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Particle Fleet => Exchange Map Comments => Topic started by: AutoPost on July 26, 2020, 11:36:59 AM

Title: Custom Map #1547: Omni 3. By: FOXX
Post by: AutoPost on July 26, 2020, 11:36:59 AM
This topic is for discussion of map #1547: Omni 3
(https://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=1547)

Author: FOXX
Size: 335x185

Desc:
#EditStruc #ParticlesOverMiredLand #TiconDefenseRange by Stickman #BravoGoodMorning #ThanksToBuilder17 #ThanksToYum234 #LandValueUp #OmniSpawner by Sorrontis
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: alche on July 26, 2020, 04:39:20 PM
yayyyyyyy
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: MisterX on July 27, 2020, 06:23:51 AM
Hmm i destroyed everything, Mired everything,collectred everything, map doesnt finish...
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: helmetflakes 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.
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: alche 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?
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on July 28, 2020, 09:35:56 AM
Quote from: alche on July 26, 2020, 04:39:20 PM
yayyyyyyy
Whoohoo

Greets,
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on July 28, 2020, 09:37:05 AM
Quote from: MisterX on July 27, 2020, 06:23:51 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.

Greets
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on July 28, 2020, 09:38:38 AM
Quote from: helmetflakes 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.
Thanks Helmetflakes,

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

Greets
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: n3s 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.
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 01, 2020, 03:22:41 PM
Quote from: n3s 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.
Hi N3s,

In case you want to beat the map:

Spoiler
After opening the 3 Bridge and mire that Close the 1,2 and the 3 Bridge and open the 6 Bridge. (At this point Omni's between the 1 and 3 bridge don't add to the mire strenght but thay 'protect' that part).
Then open the 7 Bridge and mire that part.
At this point is is good to have some Omni's between the 1 and 2 Bridge.
After this Close the 7 Bridge and open the 2 Bridge and mire until it's blue.
Now you can open the 4 Bridge and that should get you pass the 3/4/5 Bridges.
[close]

I hope it makes sense.

Greets
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: n3s on August 02, 2020, 03:13:04 PM
Quote from: FOXX on August 01, 2020, 03:22:41 PM
Quote from: n3s 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.
Hi N3s,

In case you want to beat the map:

Spoiler
After opening the 3 Bridge and mire that Close the 1,2 and the 3 Bridge and open the 6 Bridge. (At this point Omni's between the 1 and 3 bridge don't add to the mire strenght but thay 'protect' that part).
Then open the 7 Bridge and mire that part.
At this point is is good to have some Omni's between the 1 and 2 Bridge.
After this Close the 7 Bridge and open the 2 Bridge and mire until it's blue.
Now you can open the 4 Bridge and that should get you pass the 3/4/5 Bridges.
[close]

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)
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 03, 2020, 10:12:48 AM
QuoteI 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
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: n3s on August 04, 2020, 10:11:27 AM
Quote from: FOXX on August 03, 2020, 10:12:48 AM
QuoteI 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
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 05, 2020, 11:47:03 AM
QuoteI 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)

Greets
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: Ash 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.
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 06, 2020, 05:56:45 AM
Quote from: Ash 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.

Hi Ash,

Nice you liked the map :)

In setup on image the Omni's between the 1 bridge and 3 bridge are closed off from the maze. Also if you look close the Top landparts are not connected to the maze. To make this (very) clear i drew a red line through those landparts.

And i made a note where to place the Omni's. With the same bridge setup as in the image that should work.

Greets
FOXX

Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: Ash on August 06, 2020, 09:54:11 AM
Thanks for the reply FOXX.  Yeah that's exactly what I had to do to get through the map on my longer playthroughs.  Where I got fooled is that once or twice, the top landmass seemed to be connected somehow, because I was able to open multiple locks in the maze simultaneously.  I was able to complete the map in around 30 minutes when that occurred cuz I flew through the maze part very quickly with all the power of the top landmass.  Not sure how to reproduce that but I might have a save of it.

Basically, on my 34 min playthrough, I didn't have to move the omnis at all.  I was able to close 1,2,3, open 6, open 7 and push right through it. ,Then as I proceeded through the maze, I was opening more than one lock at a time and easily knocking the red back.  I flew through the maze in half the time.  I had a lot of power somehow on that run, and thought it was intended.  That must be the real glitch. :)

Keep them coming FOXX.  Your maps are really great. :)

Ash
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 07, 2020, 02:05:45 PM
Quote from: Ash on August 06, 2020, 09:54:11 AM
Thanks for the reply FOXX.  Yeah that's exactly what I had to do to get through the map on my longer playthroughs.  Where I got fooled is that once or twice, the top landmass seemed to be connected somehow, because I was able to open multiple locks in the maze simultaneously.  I was able to complete the map in around 30 minutes when that occurred cuz I flew through the maze part very quickly with all the power of the top landmass.  Not sure how to reproduce that but I might have a save of it.

Basically, on my 34 min playthrough, I didn't have to move the omnis at all.  I was able to close 1,2,3, open 6, open 7 and push right through it. ,Then as I proceeded through the maze, I was opening more than one lock at a time and easily knocking the red back.  I flew through the maze in half the time.  I had a lot of power somehow on that run, and thought it was intended.  That must be the real glitch. :)

Keep them coming FOXX.  Your maps are really great. :)

Ash
Welcome Ash.
Nice to hear you got it done. And thanks for the compliment, in my free time i am slowly but surely making new maps :)

Greets
FOXX

Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: Cradok on August 09, 2020, 05:38:13 PM
I feel I'm doing something wrong here. I've cleared the whole map except the final two 160 mire spawners, and I just can't clear them. It takes all the omnis to start making a dent, by which point they start to die and I can't replace them fast enough.
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: stdout on August 10, 2020, 11:39:18 AM
Spoiler
You don't have the space to land all your omnis on each piece of land so you'll need to use neighboring cannons (from nearby omnis and ships) to start clearing existing enemy mire. This will help relieve some burden to the omnis that you place on the enemy land.
[close]
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: Cradok on August 10, 2020, 07:12:01 PM
That worked. I had assumed the two parts were connected, which was where I was going wrong.
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: CyberDyneSystems on August 16, 2020, 07:35:10 PM
I made the same mistake thinking the two final land masses were connected, and had to go way back to fix my mistake,.

Foxx, loved it. took me ages,.
The a-b and C-D omni paths converging was a new twist,. and all the gate work was a step above the "norm"
Truly a fun puzzle.
The twin dopples at the end of the map protecting the flanks, these were evil genius! I've never had so much trouble knocking out a dopple!

Thanks for another fantastic map!
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: FOXX on August 17, 2020, 09:02:43 AM
Quote from: CyberDyneSystems on August 16, 2020, 07:35:10 PM
I made the same mistake thinking the two final land masses were connected, and had to go way back to fix my mistake,.

Foxx, loved it. took me ages,.
The a-b and C-D omni paths converging was a new twist,. and all the gate work was a step above the "norm"
Truly a fun puzzle.
The twin dopples at the end of the map protecting the flanks, these were evil genius! I've never had so much trouble knocking out a dopple!

Thanks for another fantastic map!
Yeah, this map turned out being not so straightforward as the other Omni maps.
As i make these ideas come and go and i try to make it work when i filled up the map with ideas.

Nice you enjoyed the map and Omni 4 is in the works ;)

Greets
FOXX
Title: Re: Custom Map #1547: Omni 3. By: FOXX
Post by: toolforger on September 12, 2023, 06:57:51 AM
Finally I get around to writing something.

Very nice map, some room for improvement (but still overall good):

- Land connections are often too hard to correctly see.
-- The number of people opening the wrong gates is an indicator :-)
-- Also, you can't see that the final landmass is split in two, so you approach it wrongly.
- The omni strength seems to vary on the top/bottom lanes, and while gate mishaps explain some of that, I still have the impression the resistance varies due to other factors. In particular, I could easily push on the A lane with just a single omnis (slowly but that's okay), but when I removed that omni because needed elsewhere and the trying to re-push on A, I suddenly needed more omnis. It was not a big deal as I had more omnis anyway, but it was inconsistent.
- As you probably already know, having to mire 100% means players need to go chasing that final single unmired land pixel just to finish, which can be frustrating. The particle spawner will eventually mire it on its own, so players will finish anyway, which is good... but without knowing how or why, which again can be frustrating. (I see you requiring just 99% mire on other maps, so I guess you already know.)