Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on July 23, 2013, 07:01:04 PM

Title: Custom Map #2383: Prisoner Rescue 1
Post by: AutoPost on July 23, 2013, 07:01:04 PM
This topic is for discussion of map #2383: Prisoner Rescue 1 (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=2383)
(http://knucklecracker.com/creeperworld2/thumb.php?id=2383) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=2383)

Author: Johntuck24 (http://knucklecracker.com/creeperworld2/viewmaps.php?author=Johntuck24)

Desc:
Aliana and Thrade have been kidnapped. It's up to Dax to rescue them before it is too late.
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: Angel on July 26, 2013, 02:32:14 AM
First map I'm guessing. A few tips for other maps, if you make more.
1. Don't use hold fields (the squares), they just hold in creeper, they don't hold it back.
2. Don't use fields that affect C and AC everywhere. Sometimes, you need to use fields for both sides,  but usually you just need it to affect 1 side. And I'm saying this cause most people don't like having AC frozen or pushed around everywhere.
3. The constant, every couple of seconds phantoms are annoying. However they make it harder, maybe tone down the phantoms a little, even though they have a small payload, still should pull back on them a little.

If you change some stuff, you can make some great maps.  :)

Spoiler
This is an acquisitation mission, don't worry about the nexus, it takes a while with 1 DB to destroy a nexus.
[close]
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: teknotiss on July 26, 2013, 09:24:12 AM
Quote from: Angel on July 26, 2013, 02:32:14 AM
First map I'm guessing. A few tips for other maps, if you make more.
1. Don't use hold fields (the squares), they just hold in creeper, they don't hold it back.
2. Don't use fields that affect C and AC everywhere. Sometimes, you need to use fields for both sides,  but usually you just need it to affect 1 side. And I'm saying this cause most people don't like having AC frozen or pushed around everywhere.
3. The constant, every couple of seconds phantoms are annoying. However they make it harder, maybe tone down the phantoms a little, even though they have a small payload, still should pull back on them a little.

If you change some stuff, you can make some great maps.  :)

Spoiler
This is an acquisitation mission, don't worry about the nexus, it takes a while with 1 DB to destroy a nexus.
[close]

or just carry on doing things the way you like, this is a great map!
i liked the pin (hold) fields (and if you want them to be both C and AC that's cool)
and the non-stop phantoms is something i like in maps, my only suggestion is that you put a warning in a holocube text box or the intro box about maybe turning off the siren FX.
make the maps you like, don't be put off by criticism either
later dude  8)
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: johntuck on July 26, 2013, 05:41:28 PM
I appreciate the advice. Yes, this one's my first map. In the section with the C/AC holding, the idea was to create a static area (in a previous iteration of the map it was an area with 'force fields' which I thought would behave better statically in keeping with the dialogue). The idea behind introducing the conversion bombs just prior to that room was to let the user have that "wtf?" moment on the first conversion.

My main reason in allowing the field effects to be viewed though was to generate constructive criticism from other map makers- so thank you for taking the time out to do that. I definitely want to do more directional effects in the future, along with some layering.

I can't decide on the phantoms- I wanted large numbers with the smaller payload, but I probably could have also gotten away with a lower spawn frequency with higher payloads.

One thing I love about some of the CW2 maps as a carryover from CW1 is the concept of reaching a goal while holding the creep at bay- not necessarily being able to neutralize it all. It's one of the things I like most about Link327's maps.

Good comments all around.
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: Angel on July 27, 2013, 12:33:21 PM
Quote from: teknotiss on July 26, 2013, 09:24:12 AM
don't be put off by criticism either

Yup. We are just trying to help. Everyone is here. And if you wanna see why you should'nt use a pin field in a high density spot. Play Super Gateway, my first map. You'll see why pin fields aren't that good of use unless you are teleporting creeper. However, they can still be used to make a map a lot harder w/o teleporting creeper.
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: PMouser on August 05, 2013, 12:06:23 AM
i cant save the capsule it just has too much health. and they destroy the mirrors so i cant get capsule out.
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: Grauniad on August 05, 2013, 05:42:03 AM
Quote from: PMouser on August 05, 2013, 12:06:23 AM
i cant save the capsule it just has too much health. and they destroy the mirrors so i cant get capsule out.

First destroy the Nexus. That will destroy all creeper on the map. Then open the capsule.
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: PMouser on August 05, 2013, 04:20:00 PM
i cant seem to kill the nexos because i cant get the AC close to it with only 1 dark beam, drones come too fast to let me put more stuff in
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: johntuck on August 05, 2013, 07:25:08 PM
Spoiler
My solution was to use two dark beams. Set one up to handle the constant stream of nexus drones. Use another to wall off the capsule from creep and feed it until it is completed. To protect your 2nd dark beam, I use 4 mirrors to keep the mount point of the 2nd beam safe but, keep the 1st DB pointed at the drones.
[close]
Title: Re: Custom Map #2383: Prisoner Rescue 1
Post by: PMouser on August 05, 2013, 07:35:49 PM
huh, please show me, the whole room is full of creeper so i cant build