Custom Map #774: Frank Creepert Dune. By: Dimo

Started by AutoPost, July 03, 2014, 04:22:16 PM

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This topic is for discussion of map #774: Frank Creepert Dune


Author: Dimo
Size: 256x256

Desc:
Now with Shai-Hulud Creeper attacks Arrakis! Help great houses Harconnen, Ordos $ Atreides defeat creeper! #Easy

DestinyAtlantis


chwooly

Nice map, This would have been a great choice for the CRPL that allows for creeper to just bubble up from the surface. Too bad that wasn't used
I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do."
― Robert A. Heinlein

Helper

I really enjoyed playing this, but it took several hours of off-again, on-again playing.
The first several minutes of play involve a few seconds of game time, followed by extended scrolling, unit movement/placement etc.
Would have been a lot more fun (personal preference) if it were much smaller.
Nice job and obviously you put a lot of work in to it.
H

Loren Pechtel

How are people doing this one fast?

No air power until you fight your way to it and some things are shielded anyway.  No Berthas.  No inhibitor--you have a lot of spread-out targets to kill.  Yet I see a time under 8 minutes.

Tero

Great map!  Challenging, without being stupid hard.  I like having three independent sectors to manage.  In a map that either you zoom in to fortify/expand or zoom out to check on progress.
A map that should win an award!
I respect those who quote me the least.

ljw1004

I like Dune and it was nice to see this map. You really captured well the "feel" of Dune.

The terrain was great. I particularly enjoyed having to cross the "mountain range" up at the north. However, once I got the terp, then the terrain became irrelevant and nothing more than a chore. I suggest you remove the terp entirely from the game, and tweak the landscape just a little to ensure that every emitter *can* be destroyed; it just takes work to fight your way there through the terrain.

I liked how each different house had their own weapon, and their own related resources nearby, but that distinguishing feature kind of became irrelevant once I started building my own units. Then it was just pulse cannons and mortars everywhere. I wonder if it would be possible to make it so Ordos base is only able to resupply ore (not cannons or mortars), and Atreites base is only able to resupply cannons, and Harkonnen base is only able to resupply mortars? Then it would have been a real interesting challenge to connect up the three houses and make them work together.

The map is large, and in the absence of Berthas it gets too boring to mop up the final TEN emitters over pesky terrain. For instance, I'm sure everyone leaves the south-east emitters until very last, and there's no challenge or fun in getting to them since by this time you have overwhelming superiority. In actual fact, once you've destroyed the central emitter (hence killed off all the creeper) the map has no challenge. I like the map the size it is (you need it this big to capture the spirit of Arakis). So how about putting one of those "creeper main bases" in the center, so once you destroy this then the game is won?

Lz_erk

Remember: Walk without rhythm and we won't attract the worm.

I parked my units on the sandworm's mouth in the end phase of the map, and it took me a while to realize they were getting eaten. I love it. The houses even have appropriate strengths, although Harkonnen has to be uncharacteristically generous to win quickly...  ;)

Anyone tried landing a nullifier+supporting cast on those pillars where the Beams start to bust that emitter early?