Custom Map #8463: Straightforward. By: Heisenberg

Started by AutoPost, June 01, 2020, 04:45:57 PM

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This topic is for discussion of map #8463: Straightforward


Author: Heisenberg
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The shortest distance between two points is a straight line, or is it? Weigh your options carefully at startup. Also note that all tech needs to be collected to claim victory ((just found out the hard way)

Loren Pechtel

There are times the need to pick up all techs annoys me.   This is an extreme example of it--I had beaten the map in under 5 minutes on my second try (after noticing the weakness that I'm sure you intended), it took almost another 30 to gather all the techs.

Heisenberg

#2
Quote from: Loren Pechtel on June 02, 2020, 05:03:08 PM
There are times the need to pick up all techs annoys me.   This is an extreme example of it--I had beaten the map in under 5 minutes on my second try (after noticing the weakness that I'm sure you intended), it took almost another 30 to gather all the techs.

The tech pickup annoyed me too, it was not intended - but apparently a built-in requirement
There is a designed sequence to be found, which would give you a great advantage - that takes around 4min - but then from there to take out the top emitter - I'm not sure how you accomplished that - many emitters start with a delay, keeping in mind the 4 min needed for optimal startup

I must assume you did not need the 4 min for a good start, and then beat the map before key emitters even started

So your high-score was not entirely intended to be possible - well done!   
Very curious how you did that - there must still be something I'm missing

Anyways, I understand it must have been frustrating to see that you could not claim victory at that point, I had the same experience - then replayed the last part cause I thought it was a bug, before I realized this is built into the game apparently you must collect all tech first

Helper

#3
Nice good morning game.
I got my sequence all wrong for the pickups (and missed seeing two (2)!
D0m0nik got it exactly right.

I noticed that you stopped doing the slight layer of Creeper that almost covered your earlier maps.
If you bring that back (I liked the concept), you will eliminate the speed runners.

Thanks for the fun.
H
Spoiler
It only takes 2:32 to kill everything, but getting the sequence right on the pickups takes some real thinking.
[close]

Martin Gronsdal

isn't there a way to make killing the inhibitor winning a game, no matter picups?

Heisenberg

Quote from: Martin Gronsdal on June 03, 2020, 05:20:55 PM
isn't there a way to make killing the inhibitor winning a game, no matter picups?

In CW4 there will be victory conditions you can set
In CW3 I haven't seen victory conditions in map creation tools - doesn't seem possible

D0m0nik

Yes the inhibitor can be taken early. I also got my sequence wrong, can be done much quicker.

Spoiler
Collecting the CN pick up gives you 2 extra CN's, you can then collect the nullifer and go straight for the inhibitor with two relays
[close]

Helper

Quote from: Martin Gronsdal on June 03, 2020, 05:20:55 PM
isn't there a way to make killing the inhibitor winning a game, no matter picups?

I am pretty sure that I have played CW3 games where taking the Inhibitor was an 'instant win'.
I don't know nothing about making no games, but there is a forum here on the site for game makers to share techniques with each other.

cornucanis

Quote from: Martin Gronsdal on June 03, 2020, 05:20:55 PM
isn't there a way to make killing the inhibitor winning a game, no matter picups?


I just threw together a quick simple script which will kill all artifacts when an inhibitor dies. Just throw the attached script on a core anywhere on the map. As soon as you unpause the game, the core should vanish and ensure the player doesn't have to play artifact pickup after winning.

Heisenberg

Quote from: cornucanis on June 04, 2020, 01:39:21 AM
Quote from: Martin Gronsdal on June 03, 2020, 05:20:55 PM
isn't there a way to make killing the inhibitor winning a game, no matter picups?


I just threw together a quick simple script which will kill all artifacts when an inhibitor dies. Just throw the attached script on a core anywhere on the map. As soon as you unpause the game, the core should vanish and ensure the player doesn't have to play artifact pickup after winning.

I tested the script and it works - will use it in my next map, thx

Loren Pechtel

Quote from: D0m0nik on June 03, 2020, 06:54:32 PM
Yes the inhibitor can be taken early. I also got my sequence wrong, can be done much quicker.

Spoiler
Collecting the CN pick up gives you 2 extra CN's, you can then collect the nullifer and go straight for the inhibitor with two relays
[close]

There's another way, also:

Spoiler
I dropped the CN next to the islands surrounding the inhibitor, built a nullifier. I got thrown back to orbit before it fired, but the nullifier didn't flood.  Blew the first emitter, put a nullifier on the PZ.  You'll get thrown to orbit again, but the nullifier survives.  I didn't think of using relays.
[close]

Johnny Haywire

So, to me the challenge was beating the nullifier AND picking up all the items in under 5 minutes. First attempt came in just over 5 minutes, but I forgot to pick up the guppy tech  :P

Second time hit 4:40. Speed-running isn't always my thing but on the easy ones it occasionally feels good to set a high score. And it's a rare day that I beat Dom's score.   :)

I'm sure this is doable under 4 minutes because I had to land a CN twice. I'd built the collector and orbited right away, but for some reason it didn't connect before I orbited. (Do you have to send a packet to the pickup? I didn't think you did, but now I'm not sure).

So, on this map picking up the items as efficiently as possible is the big challenge. And I don't mind that so much, since you give us 3 CNs and make the Inhibitor easy to kill, leaving lots of PZs for all sorts of fun things.  ;)

Thanks for the map!  ;D
You disagree with this sentence, don't you?