Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 06, 2016, 01:14:46 AM

Title: Custom Map #3632: Thunderstorm. By: Cubez
Post by: AutoPost on June 06, 2016, 01:14:46 AM
This topic is for discussion of map #3632: Thunderstorm
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3632)

Author: Cubez
Size: 128x96

Desc:
My second map. It shouldn't be too hard once you have secured a defensive position #NoRunners #Spores #CRPL
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: Peter R on June 07, 2016, 03:20:53 AM
Again fun to play your map :)
I like the design too.
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: Cubez on June 07, 2016, 05:49:54 AM
Thanks.    :)

How can I improve this map? I haven't been seeing decent ratings unlike my first map.
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: Grayzzur on June 07, 2016, 04:02:16 PM
People don't like a slog. You have that extra large emitter at the top, and it looks like a major goal to get to it. Once I destroyed it, i still had to mop up the map and kill off all the other emitters still on the board. An instant win on killing a main target is satisfying. Also, you probably got some low scores due to the digitalis getting to the main base area -- but I wouldn't worry about that, there's actually plenty of time to set up a defense against that even if you're not an aggressive player at the start. I can see where anyone who has trouble managing energy in the early game might downrate the map. You could provide an energy node for an early boost, perhaps a small one -- it's not really needed but it greatly helps the slower players -- 50 or 100 to help them get reactors going quicker.

I liked it.
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: hbarudi on June 07, 2016, 06:20:28 PM
Nice map different than the usual colors of terrain.
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: Cubez on June 08, 2016, 01:11:50 AM
Quote from: Grayzzur on June 07, 2016, 04:02:16 PM
People don't like a slog. You have that extra large emitter at the top, and it looks like a major goal to get to it. Once I destroyed it, i still had to mop up the map and kill off all the other emitters still on the board. An instant win on killing a main target is satisfying. Also, you probably got some low scores due to the digitalis getting to the main base area -- but I wouldn't worry about that, there's actually plenty of time to set up a defense against that even if you're not an aggressive player at the start. I can see where anyone who has trouble managing energy in the early game might downrate the map. You could provide an energy node for an early boost, perhaps a small one -- it's not really needed but it greatly helps the slower players -- 50 or 100 to help them get reactors going quicker.

I liked it.

Thanks for the feedback. It really helps as I'm new to making maps.

I might reupload the map with changes.

Firstly, I will add a resource pack of 100 energy. When I was making the map, I was also a bit concerned about the spores. I was really tempted to make the initial delay even longer, but was worried it would make the spores too easy. If I added a resource pack, the players would have more energy to prepare beams.

Secondly, I will change the big emitter to a warp inhibitor. However, I will make it the same emit amount and interval as the emitter.

Thirdly, I may remove a little of the digitalis towards the base. I still don't want the totem to be connectible unless you kill the digitalis

I'm not sure whether to let the player use another command node. While I was testing the map, if I didn't defend the digitalis, essentially half of the base area was unusable. I might not add a resource pack if another CN was usuable.

Edit: Another solution is to move the totem and digitalis up, so that even with all the digitalis, the whole base is usable
Title: Re: Custom Map #3632: Thunderstorm. By: Cubez
Post by: GoodMorning on June 08, 2016, 01:31:32 AM
Yet another solution is to accept a harder map, and adjust your rating expectations accordingly.