Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 18, 2015, 06:01:58 PM

Title: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: AutoPost on January 18, 2015, 06:01:58 PM
This topic is for discussion of map #1625: Desert Fort
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1625)

Author: mikrogamer
Size: 120x120

Desc:
You found this lonely asteroid after following an irregular signal. Beware of this construction on the right bottom corner that seems to cause massive abnormities. Good luck.
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: Jerdog on January 18, 2015, 11:28:57 PM
Too much random crap to deal with.
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: Helper on January 19, 2015, 05:25:17 PM
When the Spores came out of nowhere, I didn't like it, but stayed with the game.
The random Creeper popping up was a bridge too far.
Very irritating to play under these conditions.
Please reconsider including them in your next game.
H
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: mikrogamer on January 24, 2015, 06:41:43 AM
Hm... sry for this. As the author of this map I didn't think about how to know where you can build as a not involved player. Thank you for the feedback :)
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: Helper on January 24, 2015, 06:52:59 AM
Quote from: mikrogamer on January 24, 2015, 06:41:43 AM
Hm... sry for this. As the author of this map I didn't think about how to know where you can build as a not involved player. Thank you for the feedback :)
Thank you for responding.
Several of the map developers help each other over here: (http://knucklecracker.com/forums/index.php?board=32.0)
A lot of them will 'pre-play' maps and provide feedback before it is submitted to the general player audience.
Looking forward to seeing the new stuff you come up with.
H
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: mikrogamer on January 24, 2015, 06:58:11 AM
Okay I will try. Thanks :D
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: Karsten75 on January 24, 2015, 08:55:11 AM
Man, I was annoyed at this map. Unreasonably so I suspect.

There are several maps that employ the CW1 technique of "Spores from the edge" and that makes for a different defensive tactic. The random slip emitters was a tad annoying (OK, a lot!), but then I recalled that Virgil implemented them in a story map.

I didn't try the same technique as in the story map to use shields and see if that puts off the slip emitters - maybe I should have. Instead I relied on network redundancy to work around the damage to my network and also routed around spots that seemed to be permanent trouble spots.

I think it'd be an improvement to many maps if the map maker puts a message in that hints at  whether there's a technique to work around the CRPL implementations. I guess sometimes it's brute force only, though... :)
Title: Re: Custom Map #1625: Desert Fort. By: mikrogamer
Post by: mikrogamer on January 25, 2015, 05:10:39 PM
Hm... yes at the beginning I WANT to make a hard and/or annoying map but I can understand your point of view.