Custom Map #1657: Blob PAC. By: NotAProGamer

Started by AutoPost, May 27, 2021, 12:10:35 AM

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AutoPost

This topic is for discussion of map #1657: Blob PAC


Author: NotAProGamer
Size: 220x220

Shatterstep

To replicate putting down 18+ boosts per round (this is discouraged by the author):

  • Switch to overhead view - Press <F9>
  • Line up cursor with side of building so putting down a boost will place it next to it.
  • Use arrow keys to scroll window down to bottom. A boost need to show it is being placed withing the game playing area.
  • Drag place the boost to the top of the map. Use the arrow keys to move up so it is a nice straight line. It doesn't matter that it shows red as you drag. It doesn't matter that you are dragging over the AI's buildings.
  • Should add 18 or more blobs to the total emitted.
I had about ~400 blobs spawn around the 7 min mark.

If you aren't using the discouraged method of putting down the boost, this map would be incredibly tedious. Interesting idea though.

Personally I would have liked if you could place any of the creeper buildings down, and placing a boost was a permanent building. So you might arrange buildings in a grid and have to balance booster buildings and creeper buildings to maximize benefit. Maybe you have a certain number of credits each round. You can place a new creeper building, or a booster.

Deadl0ck

I'd like to politely request you don't try to police how I play my game that I paid for with my own money, that I'm playing for my own enjoyment, and in my own way.

If they werent't so incredibly boring and tediously long when not cheesing I'd not cheese the level. But I don't give you a hard time for what you seem to think is fun. How about in turn you let me have the fun with it how I want, eh?

You make your choices, I'll make mine.

InwardChaos

I actually found this map much more enjoyable than the spore map.
Every successful hit was actual progress towards completing the map, unlike the spore map where the defenses negated most of the successful impacts.
The boosts also felt more impactful, as each additional blob depleted more shots from the surrounding defenders, until there were too many to stop.

One of the things I felt wasn't to design was the fact that blobs sometimes pop before hitting their intended target, releasing their creeper payload. Without any creeper targeting buildings on the map, the creeper would spread a bit and take out some additional buildings as collateral. A workaround for this, if it wasn't inteded, would be to add some static AC on the map, or an AC generator that would prevent this kind of collateral, and pushing focus back onto the blobs doing the work. 

Without the cheese strategy, I finished the map in 32 mins ingame time, though only about 10 mins in real-time due to being on 4X speed the entire time.

Karzon

I'd like to add that the boost script DOES work with air cauldrons, although it takes a lot of boosts to increase their count by 1.  I did this in one of the previous maps.