Kernel Panic
Moderator: Content Developer
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
sorry, i was very unclear. the filled yellow squares around the geovents and at the starting positions are smaller. yours are 2x2 squares, the ones one marble madness are 4x4 squares.Runecrafter wrote:I agree that it is hard to look at, I will look into a better texture for the map.
Each square it 32x32 just like you said (1yellow/30black/1yellow) what leads
you to belive that it is smaller?
While the hypersimplified grid was nice for a first map, I'd like to see more variations on the "computer" themes. A long time ago there was a map that was made on an integrated circuit board - something like that would be cool for KP. Or even mix up the graphical themes more - have some areas that are straight grid, some that are flat-shaded landscapes. Like Tron - just becasue everything was blue and computer-y doesn't mean it all has to look the same. Mix it up a little.
Well, I'm done.
Download the Kernel Panic auto-repeat widget
It's cool because it sets your Kernel to repeat automatically, and every socket you build will immediately start repeat-building bits.
For those not in the know, you copy the file to your /taspring/luaUI/Widgets folder. It should automatically be on, and if for some reason you want it off, you can do so with F11.
This widget should have no effect whatsoever with other mods, unless one of them starts using units called kernel or socket.
Download the Kernel Panic auto-repeat widget
It's cool because it sets your Kernel to repeat automatically, and every socket you build will immediately start repeat-building bits.
For those not in the know, you copy the file to your /taspring/luaUI/Widgets folder. It should automatically be on, and if for some reason you want it off, you can do so with F11.
This widget should have no effect whatsoever with other mods, unless one of them starts using units called kernel or socket.

- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
Fixed Texture versoin of Major_Madness.
2-8 Player Map for the mod Kernel Panic.
This one is not hard on your eyes
Map
http://spring.unknown-files.net/file/27 ... dness_2.0/



Enjoy!
2-8 Player Map for the mod Kernel Panic.
This one is not hard on your eyes

Map
http://spring.unknown-files.net/file/27 ... dness_2.0/



Enjoy!

marble madness map is a 4x4 map.Erom wrote:I'd like to make some maps for this as well, what are the dimensions on the original Marble Madness map, anyway? I mean in TA units, I know the little squares are 32x32 pixels
by the way, i like trademarks suggestion very much. an 8x8 map with four hills and the starting points on the hills would be awesome. you'd have to take some geos out, though, and possibly change the texture.
---
i have given kp mapping some thought, so i thought i'd write some of it down.
kernel panic is special in a sense that it reduces the rts genre to a bare minimum. resource management, information warfare, base-building, unit choices are all excluded. what is left is territory control and unit movement.
now games with some of those aspects removed are fun. that's why maps like greenfields (territory control) or speedmetal (econpomy management) are so popular. but it only works because the mod offers more gameplay aspects.
but with kp, there are so few gameplay aspects that removing them is fatal, as there is nothing left. this means maps for kp have to focus on territory control and unit movement.
this calls for wide open maps with hills, where you can outmaneuver your opponent, and geo vents at contested locations to fight over.
now let's look at this map by genblood for example. it only has geos right next to starting locations, and there is only one fairly narrow path from your base to your the other one. this means the map has taken away territory control and unit movement. each player will simply build expansions on the geos near them, and then send units down the long corridor. i'm sorry for using your mad as a bad example, genblood. i do think it looks very nice, but gameplay-wise it is the exact opposite of what kp needs.
the reason marble madness is a fairly good map for kp is that there is always something to fight for, there are many paths t your opponent, and there is contested high-ground which is very important. here, territory control and unit movement are the deciding factors.
a good example of a different map is the one above, by the way. it too focuses on maneuvering and territory control.
i'd really love to see new maps for kernel panic. it's just that mappers have to realize that kernel panic plays fairly differently from other mods and this aspect needs concideration in map making.
again: make maps that focus on the unit movement and territory control! :)
- Runecrafter
- Posts: 148
- Joined: 30 Oct 2005, 00:23
Major Madness 3.0 Final
2-8 Player Map for the mod Kernel Panic.
After some feedback I determined there needed to be a few more fixes
to the texutre image for Major Madness (first making the map not so hard
on the eyes, and finaly making the map not so dark and hard to see).
So here is the final version, unless there is a serious problem there will
not be anymore releases of this map (sorry for the other versions
)
Map
http://spring.unknown-files.net/file/27 ... dness_3.0/



Enjoy!
2-8 Player Map for the mod Kernel Panic.
After some feedback I determined there needed to be a few more fixes
to the texutre image for Major Madness (first making the map not so hard
on the eyes, and finaly making the map not so dark and hard to see).
So here is the final version, unless there is a serious problem there will
not be anymore releases of this map (sorry for the other versions

Map
http://spring.unknown-files.net/file/27 ... dness_3.0/



Enjoy!

Hello!
I can not play Kernel Panic, need help to solve...
- Spring 0.74b3 of course
- Can run any other mod, never experienced a problem
- Using SpringSP 0.8 to create a singleplayer game vs AI
- When creating a game with Human vs TestGlobalAI.dll, after loading screens the game appears, writes "No responce from Player" and dies instantly (crash-exit to Win)
- It does not crash the game with KP on other maps except for Marble Madness and the Major Madness
- When used latest RAI on Major Madness, it wrote "No responce from Player" for a minute or so, but then the game continued normally
Thanks in advance for your help!
I can not play Kernel Panic, need help to solve...
- Spring 0.74b3 of course
- Can run any other mod, never experienced a problem
- Using SpringSP 0.8 to create a singleplayer game vs AI
- When creating a game with Human vs TestGlobalAI.dll, after loading screens the game appears, writes "No responce from Player" and dies instantly (crash-exit to Win)
- It does not crash the game with KP on other maps except for Marble Madness and the Major Madness
- When used latest RAI on Major Madness, it wrote "No responce from Player" for a minute or so, but then the game continued normally
Thanks in advance for your help!
I'm not quite sure how to help you here, as I have never played Kernel Panic in single player mode.Umrug wrote:Hello!
I can not play Kernel Panic, need help to solve...
Can you join an online game? Host one yourself, you don't even have to let people join, just click ready and start.
If that works, it's somehow the AIs fault, and I have no idea how to fix that. If that doesn't work, then I have no idea how to fix that either

you read my mind! :)Erom wrote:Suggestion: Package the auto-queue widget with the mod, and use LUA to remove the [repeat] and [build bit] buttons from the socket UI. Simplify the UI wherever you can, since theres never a reason for a socket to not be building a bit.
the thing is, as far as i can tell, it's not quite as simple as that. but i'll manage. i also want to set the bits on default roam, the other units on default hold position, and remove that icon too.
finally, the goal is to script an all-new, if extremely simplified, GUI for kp. that may take a while though, if all i do is fool around with my lobby bot...