Custom Map #8345: YUMMY KISS PAC. By: yum234

Started by AutoPost, April 22, 2020, 01:53:00 PM

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yum-forum

#15
Fresh video from PRG:    :D



With 2X speed:

1560 maps in CW2, CW3 and PFE till now
last

marvinitfox

How can there be scores of 6:46 on the highscore table?
If nothing else, this map has Berthas, and they take longer than that to die even if knee-deep in creeper.

yum-forum

#17
Fresh video from DarkRubberNeck:

1560 maps in CW2, CW3 and PFE till now
last

TimeWeaver

Thanks for the spoiler JR, turned this impossible frustration into a fun map.

toolforger

I hate these "you need to mind-read the creator to win" maps.

toolforger

Oh, and did I mention I hate maps even more if there is invisible "soft vacuum"?
That's at the level of "a pea and three shells".

I feel cheated, and this is going to reflect in the rating.
(I don't usually say this kind of stuff, but I'm short of a rage quit just because of this kind of sh*t.)

yum-forum

Don't understand at all this comments...  :-[
1560 maps in CW2, CW3 and PFE till now
last

toolforger

Even worse than I thought.
- Digitalis on soft vacuum is almost invisible. Makes it really hard to see how far you are in what area.
- Stargates are not connected. Making it hard to see what avenues are most promising, you essentially have to search for the matching stargates. (This is particularly nasty since red and violet are so hard to distinguish. And don't get me started about people with impaired color vision, there's quite the array of variants out there.)
- Map pretends to be a hard challenge, but if you find the fact about the soft vacuum, it' almost playing itself.
- Then again, level-10 terrain needs a spore. Wait, no, you can just ignore the barrier and the weapons behind, the star gates will put creeper in their back and just cut the weapons off from resupply.
- Beams on PZs are really hard to spot, but they'll kill all your plans. How about adding a circle that indicates their range? Or if you select a spore, just show the radii, similar to what the game does for anti-air zones.
- Game pretends to give me exciting new ability to place runner nest. It does give me the ability, but it's not exciting - you don't even need spores, just emitters, and in the final stage where you *might* need a spore, you don't know where there might be PZ'ed beams, so you just let your power-1000 emitter spill into hard vacuum.

I rate maps according to how interesting they are, and I typically start at 8, give a 9 if I'm pleased, 10 if it's really top.
At 5 and below, that's the range for maps I feel are bad.
This one gets 4/10.
Including the bonus for obvious thought and effort that went into it. It's a pity that it didn't work out as something useful.

(Of course, if I rated for ease of winning instead of for how interesting the map is, this would be something like 9.)

toolforger

Quote from: yum-forum on August 15, 2020, 03:57:07 PM
Don't understand at all this comments...  :-[

I wrote my review before reading your frustration; if anything is still unclear, ask and I will answer.

yum-forum

I see. It was just experimental map. We (with Master Kajacx on my request) tried to create new PAC mode. How to say - "in new fresh glance of gameplay". And of course you are right - so many problems.   :-[
1560 maps in CW2, CW3 and PFE till now
last

toolforger

No problem, I know you work on your maps to make them enjoyable - usually I give 9 or 10 for them :-)
I just wasn't aware how early-stage mucho-experimental this particular map was.

yum-forum

Quote from: toolforger on August 16, 2020, 03:42:57 AM
No problem, I know you work on your maps to make them enjoyable - usually I give 9 or 10 for them :-)
I just wasn't aware how early-stage mucho-experimental this particular map was.

Just first step. And Master Kajacx lose mood to continue... But we now have a chance that Master Cornucanis will improve some things in concept which you mentioned above.
1560 maps in CW2, CW3 and PFE till now
last