This topic is for discussion of map: Segmented Snake (http://knucklecracker.com/creeperworld/mapcomments.php?id=2479)
(http://knucklecracker.com/creeperworld/thumb.php?id=2479) (http://knucklecracker.com/creeperworld/mapcomments.php?id=2479)
Author: BermanPost (http://knucklecracker.com/creeperworld/viewmaps.php?author=BermanPost)
Desc:
Have fun slithering along...
this map would probably have a few scores - but who wants to do the exact same thing 20 times up and down the rows on a map that takes an hour and a half to complete??!? I completed the first three rows and gave up.
Quote from: koker93 on July 01, 2010, 12:35:21 AM
this map would probably have a few scores - but who wants to do the exact same thing 20 times up and down the rows on a map that takes an hour and a half to complete??!? I completed the first three rows and gave up.
The level gets progressively harder the further away from your base you go. Getting through the first three rows barely qualifies as 'trivial'.
This looks like an map for roccologic =)
Quote from: SPIFFEN on July 01, 2010, 09:17:45 AM
This looks like an map for roccologic =)
Is roccologic the 'snake' expert?
Nah , he's more like the Crazonium wall expert i guess .
You can read more about that in the comments for my Speed map :
http://knucklecracker.com/creeperworld/mapcomments.php?id=2110&page=
( There is/was an post about an script to use , to handel crazonium walls )
Yeah, Rocco likes bridging crazonium and is very good at it. The script (http://knucklecracker.com/forums/index.php?topic=977.0) is only for pausing briefly by the way; it does nothing else (before people think it's a way of cheating, because it''s not).
a trivial map because its impossible to lose pretty much just really long
Quote from: F0R on July 06, 2010, 12:38:12 AM
a trivial map because its impossible to lose pretty much just really long
I disagree that a level above trivial necessarily requires a high degree of risk you will die. Just because it may be easy to survive does not mean that it is easy to win. The way I rate my maps is degree of difficulty of winning. I understand that bridging may lower the difficulty rating somewhat, but Trivial this map is not.
berman its nearly impossible to die. and you can only retreat a max of 4 spots before advancing again
Quote from: F0R on July 06, 2010, 05:35:02 PM
berman its nearly impossible to die. and you can only retreat a max of 4 spots before advancing again
"Impossible to Die" does not equal "easy to win". Indeed it would not be difficult to make a level where it was both impossible to win and impossible to die. The difficulty from this map does not stem from risk of loosing, it is in connecting the totem.
Most boring map in the world. I'm amazed anyone played this to completion. It must have been mind-numbingly boring.
agreed
Not hard. And not that long. I just did it in 27 and it could have been faster.
how am i supposed to get past the emitters? I've tried using the relays, but they only go every other block. i can get to the first emitter and set a blaster on top of it, but then the blaster dies and i have creeper everywhere. i cant set the blaster one block away from the emitter because the relays only go every other one. How is this supposed to work?
Quote from: BermanPost on July 06, 2010, 05:53:26 PM
Quote from: F0R on July 06, 2010, 05:35:02 PM
berman its nearly impossible to die. and you can only retreat a max of 4 spots before advancing again
"Impossible to Die" does not equal "easy to win". Indeed it would not be difficult to make a level where it was both impossible to win and impossible to die. The difficulty from this map does not stem from risk of loosing, it is in connecting the totem.
That's the difference between an expert only map and a slog. Poor map makers rely on strong emitters, mos people prefer maps where it's hard to get started, possibly with multiple obstacles, but relatively easy to actually win.