one person joined.

Just tested; if anything, creeper tracks players better laterally across walls on laser-guided than laterally across floors. Could not reproduce. Not gonna work on it unless I get more details.

edit: Here's my testing environment, just to explain how I was unable to repro and maybe add a clue to what the problem is:

The white bricks are raycast-off. The creeper and spawn are suspended on one pip of plating. On each of several tests, the creeper was able to reach me and never got to the top or bottom of the red wall; every single initial lateral move in my direction was necessarily one that went horizontally from a lateral neighbor. The red wall is featureless except for cracks on either end where the plates were wedged in; this did not give it any floor/ceiling surface to work with, however, and if it did it wouldn't apply to the two middle sections.
idea get: have a wall jump challenge with the creep forcing you upwards

i should really do a new lab creep.

I made a creeper server today and only one person joined.

Try naming it "creeper rp" and see what happens.

Too hard to code?
You misunderstand; someone reported a bug, I could not confirm the existence of the bug. This confirmation is called "repro" in testing lingo, and I could not repro. Too hard to fix a problem that as far as I can tell for myself doesn't exist.

Try naming it "creeper rp" and see what happens.
you certainly have experience when hosting your "love RP"  :cookieMonster:

Is it possible to have the creeper find ways to go around? Right now it just covers the entire area unless this was done on purpose.

Putting the player-hunting behavior closer to the default setting will result in better gameplay for most types of topography. The default settings weren't chosen at random or by accident.

i want my creeper to wear hats

it can be both stylish and deadly

I wish that had been posted a week ago then I could make an april fool's preview of hat mode