Knuckle Cracker

Creeper World => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on January 30, 2013, 11:09:16 AM

Title: Custom Map: Amnesia
Post by: AutoPost on January 30, 2013, 11:09:16 AM
This topic is for discussion of map: Amnesia (http://knucklecracker.com/creeperworld/mapcomments.php?id=5872)
(http://knucklecracker.com/creeperworld/thumb.php?id=5872) (http://knucklecracker.com/creeperworld/mapcomments.php?id=5872)

Author: Kronokill (http://knucklecracker.com/creeperworld/viewmaps.php?author=Kronokill)

Desc:
This map is all about dividing your energy smartly between 3 defensive structures and your totem chargers using bridging.
Title: Re: Custom Map: Amnesia
Post by: Kronokill on January 30, 2013, 10:40:24 PM
Sorry about this map everyone i tried to work out all the kinks that allowed cheating around how the map is supposed to play but i guess i missed some. I would skip this map and play the hard version since less people figured out an easy way on that version. Gotta admit it was a cool idea though just hard to make work.

Title: Re: Custom Map: Amnesia
Post by: Kingo on January 30, 2013, 11:07:43 PM
Nice graphics... looks ike you put a lot of time and work into it ;)
A few tips for working aaround "cheating":

Make the city unmovable (unless it is a core gameplay mechanic)
Spam totems (too few makes it too easy to bridge quickly)
Placing spore waves (keeps players from quickly building out, in my custom map Blue Ops 1 I ran into this many times in the testing phase and annoyed me often)

That's all I have off the top of my head. Keep up the good work!
Title: Re: Custom Map: Amnesia
Post by: Kronokill on January 30, 2013, 11:14:37 PM
Thanks for the helpful advice Kingo I'll keep those hints in mind on my new maps.

Edit: Just had to add that the way your blue ops map works is pretty awesome.
Title: Re: Custom Map: Amnesia
Post by: Kingo on January 31, 2013, 12:07:50 AM
The testing phase can be oh so frustrating with the new concept i've been trying to implement. 
balancing little aspects of the game, having to go through the whole save-open-play-go back to the drawing board thing is a little time consuming.
Still, I figure it's worth the final product. So far i've just constructed Blue Ops part 2 and I've lost count of the number of tests because the details have to be just right (not too difficult to lose, but not too easy to win)
All in the name of a good map!
Title: Re: Custom Map: Amnesia
Post by: Kronokill on January 31, 2013, 03:42:48 AM
Cant wait to see how Blue Ops Part 2 will play. I haven't played to many of the community games yet but you're last idea for Blue Ops looked like a pretty original idea how you used "temporary" Creeper really makes things difficult if you don't take your time to build up your forces.
And I'm hoping my next map has been tested well enough and nothing goes wrong but I'm sure it has been its got spores and all that good stuff.
I know I am doing to many image based maps but I just had to see if I could make a map out of my Sega Dreamcast with the base sitting on a Dreamcast memory card.
Title: Re: Custom Map: Amnesia
Post by: Kingo on February 01, 2013, 10:38:53 AM
The custom backgrounds are reallly great... the Dreamcast was really useful for making a map where you have to watch all your links (more tedious then hard... because when one link is cut, disaster strikes!!!)
What graphics program did you use to make Amnesia's background? I have some ideas but I don't know what program to use, or how to scale the map to CW's size.