Custom Map #2477: Hill street bluez. By: TB

Started by AutoPost, September 08, 2015, 10:53:58 AM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #2477: Hill street bluez


Author: TB
Size: 84x84

Desc:
My second Bluez track. Please enjoy.

TB

Hi, the map author here.

Wow, I'm disappointed.
Wow, I didn't even know that one could submit a rating without finishing a map.

Tero, don't get me the wrong way here. I respect your right to rate my map as high or as low as you want.

Seeing the average rating of my map is now at 3.5 from 4 players. I gave it a 10 leaving two 1-ratings and one 2.

This was my second map and I based most of its design upon the feedback I got from my first map (http://knucklecracker.com/forums/index.php?topic=19127.msg134407#msg134407). That is, no boring 2k emitters you'd have to swim through in a boring mid-game and end-game. The only good part of my first map was the early game. And I agree with the feedback of my first map.

And now my first map is rated quite high at 8.52 and is still downloaded, my second, far better map, is rated 3.5 and has died because of it.

This, my second map, is far more balanced and much more difficult to solve. It has some elements where timing and placement is very important to win it.

This time I tried to make a really hard opening of the map (which I achieved) and managed to get a really interesting mid-game and at the end I was hoping for a little better surprise but there I failed (didn't bother to adjust the end game and thus having to go through playing it yet again...)

What I really like with this map is the pulse you get when playing it. You must be really focused most of the times and then... (small spoiler alert)
Spoiler
...your Command Center fails on you and you have to quickly land a new one.
Gee, did I get pulse when testing the map. At a critical moment, power far into red, cannons and mortars near empty, and then losing the Command Center. I feel sorry for my 'p' button...
[close]

That also answers your statement about having emitters near LZs. It was done only to have your pulse going up and for me it really worked. I am very proud of that emitter close to the LZ.

Another thing I like about this map is the way the layout of the map... (bigger spoiler alert)
Spoiler
... plays trick on you regarding which way to go at the start of the map. Some island placements and main island features are purposely designed to trick you into going the wrong way at the beginning. Perhaps you were heading the wrong way on your attempt?
[close]

So, I'm disappointed that some players just rate it at 1 because they fail to solve it. If they finish it and then decide they don't like it, so be it. I have myself given up on many a map but have never rated anything I haven't finished.

Tero, again, as I do express my disappointment about your rating, I'm glad you took the time to write about your experience here at the forum. Thanks, and may I persuade you into trying again?

Yours,
TB, with no desire to make further maps. Pity, had some nice new ideas up my sleeve. Nah, I'll be back!

stdout

There are rules in this forum about how to post feedback about maps, and in my opinion the one post you got in this thread did not adhere to the spirit of the rules.

I have not yet been able to solve this map but I won't be rating it until (or if) I do win.

Keep submitting maps. :)

Cavemaniac


Hi TB.

Anyone who takes the time to make a map gets my appreciation - with the notable exception of do nothing achievement maps.

You are right to be defensive of your map, you put a lot of effort into it, and then someone rage-quits and rates it a '1'.

Negative feedback can be a powerful de-motivator. 

I received such scathing feedback on the first map I ever submitted that it was nine months before I summoned the courage to make another...

Hang in there and keep doing what you're doing - make maps that you like and people who like your maps will play them.

People who like different things will rage-quit and miss out on your efforts.
Be yourself. Everyone else is already taken.

Sorrontis

Hey TB,

fellow map maker here. Don't worry about the ratings. Any player worth his salt will still look at a map that looks as nice as yours. you've put work into it, and it shows. Only respond to constructive criticism. It's actually worth you time :) Big hugs!

I haven't played it yet, but maybe. We'll see 8)
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

radd

I think this is a pretty cool map. The timing is killing me though.
I've made some unsuccessful attempts so far and will try again!

RrR

It is quite a puzzle this map. It is easy enough (relatively speaking) to destroy the top left emitter and the spore tower and then clear up the mess, but I am making zero progress on attaching the main island. Not sure I can even hold the creeper to a stalemate when it pours out of the void.

DylanIs

Very nice work.  In my opinion, the harder the map, the more I like it.  And I don't mean hard as in you just have to throw a million things at one ridiculous emitter.  I mean hard as in more of a puzzle like this one.  This one made me rage quit a few times until I figured out the order of things.  Even then, it was not easy.  Making maps like this takes talent.  Some people are going to complain, but do not worry about that.  I and others appreciate your efforts.

warren

#8
I definitely understand why this map got a low rating. Those uncapped emitters are annoying. It is definitely doable, but whichever side you go after first, it is not doable fast. If I had a terp this would have been fun. If the relays connected across the necessary gaps this would have been fun. Even guppies or shields would have made this bearable. I think it is a mistake to mix puzzles and slog. Those two flavours never mix.

It looks like a fun map. Hidden unit limits are always an unhappy surprise.

It may be worth noting that hard starts tend to lead to unpopularity. However, maps where people can fail sooner will recover, as the cost of restarting is less.

D0m0nik

I enjoyed the map but also came very close to rage quitting.

Personally I enjoy a puzzle map but the best ones are the ones that are very challenging but still have options. There were a couple of points in this map where I felt that the only way forward was completely dictated and not open to any variation. To take the bottom emitter required a very specific ordering of specific units that could only be learned by a slightly frustrating trial and error.

Having said that still very challenging and therefore rewarding to complete.

TB

Hi, map creator here again!

I think that I should have put text in the info field telling about the difficulty level. The map looks easy and may annoy players when it's not.

Will do that if I ever make a new one.

And if I do, it will be hard to solve...

/TB

Sorrontis

Quote from: TB on September 12, 2015, 02:06:48 PM
Hi, map creator here again!

I think that I should have put text in the info field telling about the difficulty level. The map looks easy and may annoy players when it's not.

Will do that if I ever make a new one.

And if I do, it will be hard to solve...

/TB


well, that won't change the rage quitters from ranking it a 1 ... :P so don't worry about it. Pastor.Healer doesn't put descriptions, and he get's mixed messages.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Helper

TB,
I'm in the middle of another game, so haven't looked at this one yet.
Your prior games have been fun and I'm looking forward to this one.
Ignore the trash talk and keep doing what you're doing.
Make games for yourself and ignore the UNconstructive criticism.
I'll give this one a go later.
Thanks,
H