Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on September 26, 2011, 10:01:01 AM

Title: Custom Map #240: Harbinger
Post by: AutoPost on September 26, 2011, 10:01:01 AM
This topic is for discussion of map #240: Harbinger (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=240)
(http://knucklecracker.com/creeperworld2/thumb.php?id=240) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=240)

Author: Mike P. (http://knucklecracker.com/creeperworld2/viewmaps.php?author=Mike+P.)

Desc:
The Reapers have arrived and you are the only one who can send them back to Dark Space.
Title: Re: Custom Map #240: Harbinger
Post by: oodie on September 26, 2011, 04:16:23 PM
hhhmmmmmmmmmmmm.......both my maps are in overtime.
Title: Re: Custom Map #240: Harbinger
Post by: Colin on September 26, 2011, 08:19:37 PM
Hey mike, I really liked how you used fields in this one!
It was a fun map.

[off topic] oodie, try not to post in these threads if you
aren't going to say anything about the map to the map
maker. If you have a question about your maps, you
should either A. Wait, or B. make a new thread Here. (http://knucklecracker.com/forums/index.php?board=18.0)
Also, check your Email.[/off topic]

Keep it up Mike!  ;)
Title: Re: Custom Map #240: Harbinger
Post by: Mike P. on September 27, 2011, 09:41:11 PM
Thank you, this was my first map i now understand the map maker so i'm going to make another map which, will hopefully be much better, and thanks again for the nice comment!
Title: Re: Custom Map #240: Harbinger
Post by: Fisherck on September 27, 2011, 09:48:46 PM
Quote from: Mike P. on September 27, 2011, 09:41:11 PM
Thank you, this was my first map i now understand the map maker so i'm going to make another map which, will hopefully be much better, and thanks again for the nice comment!

Yeah it was a pretty good map, especially considering it was your first. Keep up the good work! 8)
Title: Re: Custom Map #240: Harbinger
Post by: Kithros on September 27, 2011, 09:53:44 PM
While it's understandable when messing around with the editor for the first time to change emitter health (I made that mistake on my first map too, though not quite to the same extent), you should typically try to avoid changing emitter/gateway health too much - in this case it doesn't really do much except draw the map out when it's already pretty much over. I would consider the main reason to change the emitter healths would be if it's easy to position nullifiers to hit it, but you want it to take more energy to destroy (energy that could be used elsewhere ie. fighting on multiple fronts).