Custom Map #8308: UNSET. By: Deus Ex Machina

Started by AutoPost, April 10, 2020, 11:45:38 PM

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This topic is for discussion of map #8308: UNSET


Author: Deus Ex Machina
Size: 128x84

Desc:

marvinitfox

An interesting map, but way-way-way-way too easy.

Because:
Lots of flat ground to build on.
Infinite Berthas available
manyMany PZ available for power generation, early on.
also manyMany PZ for supercharging your Berthas.
Not enough enemy runners
Not *nearly* enough enemy creep

The very good-looking features on this map are unfortunately lost and never used at all, simply because the player can steamroller the enemy with ease.
That canyon in the middle just *begs* to be your lifesaving barrier against the ultimate Creeper flood, and a barrier against you reconquering the right side, but never gets used. Ditto the islands in the barrier, the digi0bridge to leak creep, the superstacked shields.... all wasted potential.

To make this a fun map, very doable but a bit of a challenge. Above all, to make it actually *use* its good-looking features:
Take the same map.
Increase enemy emitters output * 20  (yes, rilly!)
Increase enemy runners * 4
Make the friendly side AC emitters leave a *hole* when killed. (keep maybe 3 for PZ for Berthas. But don't give hint which, force player to kill his AC source to locate these PZ)
Limit Berthas to 3, max.

Johnny Haywire

Spoiler
Take the same map.
Increase enemy emitters output * 20  (yes, rilly!)
Increase enemy runners * 4
Make the friendly side AC emitters leave a *hole* when killed. (keep maybe 3 for PZ for Berthas. But don't give hint which, force player to kill his AC source to locate these PZ)
Limit Berthas to 3, max.
[close]

For me, I'd prefer to multiply the spores * 20 in addition to the above recommendations. A map without a thick, murky coat of spores to see through just isn't the same challenge.  8)

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