Custom Map #1547: Omni 3. By: FOXX

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AutoPost

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on: July 26, 2020, 11:36:59 am
This topic is for discussion of map #1547: Omni 3


Author: FOXX
Size: 335x185

Desc:
#EditStruc #ParticlesOverMiredLand #TiconDefenseRange by Stickman #BravoGoodMorning #ThanksToBuilder17 #ThanksToYum234 #LandValueUp #OmniSpawner by Sorrontis



alche

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Reply #1 on: July 26, 2020, 04:39:20 pm
yayyyyyyy



MisterX

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Reply #2 on: July 27, 2020, 06:23:51 am
Hmm i destroyed everything, Mired everything,collectred everything, map doesnt finish...



helmetflakes

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Reply #3 on: July 27, 2020, 01:43:24 pm
Worked OK for me, only needs the tiniest bit of unmired land to not complete, maybe there is a bit hiding somewhere?
Fantastic map as always FOXX, particularly enjoyed your last 3, looking forward to the next.



alche

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Reply #4 on: July 27, 2020, 02:46:58 pm
Worked ok for me too, just maybe theres a square on the beginning that you didnt notice is not mired?



FOXX

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Reply #5 on: July 28, 2020, 09:35:56 am

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FOXX

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Reply #6 on: July 28, 2020, 09:37:05 am
Hmm i destroyed everything, Mired everything,collectred everything, map doesnt finish...
Hi MisterX,

as mentioned above i also think there is a piece somewhere not fully mired.
If needed you can post a screen image here to see what is the issue.

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FOXX

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FOXX

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Reply #7 on: July 28, 2020, 09:38:38 am
Worked OK for me, only needs the tiniest bit of unmired land to not complete, maybe there is a bit hiding somewhere?
Fantastic map as always FOXX, particularly enjoyed your last 3, looking forward to the next.
Thanks Helmetflakes,

Nice to hear you like the maps.
Next map up is another ingame Ship Editor Map.

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n3s

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Reply #8 on: July 31, 2020, 06:02:20 pm
I can't figure out how to get past a section involving #s 3/4/5 gates. No combination I've tried will let me advance a section now, even with the blue particle assist.

I could sink more time into this but I'm just going to call it. Normally these are fun but this one has me beat.



FOXX

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Reply #9 on: August 01, 2020, 03:22:41 pm
I can't figure out how to get past a section involving #s 3/4/5 gates. No combination I've tried will let me advance a section now, even with the blue particle assist.

I could sink more time into this but I'm just going to call it. Normally these are fun but this one has me beat.
Hi N3s,

In case you want to beat the map:

(click to show/hide)

I hope it makes sense.

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FOXX

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n3s

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Reply #10 on: August 02, 2020, 03:13:04 pm
I can't figure out how to get past a section involving #s 3/4/5 gates. No combination I've tried will let me advance a section now, even with the blue particle assist.

I could sink more time into this but I'm just going to call it. Normally these are fun but this one has me beat.
Hi N3s,

In case you want to beat the map:

(click to show/hide)

I hope it makes sense.

Greets
FOXX

I don't remember what I did exactly but I went back and tried again and beat it eventually it.

I really like the maps with the "don't neglect them too long or it'll be a big fight' particle growths, btw. Especially when I neglect them too long and the have to whittle them down. (That's not sarcasm, I do like them. =p)



FOXX

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Reply #11 on: August 03, 2020, 10:12:48 am
Quote
I don't remember what I did exactly but I went back and tried again and beat it eventually it.

I really like the maps with the "don't neglect them too long or it'll be a big fight' particle growths, btw. Especially when I neglect them too long and the have to whittle them down. (That's not sarcasm, I do like them. =p)
Nice you did it.
Hmm, only map i did wich gets overwhelming by time is Blue vs Red 3 but that got me this idea:
An emitter starts emitting but has 1 (or more) timed emitter(s) on same coords wich emits later in the game. If i set this up in several locations in the map the map gets harder if you don't reach those emitters in time. Could be ingredients for a map if this is what you meant.

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FOXX

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n3s

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Reply #12 on: August 04, 2020, 10:11:27 am
Quote
I don't remember what I did exactly but I went back and tried again and beat it eventually it.

I really like the maps with the "don't neglect them too long or it'll be a big fight' particle growths, btw. Especially when I neglect them too long and the have to whittle them down. (That's not sarcasm, I do like them. =p)
Nice you did it.
Hmm, only map i did wich gets overwhelming by time is Blue vs Red 3 but that got me this idea:
An emitter starts emitting but has 1 (or more) timed emitter(s) on same coords wich emits later in the game. If i set this up in several locations in the map the map gets harder if you don't reach those emitters in time. Could be ingredients for a map if this is what you meant.

Greets
FOXX

I couldn't think of the word 'doppels' - several times in various maps you've used anchored doppels that just grow, but don't move. I think usually terrain features force them to have a kind of 'tendril' appearance but at least once (I'm pretty sure it was one of your maze maps?) there was less of a constraining terrain element so the thing just grew. I got to it before it could appreciably fill the area it was in but the assumption was that it would keep growing and then maybe go past, I don't know.

It's a neat feature I enjoy.

Also I like the little hidden struc-makers you include sometimes on #editstruc maps. Any time you do include #editstruc the very first thing I do underpause is look to see if you added one to the map. =p



FOXX

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Reply #13 on: August 05, 2020, 11:47:03 am
Quote
I couldn't think of the word 'doppels' - several times in various maps you've used anchored doppels that just grow, but don't move. I think usually terrain features force them to have a kind of 'tendril' appearance but at least once (I'm pretty sure it was one of your maze maps?) there was less of a constraining terrain element so the thing just grew. I got to it before it could appreciably fill the area it was in but the assumption was that it would keep growing and then maybe go past, I don't know.

It's a neat feature I enjoy.

Also I like the little hidden struc-makers you include sometimes on #editstruc maps. Any time you do include #editstruc the very first thing I do underpause is look to see if you added one to the map. =p
Aaahh you meant the growing Doppels. Yeah, makes sense now. Those will keep appearing in future maps and in Omni 3 they 'grew' a bit out of control ;)
Same goes for the hidden srucmakers (will be appearing in some maps)

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FOXX

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Ash

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Reply #14 on: August 05, 2020, 09:09:17 pm
Loved the map and look forward to every map FOXX makes.

The map seems to glitch sometimes when I replay it.  With the 6th lock open, when I open 7 (with 1,2 and 3 closed), sometimes the mire power is greatly diminished and I can't push through 7.  Behind lock 6, all the locks are open.  There are mire spawners adding up to 248, plus I have 17 omnis.  And, I still can't push the 86 power mire spawner behind lock 7 for some reason.  I'm trying to attach screenshot.

I can send you a save (if you can tell me how) and maybe you can discover what causes this.  Might help with future maps.  Also, could be I did something wrong, and I'd love to know what that is.

Thanks again for the great maps FOXX.