Custom Map #7419: A dynamic encounter. By: Regallion

Started by AutoPost, May 30, 2019, 02:32:01 PM

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AutoPost

This topic is for discussion of map #7419: A dynamic encounter


Author: Regallion
Size: 200x200

Desc:
On a world long ago destroyed by an orbital bombardment, lurks a fragment of the Loki hive. Destroy it. NB:Unsuitable for speedrunners NB:Bigger number equals bigger trouble NB:It really hates your units Thanks to Grabz for crash landing script. #CRPL #DynamicDifficulty #InspiredBySorrontis #beamzNsnipers #Headscratcher

yum-forum

#1
Mission impossible (for me) but thanks for efforts in map creation.
Interesting but unfortunately I can't understand exactly rules/principles of gameplay from your comments inside map.

BTW 9/10 from me  :)
1560 maps in CW2, CW3 and PFE till now
last

D0m0nik

This is great until you miss one of those little white events next to your CN and then its game over. It is a bit of a pain having to keep checking your base for potential hazzards, very much a sorontis style map! I will give it another go though after my first rage quit!!

Regallion

Quote from: D0m0nik on June 03, 2019, 02:47:43 PM
This is great until you miss one of those little white events next to your CN and then its game over. It is a bit of a pain having to keep checking your base for potential hazzards, very much a sorontis style map! I will give it another go though after my first rage quit!!
If you play without sound, i would recommend turning it on.Not only is there a siren for those things spawning, they also emit a noise whenever they are alive.

D0m0nik

I have never played with sound, it would drive me crazy. I got there in the end and enjoyed completing it. The ramping difficulty was really good with the increased emitter strength and increased spores. I like the unit that zapps your weps as well.

lividbishop

What a challenge this one is.  Really great.  It ramps right up with you.

No matter how far you get you can easily lose it all.

Regallion

Okay, clearly i either don't know how to play my own map or there is an oversight. How does one get 20 minutes on this?

Fireswamp

Quote from: Regallion on June 07, 2019, 04:18:56 AM
Okay, clearly i either don't know how to play my own map or there is an oversight. How does one get 20 minutes on this?

Gap in AE field top right.

In more detail I used a lot of berthas to support a landing there, nullified surrounding area before pushing for inhibitor.

Regallion

Ah, yeah i guess there is one. I didn't consider it important, clearly i was mistaken.

D0m0nik

Quote from: Regallion on June 07, 2019, 04:18:56 AM
Okay, clearly i either don't know how to play my own map or there is an oversight. How does one get 20 minutes on this?

I saw the same gap at the top but chose to just power through. You have the space and the energy packs to start hard and fast.

The key for me was taking the bottom corners as fast as possible and maintain reactors on them. At the same time taking the PZs on the high ground a third of the way up the map is vital, you need to realy straight to these and take them before they get strong. Best to attack the whole map for me rather than rush up the side due to the ramping effect of spores and creep. Taking out spore towers dramaticaly reduces the drain on power.

Screen shot at 12 mins attached.

lividbishop

Wow.  That was days of work, but it was a blast.  At one point all my save games had those white spore things with 20 seconds til explosion, I managed after much trying to get it blown up, but not before it released one full volley of spores which I had to survive.

Now Ill try a short cut.  I still somehow have a decent score, it seems like it took forever.

Best map ever.

Lightforger

Very nice and pretty hard map with a bunch of new mechanics :D
Took about 7h of trials but managed to land in the upper corner pretty early thanks to the cheaper reactors netting a fast 13:xx

Btw, what's the formula for the "emitters get stronger"? halfway through the game i deleted all my collectors (-25% power, ~20% of all my units?) and the emitters only got about 10% weaker.

Regallion

#12
Quote from: Lightforger on June 09, 2019, 12:44:04 AM
Very nice and pretty hard map with a bunch of new mechanics :D
Took about 7h of trials but managed to land in the upper corner pretty early thanks to the cheaper reactors netting a fast 13:xx

Btw, what's the formula for the "emitters get stronger"? halfway through the game i deleted all my collectors (-25% power, ~20% of all my units?) and the emitters only got about 10% weaker.
It's a little more complicated than a formula, but basically every military and economic unit affects it positively, while creeper, low terrain and creeper units affect it negatively. PZs count as your military units btw, so deleting an emitter is a triple whammy in that case.
The reason it's complicated, is that the game actually knows where your military, economy and unprotected communications are, the number is just a representation of how strong your position is according to the script set.