Custom Map #424: Nuhages 014. By: Nuhages

Started by AutoPost, December 09, 2016, 01:19:56 AM

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AutoPost

This topic is for discussion of map #424: Nuhages 014


Author: Nuhages
Size: 448x448

Desc:
Have Fun. Feel free to rate, and comment on forum. Note: This map did not finished as intended...

ChaosMaster130

Just curious. How did the map not turn out like you wanted?
Spamming my Up+B Special since 1999!

Nuhages

Quote from: ChaosMaster130 on December 11, 2016, 02:11:50 AM
Just curious. How did the map not turn out like you wanted?

What I planed was making a 24 way  inverted carousell. 
they're (there,they are.... F..... grammar) only 10 mapped here.

I made a dream ... was map making on CW4

ChaosMaster130

Huh, sounds nifty. Looking forward to you eventually making that map  8)
Spamming my Up+B Special since 1999!

Nuhages

would need a 10K particl limit, and probably 5 hours to complete. ;D ;D
I made a dream ... was map making on CW4

svartmes

Good follow-up to N011, I look forward to the next in a series! :)

Btw, how do you handle symmetry when designing your maps? Do you just go by eye or is there some trick in the editor?

Stickman

Some feedback.

For some reason this map felt like dull slog. All Nuhages maps feel like slogs, but really enjoyable slogs that grant some sense of overcoming the great odds. This one kinda fell flat. I'm not sure if I'm overly subjective and just played this one in the wrong mood and replaying all previous maps to compare "slog enjoyableness" is too time consuming. So don't take my whining too close to heart.

1) One lathe for a mission. Lots of lathe targets. Lots of time just spent waiting for destruction of different emitters, when I don't really do anything.

2) Way too safe. Particles provide rather low pressure, ships and doppels are bound to their patrol paths, so I can easily avoid them. Only times you can take significant damage are my assaults on emitters and other structures. But shield ships are really effective on this map, enduring lots of damage, and that takes all the tension off. Ticon defense, that is normally scary thing to deal with, is a pushover here. Final assault was quite unexciting - I just parked my shield ships in front of each of defenses and waited for HQ to finish them off. No pressure, no ship swapping, no "throw all your ships in as meat shields in desperate attempt to buy you lathes enough time to finish off these last pixels of emitter health". I think it's not a bad thing in principle, but when mixed with one lathe - it becomes kinda boring.

Safety also means that when I prepare for assault - build or repair ships, refill tanks - I don't really do anything else because I don't have anything to fiddle with - no defense lines to optimize, no omins to move to better places, no cleanups or something.

3) Stunners are not a threat, but annoyance. Since I can establish safe zones, I'm not scared of my defense lines being unsupplied, particles breaking through and undoing my progress, so no treat. But I don't get enough defense for my assault fleet with just one discharger ship and that can lead to botched assaults or lost ships, which leads to more time spent waiting.

Yep, lots of whining.

I liked the start, though. First few minutes of "how do I even start this map" and "oh, I should use omni to keep rebuilding this mine after doppel destroys it" were great.
=====> This is a moderately pointy stick. You need to poke me with it once in three days if you need PRPL from me

ColonelSandersLite

Well, stickman really nails it there.  There's another reason that it felt kinda dull that he missed though.  It's very repetitive.  The mission goes:

Get established and clean out first quadrant.
Clean out the next quadrant.  Repeat this this twice.
Clean out the middle.

Yeah, you might attack the middle in a different order, but you still have go through 3 nearly identical quadrants and it's just not interesting after you've dealt with the first one.