Custom Map #3632: Thunderstorm. By: Cubez

Started by AutoPost, June 06, 2016, 01:14:46 AM

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AutoPost

This topic is for discussion of map #3632: Thunderstorm


Author: Cubez
Size: 128x96

Desc:
My second map. It shouldn't be too hard once you have secured a defensive position #NoRunners #Spores #CRPL

Peter R

Again fun to play your map :)
I like the design too.

Cubez

Thanks.    :)

How can I improve this map? I haven't been seeing decent ratings unlike my first map.

Grayzzur

People don't like a slog. You have that extra large emitter at the top, and it looks like a major goal to get to it. Once I destroyed it, i still had to mop up the map and kill off all the other emitters still on the board. An instant win on killing a main target is satisfying. Also, you probably got some low scores due to the digitalis getting to the main base area -- but I wouldn't worry about that, there's actually plenty of time to set up a defense against that even if you're not an aggressive player at the start. I can see where anyone who has trouble managing energy in the early game might downrate the map. You could provide an energy node for an early boost, perhaps a small one -- it's not really needed but it greatly helps the slower players -- 50 or 100 to help them get reactors going quicker.

I liked it.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

hbarudi

Nice map different than the usual colors of terrain.

Cubez

#5
Quote from: Grayzzur on June 07, 2016, 04:02:16 PM
People don't like a slog. You have that extra large emitter at the top, and it looks like a major goal to get to it. Once I destroyed it, i still had to mop up the map and kill off all the other emitters still on the board. An instant win on killing a main target is satisfying. Also, you probably got some low scores due to the digitalis getting to the main base area -- but I wouldn't worry about that, there's actually plenty of time to set up a defense against that even if you're not an aggressive player at the start. I can see where anyone who has trouble managing energy in the early game might downrate the map. You could provide an energy node for an early boost, perhaps a small one -- it's not really needed but it greatly helps the slower players -- 50 or 100 to help them get reactors going quicker.

I liked it.

Thanks for the feedback. It really helps as I'm new to making maps.

I might reupload the map with changes.

Firstly, I will add a resource pack of 100 energy. When I was making the map, I was also a bit concerned about the spores. I was really tempted to make the initial delay even longer, but was worried it would make the spores too easy. If I added a resource pack, the players would have more energy to prepare beams.

Secondly, I will change the big emitter to a warp inhibitor. However, I will make it the same emit amount and interval as the emitter.

Thirdly, I may remove a little of the digitalis towards the base. I still don't want the totem to be connectible unless you kill the digitalis

I'm not sure whether to let the player use another command node. While I was testing the map, if I didn't defend the digitalis, essentially half of the base area was unusable. I might not add a resource pack if another CN was usuable.

Edit: Another solution is to move the totem and digitalis up, so that even with all the digitalis, the whole base is usable

GoodMorning

Yet another solution is to accept a harder map, and adjust your rating expectations accordingly.
A narrative is a lightly-marked path to another reality.