Custom Map #8031: The First Fortress. By: Anator

Started by AutoPost, December 23, 2019, 02:32:53 AM

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AutoPost

This topic is for discussion of map #8031: The First Fortress


Author: Anator
Size: 128x128

Desc:
This is my first map and the first of a set of maps I plan to call the fortresses. This one isn't too difficult.

Builder17

GG WP, 10/10  :) I'm probably missing something important here, but gave it 10 anyways

Helper

Yeah, that first surprise came well before I was ready.  :(
Power, defense, then attack is working so far (but slowly).
H

marvinitfox

#3
Great map, nice timing-crucial start. Completed in 28:30.3  room for further improvement,I was sloppy on the cleanup.(due to below gripe)
Rating 9

addendum:
Penalty for HIDING emitter stat display on mouseover, thus FORCING me to probe with neutralizers in the mist to locate the enemy.
MINUS SEVEN on that rating.

Rating given: 2

Helper

Quote from: marvinitfox on December 23, 2019, 05:07:39 AM
Great map, nice timing-crucial start. Completed in 28:30.3  room for further improvement,I was sloppy on the cleanup.(due to below gripe)
Rating 9

Rating given: 2

Really? A "2"?
Harsh dude.
We have a brand new map maker bring some new stuff to the table, and you put the slam on him?
That will hardly encourage future efforts.
H

Builder17

#5
Quote from: marvinitfox on December 23, 2019, 05:07:39 AM
Penalty for HIDING emitter stat display on mouseover, thus FORCING me to probe with neutralizers in the mist to locate the enemy.

There is hidden emitter somewhere on map?

Or do you mean that these CRPL (idk why tho) emitters don't have mouseover text at all?

Helper

Quote from: Builder17 on December 23, 2019, 05:46:28 AM

There is hidden emitter somewhere on map?

Or do you mean that these CRPL (idk why tho) emitters don't have mouseover text at all?

B17 - I don't think there was a hidden emitter. I counted the target numbers as I planted Nullifiers and they all seemed to match up with what was visible.
H

marvinitfox

#7
Quote from: Builder17 on December 23, 2019, 05:46:28 AM
There is hidden emitter somewhere on map?

Or do you mean that these CRPL (idk why tho) emitters don't have mouseover text at all?

With no mouseover text, and on a heavy flat battleground, all you can see is a wall of blue mist obscuring the battlefront.
This makes it very frustrating to see where you are, where enemy is, where *anything* is.
When this is a feature of the terrain, of some clever tactic, it would be great.
If it was an inadvertent feature/bug of an otherwise interesting unit, i would grumble a bit but accept it.
When it is a story-meaningless featureless insertion on a great flat plain, which only serves to add great frustration in the (meaninglessly easy) mop-up..... Yes. I feel it deserves harsh criticism.

The addition of the huge flat field that is trivially easy but timeconsuming to mop up was already unwelcome.
Adding a 'fog of war' penalty to that did not make it harder, just more frustrating.

The size of my penalty to the score is because the mapmaker for some obscure reason *chose* to implement those nonstandard emitters, removing their playability factors, yet not adding anything to their functionality that I could detect.

marvinitfox

Quote from: Builder17 on December 23, 2019, 03:39:03 AM
GG WP, 10/10  :) I'm probably missing something important here, but gave it 10 anyways

It is quite possible (but requires some fancy footwork!) to start your base on the left, and to keep the SW creep contained behind its wall.
This, of course, allows much more floorspace for power, which greatly eases everything else.

Builder17

#9
Quote from: marvinitfox on December 23, 2019, 07:03:34 AM
With no mouseover text, and on a heavy flat battleground, all you can see is a wall of blue mist obscuring the battlefront.


The size of my penalty to the score is because the mapmaker for some obscure reason *chose* to implement those nonstandard emitters, removing their playability factors, yet not adding anything to their functionality that I could detect.

Oh, I have mist toggled off, you can do that from Visibility options on upper left. Maybe mapmaker has mist off as well?

Non-standard emitters add creeper, difference is that creeper will keep increasing that makes this even more of slog. :(

Quote from: marvinitfox on December 23, 2019, 07:06:33 AM
It is quite possible (but requires some fancy footwork!) to start your base on the left, and to keep the SW creep contained behind its wall.
This, of course, allows much more floorspace for power, which greatly eases everything else.

Ok, thank you for advice!  :)


Anator

After reading the comments I felt i should say/explain a few things. First off i do want to say i want the honest criticism. I dont feel that any super low scores are discouraging. The second thing I want to say is that the emitters not displaying stats on hover was entirely a mistake. Hadn't figured out how to do that yet, though I have now, and will make sure to include that in future maps. Third and final thing I wanted to add is that the emitters are special though without hover text you wouldn't be able to see. Though I now realize that I should have done the opposite of what I did to reduce having to trudge through the level what I did was have the emitters produce at a low amount to start and then when the creep got deep enough they switched into a higher gear. While that was meant to promote speed so they didn't switch up a gear it definitely didn't work how I wanted. Also two of the very top emitters only switch on after the creep reached a certain point (200 deep I think) at a higher rate than any of the others. Again should have done the reverse and have them switch off after a certain amount. Thanks for the feedback and for playing the level!

Helper


Anator

Quote from: Helper on December 24, 2019, 03:59:24 PM
Good post.
When's your next map coming out?
H

I plan on getting it out today or tomorrow. Working on some what I feel are cool ideas for custom emitters (and I have improved terrain variety) but the coding is giving me troubles currently.

Helper

Understood!
Standing by for a Christmas present.
:)
H

Anator

Depending on when i get time today to work on it it could be closer to the end of the day. Ive got all the emitters working as they should just gotta put some finishing quality of life code in there with some testing to determine good emitter strength and we will be all set.