Custom Map #11622: Deorbit. By: Stryderunknown

Started by AutoPost, November 03, 2025, 12:35:45 PM

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AutoPost

This topic is for discussion of map #11622: Deorbit


Author: Stryderunknown
Size: 128x84

Desc:
Deorbit v1.0 The map has been tested to make sure it can be beaten, it's up to you what methods you use to do so. Map designed using the vanilla game (no extra scripts, graphics or soundfiles used)

fielding

Nice job! First map? I ended up going in an x pattern from top right, to bottom left, to top right, and finishing at bottom right. Not sure if that was the intention but it worked for me.

Stryderunknown

Quote from: fielding on November 04, 2025, 05:14:37 PMNice job! First map? I ended up going in an x pattern from top right, to bottom left, to top right, and finishing at bottom right. Not sure if that was the intention but it worked for me.

I'm glad you enjooyed it.  It was indeed my first released map.  I decided to make a map to test of concept for dealing with the spores.
Spoiler
e.g. powering a nulifier by flying the command node over.
[close]

My initial testing was anticlockwise from the top right, but it's great to know that it can be done in a different order.

Johnny Haywire

Really good job, especially for a first map. The threats are minimal so you can take the islands in any order, and you don't even need to pause the map at all which makes it more RTS strategy than turn-by-turn.

I went for the totems first since it was the least-guarded and most rewarding (totems). Hooked up to the totems, went afk for about 30 minutes, maxed everything out and then finished it quickly.

I find that islands make maps more enjoyable, and connecting them as you did keeps the battle from becoming too easy. So it's a map that just about anyone - from beginner to expert - should be able to enjoy.

Thanks for the map! =)
You disagree with this sentence, don't you?