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New mapping functionality in CreepTD 1.0 (+PHP library)

PostPosted: 10.10.2011, 20:54
by dcode
CreepTD 1.0 will also add some extended mapping functionality. It will still take some time to complete 1.0, but as far as I can tell it will contain the folllowing (new) features in map file formatting:

[quote]The initial declarations "map_mapname.jpg", "SET_ALPHA_BACKGROUND_COLOR:OFF" and similar are deprecated and no longer used. Instead the map image is always map_{lowerCaseMapname}.jpg or coop_{lowerCaseMapname}.jpg e.g. {mapfilenameWithout.map}.jpg. The map thumbnail's file name is equal to the map image's file name. Both map image and thumbnail image are no longer declared in the .map-file.

Map file syntax:

This paragraph has been moved to the CreepTD Developer Central.

The new mapping format is completely backward compatible. And if you are deeper into it: Of course I will supply an annotated two-step-parser, a recursive depth-calculator and a validator with the release of the 1.0 sources.
Update: PHP library pre-released!

Please share your thoughts on the upcoming features, so I may correct some point I may be missing.

Cheers
dcode

Re: New mapping functionality in CreepTD 1.0 (+PHP library)

PostPosted: 11.10.2011, 11:45
by ChaosX
also das mit
A non-linear random jump segment (randomly go to segment labeled A or B). Creeps won't know what way to walk before reaching a random jump segment, so calculation of the "farthest" creep will always be based on the current position.

gefällt mir irgendwie nich. ich mag an creepsmash, dass es zu 100% kausal war bis jetzt. ich denke der zufall hat da nix zu suchen (außer beim random-modus).

Re: New mapping functionality in CreepTD 1.0 (+PHP library)

PostPosted: 11.10.2011, 14:15
by dcode
Sure, this will add non-linear paths and as far as I am concerned is a good addition for more exciting mapping, especially useful for the new coop game mode. However, you are free not to play this kind of maps.

Re: New mapping functionality in CreepTD 1.0 (+PHP library)

PostPosted: 11.10.2011, 14:53
by dcode
Example: SPEEDVECTOR in @strict new mapping format:

  Code:
# Map SPEEDVECTOR
@strict
@size 16x16

# Path segments
   1,16 start
1,15
1,14
1,13
1,12
1,11
1,10
1,9
1,8
1,7
1,6
1,5
1,4
1,3
1,2
1,1
2,1
3,1
4,1
5,1
6,1
7,1
8,1
9,1
10,1
11,1
12,1
13,1
14,1
15,1
   16,1 end

# No holyland coordinates defined