This topic is for discussion of map #1644: Origin Worlds II
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1644)
Author: Levi Kornelsen
Size: 99x99
Desc:
Venturing into the Origin Worlds, a well-preserved city is located. While unpopulated, it's still a danger to investigate - but not that much of it will need to be preserved to learn more. ... This is my first go at a city-fight map. Further into the Origin Worlds, I hope to have more of this, and even somewhat more active buildings. Ideas for those, and any other feedback, would be very welcome in the forums.
(For reference, all buildings were created from concept art found on the wiki.)
I really enjoyed this map! Excellent artwork, even if it isn't yours :)
Thanks for the work to put this together. Did I tell you I really enjoyed this map?
Blessings
Lots o' fun, but how in the heck did these guys do those +/- 30 minute times?
Only one thing to do...replay!
Thanks,
H
Nicely done Helper! Way to go.... :)
I rarely play regular maps these days, but I had to come back for this one. Cool map design and story. If anyone can't figure out how to finish the map, make sure you nullify the purple ore in the corner.
...Ohh, that's a point. I should probably post some mouseover text on my various counts-for-victory doodads.
Glad to have caught your attention! And, yeah, I'm generally tinkering with ways to keep the gameplay fresh partly because I can see how regular maps would get tired - and I'd like to avoid that.
Quote from: Levi on January 23, 2015, 04:16:22 PM
... I can see how regular maps would get tired - and I'd like to avoid that.
So far, that's not a problem for you.
Fun game.
H
Quote from: pastor.healer on January 23, 2015, 02:36:49 PM
Nicely done Helper! Way to go.... :)
Um, well,...um...hmmm.
It WAS a pretty nice time, then some other hoser beat me!
;D
I very seldom replay longer games, but this one was much more fun the second time around.
H
Honestly, after all those warnings I was expecting a bit more booby-traps :) Such as secret bunkers suddenly firing spores into the "safe" corner of the map or buildings stunning nearby units like a runner when nullified. I built like 50 beams just to prepare for that. Especially those three larger buildings in the upper right corner were a disappointment. This map was refreshing, but only for a while, after a few minutes it became a slogfest, nothing really exciting happened.
Quote from: xoft on January 24, 2015, 05:11:10 PM
Honestly, after all those warnings I was expecting a bit more booby-traps :) Such as secret bunkers suddenly firing spores into the "safe" corner of the map or buildings stunning nearby units like a runner when nullified. I built like 50 beams just to prepare for that. Especially those three larger buildings in the upper right corner were a disappointment. This map was refreshing, but only for a while, after a few minutes it became a slogfest, nothing really exciting happened.
So: You'd want the building doing quite
strong things in terms of effects, I take it?
I agree with xoft. The map was a lot of fun and I enjoyed it, but more brutal booby traps might have been more fun. As it was, the buildings that released a lot of creeper were easily dealt with. This was more a "mowing the lawn" kind of exercise (which was still fun!)
So, looking at the CPRL I know, what I can think up easily:
(Industrial?) buildings that attract creeper, piling it up until destroyed - there's a field quality for that, I believe.
The opposite - (Residential?) building that repulse it, forming a sort of shield, but one that's also in the way.
Buildings supporting digitalis (currently, the corrupt totems do this), to target and cut.
Buildings that drop creeper, runners, or spores on destruction.
....What else comes to mind for anyone?
All the above?
;)
Seriously - just keep throwing out a variety of stuff, and (obviously) you will get feedback from the players.
It would sure be nice if players would offer specific thoughts for improvement. Maybe with "50" beams, that other player didn't notice the Spores flying at the building destruction. It might also explain why it took him so long to complete the game.
I think the biggest rants I've seen have been about random surprises. If I take down a target and something really surprising and fugly happens, I go back to my last save and do the next attack better prepared. Taking something out and having 57 Runners attack all at once will be unexpected - the first time - then I go back prepared. Slip Emitters from nowhere can't be defended against and are immediate cause for a rage quit.
You keep working it, we'll keep playing them, and feedback is guaranteed - either in the forum or by PM.
Hang in and continue the good stuff.
H
Quote from: Helper on January 24, 2015, 06:22:10 PMI think the biggest rants I've seen have been about random surprises.
For sure - if the goal is interesting tactical challenge, well, the
entirely random isn't a challenge.
Time to start playing about with weird battlefield effects, then, I'd say.
Got the top score. Very nice map. I paused alot to get my time and spent alot building up an early base with reactors with nullifers constantly helping me expand. I used alot of cannons here and very little mortars towards the end and only 2 berthas to help me secure the NE corner to save a minute with my drone push.
I really enjoyed this map
Awesome map. Was expecting more traps also.
Still awesome map continue mapping ;D
Incredible map design, very well crafted as well, I loved the buildings and would enjoy seeing more of these kinds of maps.
The traps were surprising initially but dousing them in AC before explosion worked wonders. :)
I did enjoy this a lot, good work!