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91
Ships / Ship #4018: 2.0. Designer: sPEED lATH
« Last post by AutoPost on April 02, 2020, 03:06:41 pm »
This topic is for discussion of ship #4018: 2.0


Size: 33x13
Designer: sPEED lATH

Desc:
92
Yes, in almost every case I can think of, upgrades are pretty vital for making a map more "likeable". And a source of AC would be similar.

I'd estimate that the two spore towers produce the amount of 3-4 non-upgraded ore mines, so at least there's *some* AC available.

Note: I believe it's possible to land on the hill directly to the left of the inhibitor and do a quick speedrun. I did a couple runs at it without pausing and got close. But I already did my speedrun for the week and it took me at least 40 minutes just to beat everyone's time so I'm pretty paused out.  :P

I like the design of this map! Thanks for making it  ;D
93
Colonial Space Map Discussion / Re: Custom Map #8272: Heaven. By: doritoeatingkid
« Last post by Builder17 on April 02, 2020, 03:00:22 pm »
I personally like to give players aether pack if there is no totems on map, gives them limited upgrades at least.
94

Yeah, dude... don't feel pressured to make maps that are too difficult for you... so just make maps that you think people will enjoy, and in turn enjoy having people who appreciate it.

What's really cool about this map is that it gives everyone the opportunity to adapt their playing style to the map. If people like to turtle (to build up a strong defense and then slowly but steadily press the attack), they can. For those who like to rush, PZ's (power zones) are easy to obtain and make the map really fast.

I think this is a map that most people will enjoy.

IMO, this is your best map so far, which is a good sign  ;). As you keep playing you'll learn strategies that will help you think & play more efficiently which in turn will help you develop even better maps.

And for those who are wanting more difficult maps, just do a search for "expert". Or "Jason Stevens" or "Sorrontis" or "PastorHealer" .  ;D

Thanks for the map!

Great comments and advice. I agree that he is making some fun stuff and attracting a lot of players. I also agree with your comments about "Sorrontis" and "PastorHealer". You can sure burn some time playing (or replaying) their games.
95
Very nice!

On this map you have your usual, creative-goodlooking terrain.
But you also have sensible emitter strengths, and very nicely worked out spacing between emitters. No more killing 7 emitters by neutralizer on powerzone, here you have to fight for territory.

The AC spores are a cool idea, but play no real role in this map. Maybe if those bridges to safeland were wider, or digi-covered?

Forge:
I absolutely hate a map with no forge upgrade ability, but that is a valid stylistic choice. Just not one I like having to make.

All in all, a reasonably easy but quite respectable map, thankyou.
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Colonial Space Map Discussion / Re: Custom Map #8272: Heaven. By: doritoeatingkid
« Last post by Helper on April 02, 2020, 02:30:45 pm »
In a really odd way, that image reminds me of a kid I went to high school with.

This was very straight forward. Land on the SE piece and start building power, then get some Cannons and Mortars working.
No AC or Aether source, so we just have to make do.
I don't recall ever playing a map without AC (Sprayers) and Aether (Forge) that would not have been more fun with them.
This is your second map today with Totems. Are Thursdays going to be no totem days?
 :)
Thanks,
H
97
Yeah, dude... don't feel pressured to make maps that are too difficult for you. This map was pretty easy to me, but I still enjoyed it. There are guys who seem to breeze through maps that I really struggle with, but that's cool. Rather than be focused on my inferior skill I choose to admire their greater skill. Both arrogance and depression come from being self-focused yanno... so just make maps that you think people will enjoy, and in turn enjoy having people who appreciate it.

What's really cool about this map is that it gives everyone the opportunity to adapt their playing style to the map. If people like to turtle (to build up a strong defense and then slowly but steadily press the attack), they can. For those who like to rush, PZ's (power zones) are easy to obtain and make the map really fast.

I think this is a map that most people will enjoy. A few might find it difficult, and a few will find it too easy. But if you're teaching a math class of all different levels, it's not wise to present lessons on basic addition nor on Calculus. Either way, you'll likely lose most of the people.

IMO, this is your best map so far, which is a good sign  ;). As you keep playing you'll learn strategies that will help you think & play more efficiently which in turn will help you develop even better maps.

And for those who are wanting more difficult maps, just do a search for "expert". Or "Jason Stevens" or "Sorrontis" or "PastorHealer" .  ;D

Thanks for the map!
98
This topic is for discussion of map #8273: Heaven (HARD)


Author: doritoeatingkid
Size: 64x64

Desc:
ok not as hard as i thought lol
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Colonial Space Map Discussion / Custom Map #8272: Heaven. By: doritoeatingkid
« Last post by AutoPost on April 02, 2020, 12:18:51 pm »
This topic is for discussion of map #8272: Heaven


Author: doritoeatingkid
Size: 128x128

Desc:
Heaven got attacked and needs help defend it and kill all emmiter but not the Antispore they help you but there may be a harder one.
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Colonial Space Map Discussion / Custom Map #8271: natural. By: novo
« Last post by AutoPost on April 02, 2020, 10:07:06 am »
This topic is for discussion of map #8271: natural


Author: novo
Size: 128x84

Desc:
a simple map i made in an hour, i hope you enjoy it!