Custom Map #7915: Oops all bad. By: TrashGoblin

Started by AutoPost, November 27, 2019, 03:07:09 PM

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AutoPost

This topic is for discussion of map #7915: Oops all bad


Author: TrashGoblin
Size: 256x256

Desc:

Helper

No Totem, no playem.
That is a huge map you've put together there, but you are artificially increasing the play time (massively) by not including a Forge and Totems.
Just one man's opinion, but please consider adding them in the future.
Thank you for the time you took putting a map together.
H

Riskbreaker

yeah i dont feel like playing this one...

i mean, its just an empty field with some inhibitors in it...i look at this and imagine its the first stage of a map in the making, not the actual finished thing...there is so much space you could work with...dont scratch it, but improve on it.

like inverting the top side...instead of elevation, could turn those high grounds into islands with some weak emiter in it. Then put some aether packs in it, as a reward. If you fancy, can even set limited units at the start, and have the player rescue tech artifacts from those islands.

and then also have the ground be irregular, making the player start in the middle, near that power zone. which would be where he has to stand his ground against the south.

on the lower part, instead of giant empty space, could have some digitalis, runner nests, and some void just to guide the creeper torwards CN. Could even do stronger emiters.

this way, it could turn into a race, conquering the north before the creeper below reaches that powerzone.

Riskbreaker

if its your first map, its ok...just try smaller sizes, like 128x128 :P

marvinitfox

#4
This map just RINGs of success.
to be precise, type BO


Only notable features:
* block sized are exactly the wrong size, so its ugly to relay-chain them
* shield wall is actually a trap. Not needed, but will suck your power dry
* The many-energy-crystals but only-one-syphon is actually a neat trick to frustrate the player.

What might have helped..

add some spores.
add a big emitter, behind a thick containing wall. After about 15 minutes, it eats through wall and releases a tidal wave of goop.
make the starting tiles be depressions, not platforms
This will help absorb the tidal wave once its released, and force the player into piecemeal territory squabbles.
(second thought, scrap this. Would work, but would be tedious)

Karsten75