Custom Map #370: Pong. By: Heisenberg

Started by AutoPost, December 29, 2020, 01:37:20 PM

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This topic is for discussion of map #370: Pong


Author: Heisenberg
Size: 251x211

CyberDyneSystems

Very cool, thanks for posting!
There is so much I really like about this map
- Love the concept of the Wall, with the gold magnifier at the ends.
- Intrigued by the idea of the single emitter that covers so much terrain.
- Nice to see the "air sack" monster. :)
- Always enjoy a large map that offers a comfortable place to make power and a huge base for the battle to come.

Which brings me to my caveats,. I'd love to see a tougher enemy, without compromising the integrity of your concept.
There are spore launchers, blob nests and the skimmers nest,. but IMHO not enough of either to make them a force to contend with.  More of all of them, and maybe stagger their timing of their first attack... so it builds.
The spore attacks were particularly ineffectual. Even well into the game they were targeting well behind enemy lines,. making them a non threat.

In essence I still wanted to see a battle after taking the wall and the emitter, . Instead it was a cake walk after that one tipping point.
I love to be able to have space and time to build a huge assault force, and here I did just that, but once the wall was taken, all that power had nothing to do.

Overall, I really like this map, I just felt it could use a stronger enemy.
Thanks!

Heisenberg

Quote from: CyberDyneSystems on December 31, 2020, 05:20:45 PM
Very cool, thanks for posting!
There is so much I really like about this map
- Love the concept of the Wall, with the gold magnifier at the ends.
- Intrigued by the idea of the single emitter that covers so much terrain.
- Nice to see the "air sack" monster. :)
- Always enjoy a large map that offers a comfortable place to make power and a huge base for the battle to come.

Which brings me to my caveats,. I'd love to see a tougher enemy, without compromising the integrity of your concept.
There are spore launchers, blob nests and the skimmers nest,. but IMHO not enough of either to make them a force to contend with.  More of all of them, and maybe stagger their timing of their first attack... so it builds.
The spore attacks were particularly ineffectual. Even well into the game they were targeting well behind enemy lines,. making them a non threat.

In essence I still wanted to see a battle after taking the wall and the emitter, . Instead it was a cake walk after that one tipping point.
I love to be able to have space and time to build a huge assault force, and here I did just that, but once the wall was taken, all that power had nothing to do.

Overall, I really like this map, I just felt it could use a stronger enemy.
Thanks!

Thx for the constructive feedback - most of my maps have a tipping point after which it can still take some time to reach the objective, but you basically know you have nailed it.   However, I'm also pushing a bit harder with the last 2 maps called "Face Brutality" #388, and "Dispersed" #394, which require pretty aggressive opening strategies.  Actually "Dispersed" still gave me a hard time to conquer the crimson bath, after the tipping point, requiring massive kamikaze and more orbital use than I am used to.  Check those out.   My aim is never to create impossible maps, but I'll continue pushing to the edges