Custom Map #8429: a-Maze. By: Heisenberg

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AutoPost

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on: May 22, 2020, 11:34:27 am
This topic is for discussion of map #8429: a-Maze


Author: Heisenberg
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The start of this map is pretty ruthless - however if you hang in there, you can slowly start to turn the corner. Due to slow progress I saw creeper as high as 73, didn't know that was even possible. The endgame was absolutely sick due to the massive force - pushed my PC to the limits. It looks to be the hardest map I made so far, or close to it.



Twi

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Reply #1 on: May 22, 2020, 12:44:44 pm
I didn't find this map all that hard, just long? The beginning was a little bit touch and go, but I managed it on the first try. I ended up setting it down after a little under an hour, when I'd just nullified the first emitter and connected to the first totem.

Currently watching: ARIA, Dog Days, and other unlikely things.
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Builder17

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Reply #2 on: May 22, 2020, 01:59:42 pm
I saw creeper as high as 73, didn't know that was even possible.

You can modify emitters, spore towers and runner nests by double clicking on them (on editor), in case you didn't know.

Just don't set emitter amt too high. :)



Heisenberg

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Reply #3 on: May 22, 2020, 02:14:40 pm
I didn't find this map all that hard, just long? The beginning was a little bit touch and go, but I managed it on the first try. I ended up setting it down after a little under an hour, when I'd just nullified the first emitter and connected to the first totem.

It"s especially securing the first 3 islands - I got off to a very slow start.  Once you have a totem and ore, you become pretty much unstoppable - I haven't found a good design yet to keep you at edge the whole time - also I need to be able to complete the map myself, otherwise I can't publish  8)



Heisenberg

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Reply #4 on: May 22, 2020, 02:19:00 pm
I saw creeper as high as 73, didn't know that was even possible.

You can modify emitters, spore towers and runner nests by double clicking on them (on editor), in case you didn't know.

Just don't set emitter amt too high. :)

I always stick to defaults, just put a certain amount of emitters - maybe something to look into - can the amount emitted also vary during the game?- that would be nice



marvinitfox

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Reply #5 on: May 22, 2020, 03:12:45 pm
I always stick to defaults, just put a certain amount of emitters - maybe something to look into - can the amount emitted also vary during the game?- that would be nice
To have a specific emitter change its value, requires some crpl programming. this is a bit technical.

But you can have a "normal" emitter with very high output, that also has a very long delay before first output begins.
This works effectively as a timebomb, going off after XX minutes.

What some people also use is a *monster* emitter, on an island surrounded by void.
Once the island creep gets to a ludicrous level (500-1000-ish), it starts spilling over into the void.
This also makes for a nice time-delay menace, and stopping that tidal wave can be difficult!!



marvinitfox

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Reply #6 on: May 23, 2020, 01:25:27 pm
This map is quite easy,
but it is just too coffee-dacious for me.

hm, wrong word.
un-beer-able?
nono, not that either. But it's some sort of beverage i think...


Tea-deous, maybe?


=====
Seriously though.
Using the flooded-plains method to prevent initial expansion *is* a viable tool, but you should be wary of overusing it.
It *does* substantially reduce a map's enjoyability, and adds many minutes to the playthrough without actually adding any value.



Heisenberg

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Reply #7 on: May 23, 2020, 03:43:31 pm

Tea-deous, maybe?


=====
Seriously though.
Using the flooded-plains method to prevent initial expansion *is* a viable tool, but you should be wary of overusing it.
It *does* substantially reduce a map's enjoyability, and adds many minutes to the playthrough without actually adding any value.

Thanks for the feedback - I'm looking at some new methods to keep the player at edge during the whole playthrough - may need a couple of tryouts to make it work