Well, at least we can speedrun it... :)
Suggestions to the map maker on increasing difficulty and avoiding speed runs, which imply strategy spoilers:
Spoiler
The energy boost at the start with the multiple freeze orbital weapons makes the speed runs easy. I went back and did a sub-17 minute run without using any of the freeze weapons.
The runners were mildly annoying at the beginning, but once I had some strafers up and the energy to maintain them, they kept that runner nest permanently cut off from digitalis in the back due to that thin line leading to it.
Without the freeze it was pretty fun to play. I'd remove those, then either connect the runner nest via digitalis to the two rear emitters directly or set up an AE Tower to protect that thin line of digitalis in front of it.
The amount of energy you provide at the start makes it very easy to rapidly expand a collector network plus a few reactors and set up blasters at key choke points. I haven't tried it without using those energy packs yet, but I imagine a defense is quite feasible without them.
I'm curious what changes you've made to tone this down from your "original" as mentioned in the opening mission transmission.
I did enjoy playing this map, both the speed run attempt and a second run where I purposely did not use the freeze weapons to see how it would have played out.
Quote from: Grayzzur on May 22, 2014, 11:07:59 AM
Spoiler
The runners were mildly annoying at the beginning,...
Spoiler
Spoiler
There were runners? At the beginning? No way. Never saw them.
Quote from: Karsten75 on May 22, 2014, 12:27:05 PM
Quote from: Grayzzur on May 22, 2014, 11:07:59 AM
Spoiler
The runners were mildly annoying at the beginning,...
Spoiler
Spoiler
There were runners? At the beginning? No way. Never saw them.
On my second run.. where I purposely did not use the freeze orbital weapons.. yes, there were runners. Perhaps "in the early game" would be better? They weren't there right from the beginning.