Custom Map #446: Planet with moons. By: SuperDan

Started by AutoPost, April 17, 2014, 02:19:25 AM

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AutoPost

This topic is for discussion of map #446: Planet with moons


Author: SuperDan
Size: 256x256

Desc:
This is my first map and in it you start off on a planet and need to rid the moons of creeper! It is rather challenging.

Vanguard

Some nice challenges in there. The increase in buildcost made some approaches impractical. The northernmost island was difficult enough to invade. Overall a solid 7. Could be higher, but it was a pretty solid slugfest. CouldĀ“ve done with less Berthas. I suggest getting rid of those entirely, because they make basic strategy mostly obsolete. But that is just my oppinion - I am not a fan of superweapons and I tend to ignore those in other RTS ( Supreme Commander, Command and Conquer, etc. ) too. Keep it up.

Helper

Agree with most of what Vanguard said - except for the part about Bertha's.
:)

Without them, I would not have continued playing.
Tough game with lots of different options for how to attack.
Really enjoyed playing.

Physical game size (256x256) could have been substantially smaller without affecting game play.
Well done work on your part.

Loren Pechtel

You pretty much need the Berthas here.  You have no toehold on the final moon and it's got anti-air.

Neoshade

The northernmost moon was easy enough. As was mentioned, that map is actually too big.
Spoiler
I was able to grid out the collectors early and set up beams as needed in time to establish myself. At this point I followed the best strategy for almost any map: build lots of reactors. The map is so massive that I was able to escalate quickly with my beam defense in place and build fields of hundreds of reactors to the point that I could take on any of the moons by sheer force and unit management. The only effect that the unique prices caused was that I built all the reactors I could foresee as soon as I could and that I grabbed the moon with the forge first. (well, 2nd after the reactor tech). The forge, in time, negated the higher costs by allowing me to build up build speed and packet speed. Within a few minutes of game time it was just down to a slog-fest of how many fields of units could I command at once to simply flood the moons with wave after wave of death. I worked the moons one at a time, breaking down the creeper with a couple waves of mortars and then moving in an organized force of mortars, blasters, shields and guppies, with a few dozen strafers also working over the target. It was too easy and really just a matter of how much I wanted to deal with at once. Like I said, I worked them all one at a time, but I suppose if my computer was faster I could have taken all the moons at the same time, the convenience of the limited bombers being the only other factor. It was also pretty easy to have all the bombers and berthas on PZs, which makes me happy, but overall I found it a bit tiresome.
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Overall, I loved the map, definitely an 8+ for your excellent idea and unique units. (I think you've invented the CW3 version of the "rooms" maps from CW2!), but it was a bit of a slog and too easy to over-built and conquer by sheer force. Keep up the maps, I like the way you think :)

SuperDan

Thanks everyone for your feedback- I really underestimated the response this would get. :)
I understand most the constructive criticism and am pleasantly surprised by everything else.

As to the berthas, maybe 4 on power zones is too much, but without them the anti-air moon would be quite impossible.
Spoiler
I actually have a version of the map without the top-centre moon, rocks surrounding the anti-air moon and extra berthas. The only possible strategy I could find was to land a CN on the anti-air moon while distracting the creeper with a singularity weapon!
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