Custom Map #3991: Shattered Io. By: Phoenix Fire

Started by AutoPost, October 05, 2016, 01:15:36 PM

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GoodMorning

Yes, I agree. However, because the path is fixed, you can guess where it will be after a cycle or two. So leaving some kind of marker would be helpful, but not break anything. It was this consideration which led me to suggest the marker be placed afterward.

If done properly, you can use a "beacon" script on the marker Cores, and use this to determine the path. If you wish, I can help you with this.
A narrative is a lightly-marked path to another reality.

Johnny Haywire

I really liked this map! Excellent work on it!

It's always a good idea to take out an enemy and get a PZ early-game, if possible... so the NW island just seemed to be begging for a CN landing. I noticed the big moving super-creeper-emitter was on a fixed path, so I was ready with a PZ in the central west island (CN #2 landed there) to nullify it on the second pass. Plenty of PZs to start with made it pretty easy. I like to play without playing or pausing, but this game made me pause about 10 times before I killed the big super-emitter. After that you can play on max speed without pausing. I never felt threatened enough to save the game though. Sometimes I like a hard-core challenge but I felt this was challenging enough without being really difficult... and the variety of multiple enemies was fantastic!

Easily one of the best non-PAC maps I've played in a long time! Please keep up the great work!  ;D
You disagree with this sentence, don't you?

Phoenix Fire

You can if you really want to GoodMorning and thanks for liking the map Johnny Haywire.

D0m0nik

10/10 from me, best map I've seen in ages. Lots of options and great balance throughout.