Custom Map #8783: Rainbow boss. By: TrickyCorp Colours

Started by AutoPost, August 19, 2020, 08:23:48 AM

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AutoPost

This topic is for discussion of map #8783: Rainbow boss


Author: TrickyCorp Colours
Size: 150x150

Desc:
After playing a lot of trickycorp colours levels, the rainbowniverse grows unstable and sucks you into it! You are greeted by the rainbow version of the loki, which has more tricks up it's sleeve than the normal version... #BossBattle #Secret (The secret gives 5000 points) #MultipleEndings (There is more than a single ending.) It took me like 12 hours to get everything to work. Have respect for that, please!

TrickyPlayer

#1
If you see this, you have probably played the level. Thanks for that! Please give it the rating it deserves.

I recommend you play my other colours levels first, the concepts used there will come back at the boss battle.
There will also be a few new things though!

I had to play through this level 5 times, just because I kept making a small mistake with the ending code...

By the way, don't forget to save before ending a boss phase, or the next phase may screw you over. I should probably have added this to the post earlier.

When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

TrickyPlayer

What endings did you get? Is any of the phases too hard? What could be improved or changed to make the level more fun to play? I'm trying to get feedback because I might remake this level.
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

Riskbreaker

#3
ok, i was playing the previous colors first...now i got to this one...and it felt pretty easy, like i was never under pressure

i think one reason was that the red phase was super easy, and so i had a lot of room to prepare

edit, i'm not finished yet, just thought of writing what i'm feeling as game progresses

yeah, now i'm done...after each phase was done, the armada surrounding the emiter kept things under control...

is it possible to make the main emitter change location when nullified?

edit3, i still had a lot of fun btw :P

TrickyPlayer

Quote from: Riskbreaker on August 24, 2020, 08:59:43 AM
ok, i was playing the previous colors first...now i got to this one...and it felt pretty easy, like i was never under pressure

i think one reason was that the red phase was super easy, and so i had a lot of room to prepare

edit, i'm not finished yet, just thought of writing what i'm feeling as game progresses

yeah, now i'm done...after each phase was done, the armada surrounding the emiter kept things under control...

is it possible to make the main emitter change location when nullified?

edit3, i still had a lot of fun btw :P

I actually was thinking of a phase where the main emitter moves, but I decided that would be too annoying. I could replace the magenta curse with movement though. There are a few things I'm planning to change:

Red phase: More destruction when it ends, and (maybe) more powerful force field matching the emitter's power (reduced emitter power for sure).
Orange phase: More powerful 'mini' emitters, and possibly adding a few spore towers too.
Yellow phase: No Change
Green phase: Needs more POWER
Cyan phase: More power and more creeper flow rate.
Blue phase: If I feel like it I will make it shoot emitters in your defences that are only weak to beams (lots of HP per emitter, low number)
Note: emitter shooter will probably not be added because it will take a lot of time.
Purple phase: I'll add space generation back. Also more power.
Magenta phase: Probably a complete change, current magenta phase is just strange. Also, more power.
White phase: This is not a phase. No change.
Secret phase: Stronger main emitter, more resistant spores and slightly more rain. It needs to fit the theme of sudden death, after all.
Terrain: No changes, even though I might replace freeze with either convert or mass if someone wants that.
Overall difficulty: Somewhat harder late-game while start should be easier.
Cookies: What is this doing in my list, please remove this from my list it's not funny.
Non-phase related events: Might add one of these if I feel like it.
Unit costs: Increase forge and bertha cost. Increase ore mine cost. Decrease sniper cost and increase terp cost.
Information: I'm too lazy to add more of that.
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P