Custom Map #1634: yu are sos. By: lunaflower99

Started by AutoPost, May 23, 2021, 03:29:13 PM

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AutoPost

This topic is for discussion of map #1634: yu are sos


Author: lunaflower99
Size: 192x120

Durikkan

You can make fewer resources that have a higher production rate by editing them in the editor, and that would reduce map lag by a significant margin.  (And if you're going to make infinite resources, it probably makes more sense to just put down a single crate)
I'm known as Auri in cw4.

Kaiden

#2
I wish I could dislike a map, this nearly crashed my game and wasn't enjoyable

TrickyPlayer

Quote from: Kaiden on June 01, 2021, 04:37:36 PM
I wish I could dislike a map, this nearly crashed my game and wasn't enjoyable
I honestly wouldn't mind a dislike button either, though I might change my mind once some of my cursor maps start getting dislikes for not explaining a concept that has been used 15 times before, so yeah... might be better to keep it like this.
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

CS Z

According to Steam achievement rates, there are a LOT of people who bought CW4, started playing, but haven't completed the campaign - about 65% of all players.  2% of all players have purchased and started the game but haven't even completed the first campaign mission.

What I'm trying to say here is that map completion rates are also a pretty good indicator of the likeability of a map and could be used to enhance the map search engine.  I've quit Colonies maps before that I wasn't interested in finishing.  Quitting a map is effectively either an "I give up" (for now) or "not for me" without being a feature like a thumbs down that could be abused.

MrWizard

Quote from: TrickyPlayer on June 02, 2021, 12:57:55 AM
Quote from: Kaiden on June 01, 2021, 04:37:36 PM
I wish I could dislike a map, this nearly crashed my game and wasn't enjoyable
I honestly wouldn't mind a dislike button either, though I might change my mind once some of my cursor maps start getting dislikes for not explaining a concept that has been used 15 times before, so yeah... might be better to keep it like this.

If you get dislikes on a map because the mechanics aren't obvious or well explained, regardless of if they are used in other maps, then I would say that the dislikes are fair. If the maps are not obviously sequential, then good level design necessitates explaining how to play the level. If the levels are sequential and you don't make it obvious they are sequential, that also fails good level design principals.

Honestly, the onus for good level design is on the level designer.