Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 24, 2015, 03:59:51 PM

Title: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: AutoPost on April 24, 2015, 03:59:51 PM
This topic is for discussion of map #2004: Lost Colony 2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2004)

Author: Killer007lite
Size: 128x84

Desc:
Sequel to my first level, Harder and longer to complete then the previous however is still do-able
Title: Re: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: Tero on May 11, 2015, 02:02:41 AM
Too easy.
Title: Re: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: Killer007lite on May 15, 2015, 01:40:09 PM
Hey, Tero.

You said my map was too easy, Could you explain?
Is it to short? Did i give too many starting assets?

Thanks.

Title: Re: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: mzimmer74 on May 15, 2015, 04:36:39 PM
I thought it was a pretty decent map.  No, it's not terribly hard, but I don't think maps necessarily have to be hard to be fun.  This is not an Insta-win map by any stretch and you do have to progress forward.  About the only thing that made it "too easy" would be the AOOs.  It's possible to collect all of them at the beginning which makes it fairly easy to take out the enemy. 

Still, I thought it was a good map.  Nicely done.
Title: Re: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: Killer007lite on May 16, 2015, 03:25:46 PM
Thanks mzimmer74 for the feedback.

I'll take into account that the AOO's are easily collected and
will make them harder too collect next time in my maps.

Thanks again
Title: Re: Custom Map #2004: Lost Colony 2. By: Killer007lite
Post by: Tero on September 21, 2015, 12:21:14 AM
Quote from: Killer007lite on May 15, 2015, 01:40:09 PM
Hey, Tero.

You said my map was too easy, Could you explain?
Is it to short? Did i give too many starting assets?

Thanks.
With a Terp I improved the walls around both LZs.  Affording time to build reactors and upgrade the Forge. 
What would make this challenging:  Invert the elevations.  Move some or all of the totems farther from the lower LZ.  Tech limits are always good.   Move the green wall.  Or make it smaller.  Build sequence can have a lot of depth.

This is a good map.  But not one I would need to restart to get a foothold.