Custom Map #1344: One Command Node, 4 Resources to Pick From V2. By: Jason Stevens

Started by AutoPost, November 11, 2014, 06:06:59 PM

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This topic is for discussion of map #1344: One Command Node, 4 Resources to Pick From V2


Author: Jason Stevens
Size: 128x256

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Version 2: Not really harder or easier than the first version, but fixes a couple unintended "things you can do" with the first version. And thank you for the positive feedback in the forum - glad to see the map's being enjoyed :) #Spores #Runners #Void #Flip Emitter #Other Emitter #Mass Drivers #AC

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Jason, what some of us do is when we have a map that we've spent a lot of time on, we'll post is to the Custom Map Discussion first, and let others beta test it and get some feedback. Then we make small adjustments as needed and finally post to CS. That has worked really well.

Great map, by the way. I'm replaying this new version.

jasons2645

I'm glad you liked it.  And that's a good idea about the custom maps discussion.  I'll look into doing that if feedback from this version warrants a version 3.  I am a bit worried I may have made version 2 a little too easy...

wobblycogs

Excellent map, one of the best I've played probably, provides a good level of challenge from the start to the end.

Not sure what the mass driver is supposed to do. I thought I caught something blowing up after it launched a token thingy but if it does have an effect it's pretty subtle. Normally I don't like getting / using Thors as it makes the game too easy but in this case it was a perfect addition at the end.

RrR

Quote from: wobblycogs on November 12, 2014, 06:55:02 AM
Not sure what the mass driver is supposed to do.

The mass AoO makes Thor look like a pea-shooter.

Go to the orbital tab, the AoO are listed there if there are any. Click on the mass, then launch at a tasty bit of creeper (make sure none of your units are too close).

Mexxor

It would be cool to have AoO Conversion and Freeze drivers :D
Also nice map, little bit easier than the first version, what with the two easy acces packet AC thingies, but very good map
Also the overflow now stopped at the extra digitalis you put there to stop people from killing those spores early on (the 20 spores was still nice and easy to get to)
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

jasons2645

Spoiler
Yea, I didn't intend for folks to quickly and easily wipe out all the spores with guppies ;)  But I did like the idea of using a guppy to get rid of at least one of them.  I agree about the mass drivers - they're helpful to slow down the north creep until a Bertha gets built, but that's about it.  I agree the AC makes the map just a little easier, even with one less PZ and the spores you can't get to up north.  I tried to compensate for that with a more powerful emitter next to the AC, but I don't think I made it quite powerful enough...  Oh well :)  If more things come up, I may fix that and whatever else comes up in a version 3
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J

If you plan to make changes to a map based on feedback, it is often better to put your map on the forums first (attachments->browse...). If you upload your map to CS and you detect minor flaws that allow people to play it differently than you intended, it is often better to just leave it that way. People can play around to find different strategies, that's part of the fun. I usually make it as hard as possible for my play style, and then other players sometimes even think the map is easy, because my play style was far from optimal for that map. But I'm fine if it turn out easier than I wanted it, people can experiment with tactics that I didn't think of.
In short: only put the final map on CS, if you plan to make changes on feedback post it in your topic in the custom map discussion (create one if you don't have one yet).

Loren Pechtel

Quote from: jasons2645 on November 12, 2014, 02:19:23 PM
Spoiler
Yea, I didn't intend for folks to quickly and easily wipe out all the spores with guppies ;)  But I did like the idea of using a guppy to get rid of at least one of them.  I agree about the mass drivers - they're helpful to slow down the north creep until a Bertha gets built, but that's about it.  I agree the AC makes the map just a little easier, even with one less PZ and the spores you can't get to up north.  I tried to compensate for that with a more powerful emitter next to the AC, but I don't think I made it quite powerful enough...  Oh well :)  If more things come up, I may fix that and whatever else comes up in a version 3
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I really don't understand here--unless you start on that island (which strikes me as a bad idea) how do you get them before you get berthas?  I see no way to clear the lower central base without a PZ bertha.  Hopping to the various islands without killing the spore towers in the center strikes me as a means of suicide, I haven't even tried it.

Mexxor

Quote from: Loren Pechtel on November 12, 2014, 03:31:58 PM
Quote from: jasons2645 on November 12, 2014, 02:19:23 PM
Spoiler
Yea, I didn't intend for folks to quickly and easily wipe out all the spores with guppies ;)  But I did like the idea of using a guppy to get rid of at least one of them.  I agree about the mass drivers - they're helpful to slow down the north creep until a Bertha gets built, but that's about it.  I agree the AC makes the map just a little easier, even with one less PZ and the spores you can't get to up north.  I tried to compensate for that with a more powerful emitter next to the AC, but I don't think I made it quite powerful enough...  Oh well :)  If more things come up, I may fix that and whatever else comes up in a version 3
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I really don't understand here--unless you start on that island (which strikes me as a bad idea) how do you get them before you get berthas?  I see no way to clear the lower central base without a PZ bertha.  Hopping to the various islands without killing the spore towers in the center strikes me as a means of suicide, I haven't even tried it.

Hopping to those islands is okay, i just made some guppies (around 9 or so) after i killed the top emitter on the starting position 9 in the middle so i could get the extra room (+ massthing maker) and then hopped to the two lower islands
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

jasons2645

Spoiler
That's essentially what I did.  I started in the lower-left, then built guppies to get to the other 3 islands.  To protect the lower-left, I built up a ton of beams.  Once the beams and guppies were built, I moved my CN to the other 3 islands building a nullifier, then sending over the already-built guppies and a couple beams to get it started.  Once the CN was done with the 3 islands and returned, the guppies supplied each island with packets.
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Mexxor

Quote from: jasons2645 on November 12, 2014, 07:11:02 PM
Spoiler
That's essentially what I did.  I started in the lower-left, then built guppies to get to the other 3 islands.  To protect the lower-left, I built up a ton of beams.  Once the beams and guppies were built, I moved my CN to the other 3 islands building a nullifier, then sending over the already-built guppies and a couple beams to get it started.  Once the CN was done with the 3 islands and returned, the guppies supplied each island with packets.
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Well, you could also just build one beam on the PZ from the AEtower + around 4-6 more on one island, thats more than enough considering the intervals of the spores (supposing you did the pre-emptive strike on the 20 spores tower)
Oh, by the way, thanks for the link, seems helpful
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

joe1512

This is a really interesting map, but it is extremely frustrating.  The creeper floats off into space and does a lot of wierd stuff that Ive not seen before.   A heads up would be nice, instead of wasting an hour of strategy because the top creep randomly decided to float across space and destroy my relay bridge.

DestinyAtlantis

Ehm, it's rarely seen on normal maps, but when creeper gets over 500, it "spills" into the void, because the void has a "height" of 500, so technically it's arguable if a heads up is needed. Sorry if i sound too negative/offense.