Custom Map #2350: PAC Unleashed #2. By: Krossi

Started by AutoPost, July 26, 2015, 10:56:21 AM

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This topic is for discussion of map #2350: PAC Unleashed #2


Author: Krossi
Size: 256x100

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And here goes #2. I hope it's not to big and laggy for you guys. A little hint: You gonna need many spores ;) Have Fun and beat my score :D #PAC #play as creeper #CRPL Thanks for the great game mode!!!

Linden

It was definitely fun to get to where I'm stuck, but yes, I'm stuck. :D A lot of work's gone into this, and I really appreciate it, Krossi, thank you.

I've got every available PZ bar one as a spore, and I can't get across that blimmin' void part (where the five berthas target). So, I converted them all to emitters after laying down digi, and same issue. Any tips, anyone? I must be missing a weak point (if there even is such a thing in this map :D) but I've tried all I can think of.

stdout

You got a lot farther than I did, Linden. I hit a brick wall early and am still smashing against it.

CCB

Hitting a wall as well - I think a couple fewer berthas would help the balance a lot.

Krossi

Hi there,

some tips...
Spoiler

I got every PZ on the first island by spreading digitalis and destroying the nearest cannon or blaster on the plateaus.
After that i covered just on part of each free plateau with digitalis, so it stays free.
This way i worked my way to the north and south, there after I pushed digitalis to the AC sprayer in the north and covered that PZ with an emitter in burst mode so he can survive for its own and worked my way down again.

Third step was to changed the  two emitters in the north west to spores and attack the beam to the east, by pushing Creeper to it and destroy the beam and the PZ Blaster behind, from there its straight forward i think.

For the last 2 islands I needed all PZ from the first 2 islands as spores and pushed right trhough the middle to destroy the PZ Balster and Moratr on one side. This part is tricky and you need to spread the spores a bit. When the first Beam on one side is destroyed move the spores closer and try to cover the nearest PZ with digitalis and place an emitter.
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I hope these tips help. Having less Berthas makes the map too easy.  ::)  ;D

isj4

I'm sorry to say that I found it tedious and monotonous.
The first island was too difficult and required micro-managing the units.
When I got to the strafer bases I already didn't have to worry about them.
When I got to the bomber bases I already didn't have to worry about them.
When I got to the berthas I already didn't have to worry about them.
The upper and lower half were mirror images.
The anti-emitters in the "river" to the right were no threat.
I feel that the gameplay was forced and there was only one strategy possible.

Suggestions:

  • Make the map asymmetrical.
  • Move some of the bases and berthas to the left so the player can get the satisfaction of destroying them while they still pose a threat.
  • Introduce some flaws in the defences that players can exploit.

    • Fewer shields
    • A missing cannon here and there
    • Vulnerabilities in the energy chain
    • enlarge the map so there are voids and the top and bottom, which can be useful for spores
    • Less generators
Your puny map is no match for my Turtle Power!

stdout

QuoteIntroduce some flaws in the defences that players can exploit.

+1

This is the very best advice a PAC author can receive.

A brick wall is time consuming and not fun. My opinion is that the best PAC maps have numerous different holes in the defenses that you can exploit. This way you can play the map multiple times, each time trying a different vulnerability until you get the one that gives you the best time. For me, that's the fun kind of PAC map.

My favorite kind of flaw in defenses is the starvation vulnerability. Make it so that the player has some means of cutting off the supply of energy or ore. Then the humans lose power and you can storm in. There's nothing more satisfying! :)

Krossi

Thanks for the advice, isj4!!!

I will consider it when I make the next map!!
I was thinking about, what I can do better, and stumbled upon the same point, that the map is pretty straight forward after getting foothold on the first island.
And stdout you are right, that abrickwall is no fun to play!

It were my first 2 maps in CW3, though i hope, they werent that bad. ;D




teknotiss

Quote from: Krossi on July 29, 2015, 06:06:18 AM
Thanks for the advice, isj4!!!

I will consider it when I make the next map!!
I was thinking about, what I can do better, and stumbled upon the same point, that the map is pretty straight forward after getting foothold on the first island.
And stdout you are right, that abrickwall is no fun to play!

It were my first 2 maps in CW3, though i hope, they werent that bad. ;D

they are both fine, some dudes just hate long maps...
i would have given shorter times to the spores... you can edit that value in the relative PAC script...
but i find "firepower" maps fun, so cheers dude!
8)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Linden

I'm really surprised to see that I was further on than some of you hardcore PaC players! It's usually the other way around - ie you lot have completed a map in 2 minutes, and I'm still trying to keep a score under 2 hours. Haha!

Krossi, thanks so much for the tips. My current try is an approximately two-hour slog, so I'll finish it (hopefully) and try again for a faster go.

D0m0nik

Hey Krossi

I would give the map 10 out of 10 if it was not for the lag! I would love to replay for the top score but just can't face it as it took so long to complete the first time!

I personally don't agree with the advice given, if you make obvious weaknesses the better players will find them very quickly and speed run your maps, there are a few of us who enjoy nothing more than completing a map in the fastest possible time, Alter Old is the champ at this. I love to play a map that has no obvious flaws, it makes you work at it and has you scratching your head. This map does have its weaknesses and particular techniques to finish quicker, they are just harder to learn and take experimentation.

ultimately every map you make will be loved and hated by people but as long as someone loves it you have contributed something valuable, cant wait for your next one!
Dp

Johnny Haywire

Great map dude, and I can see why it could be frustrating. I don't know if it's possible to make such an epic map without  the lag and I'm playing on one of my older computers so it's my fault if I complain about lag.

It would've been cool after overwhelming the two AC emitters if they'd flipped to producing enormous amounts of creeper - not to make it easier - just to add one more element of satisfaction for reaching the end.

I found that once I got the 5th emitter up and running, it was pretty consistent (i.e., slow but steady) progress from there.

Not necessarily a spoiler, but one thing that helps on many maps with lots of spores trying to overpower lots of beams is to time them so they all hit at one time, keeping the beams from recharging. Maybe that's obvious, I dunno. But that's what I did and I noticed some people saying they got stuck, so... anyhoo.

Good job on the map, and thanks for all your hard work!
You disagree with this sentence, don't you?

applemachome

Just finished - thanks for the map!

Spoiler
If there is no other exploit always go for the edges as those are the weakest.  It took me some time to complete, but worth it.  I found a combination of emitters and spores worked well.
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Oconor531

Agree with everyone else that said that you should add some weaknesses to exploit.  With that said, I just beat it.  Time was 2:55:56.  Unless there's something truly unique about a map, that amount of time is just too dang long.