Custom Map #8438: Crosshair. By: Heisenberg

Started by AutoPost, May 24, 2020, 01:40:14 PM

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This topic is for discussion of map #8438: Crosshair


Author: Heisenberg
Size: 256x256

Desc:
This quadrant based map has a built in preferred path - however all devices have a delayed start and different properties, so it could be that shortcuts exist. Most emitters will be effective in minute 25 though - to get through the endgame I needed a feature I was unaware of till now - Not the hardest map, but some new interesting dynamics

marvinitfox

Chief of operations, project Brazilian reporting:
"Apologies sir, but the allocated 15 minutes is insufficient, we will require another 3 minutes more to achieve status of "smooth as a baby's butt'"




I.e.
Give me a huge plain, even it there are some hills on it, Terps and unlimited Bertha allowance,
And I will build some Berthas.

*some = more than you think.


P.s.
I suspect, just suspect mind you, that conquering the other quadrants will be rather easy,
given the available firepower.  :P

Heisenberg

Quote from: marvinitfox on May 25, 2020, 04:54:45 AM
Chief of operations, project Brazilian reporting:
"Apologies sir, but the allocated 15 minutes is insufficient, we will require another 3 minutes more to achieve status of "smooth as a baby's butt'"

I.e.
Give me a huge plain, even it there are some hills on it, Terps and unlimited Bertha allowance,
And I will build some Berthas.

*some = more than you think.

P.s.
I suspect, just suspect mind you, that conquering the other quadrants will be rather easy,
given the available firepower.  :P

15min wow - not sure how that works
Thanks for the screenshot, it never occured to me that flattening terrain, rather than building higher was viable option - I usually first try to surround a safe patch with a high wall - also you seem to get more space that way - and where are the relays?  no need?    I like the Bertha's as well, but should find a way to progressively allow to put more, in stead of just cap them // or make the Bertha an attainable objective, or choke you more in the early game, but that was just what I was trying to prevent in this quadrant setup

Thx for the feedback

marvinitfox

#3
Quote from: Heisenberg on May 25, 2020, 05:37:18 AM
15min wow - not sure how that works
Thanks for the screenshot, it never occured to me that flattening terrain, rather than building higher was viable option - I usually first try to surround a safe patch with a high wall - also you seem to get more space that way - and where are the relays?  no need?    I like the Bertha's as well, but should find a way to progressively allow to put more, in stead of just cap them // or make the Bertha an attainable objective, or choke you more in the early game, but that was just what I was trying to prevent in this quadrant setup

Thx for the feedback

The start is good. (even though i hate the flooded-creeper approach, it *does* work)
and the endgame is good, because
the defensive fortifications around the Inhibitor are quite ridiculously effective!
If not for the flat landing area towards the middle of that quadrant, i would have been forced to go around the long way.

Any map that allows infinite Berthas, (and this means Berthas + Flat terrain space + unlimited reactors) becomes silly towards the endgame. Emitter strength means nothing, if you can have 200+ Berthas just flattening the enemy creeper.
Your complex fortifications did work to counter this, I must admit.

Either limit the Berthas, or make the terrain prevent building them, or limit the power somehow.
The easiest of these is to simply put a limit on number of Berthas allowed.