Custom Map #1242: Turn up the base. By: Tero

Started by AutoPost, April 03, 2021, 06:38:04 PM

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This topic is for discussion of map #1242: Turn up the base


Author: Tero
Size: 192x120

CS Z

From Discord:  tpatana "still nobody has finished my latest map  :'("

Well, I just legit tried three times.  The ADA message promises a 1 minute delay but then starts churning out creeper right away with a nearly impossible hold objective even with pause-microing.  I managed to last 8:03 my third try before units started blowing up - almost reached the Redon.  I regularly get top 10 in Chronom and I've beaten all objectives in "Holdem 2" in the Span Experiments (that one level made me REALLY dislike Hold objectives and Creeper++ mode), so I'm gonna say that this map is pretty much impossible for all but the most advanced CW4 players or those who watch a video tutorial on your map.  Your audience for this one is going to be fairly small.

My thoughts on what's wrong:  One ERN is far too limiting, there is not enough energy to begin pushing back creeper or at least reach a stalemate (maybe the ERN needs to migrate to the ERN portal's energy slot somewhere in the first few minutes, but there's no good time to build the portal let alone wait for the energy boost to build), the creeper cap is set too high, and the initial ADA message was rather misleading.  I'm also not a fan of hold objectives as I prefer to nullify and I think many people are the same way.  There's also no backstory to tell me why I'm on this world in the first place, which is also a detractor for me as I like/prefer a good story.  And there were just the standard units and no 4RPL mission script - nothing to actually make this map stand out beyond difficulty.  The only plus sides are no blob nests and no skimmers/forbs.  However, given that spores fire at random and eggs are retrieved randomly, winning conditions may also be random - one run might be very unlucky while another run is less unlucky.

tpatana

Thanks for the feedback. As I posted on discord, here's how I did it:

1: start close to base
2: build 3 towers
3: build ern miner
4: build 2 guns to fend off creeper from base
5: build more guns to make perimeter
6: build couple mortar
7: nullify two closest emitters
8: build defensive mortar line (about along the first two emitters0
then it was just waiting, on my spare time I built factory to get some AC to help, but didn't really need. Same I build un-armed shields around base and rift lab in case I need more defense. On my earlier version when I got up to 19 minutes, I almost got there with several shields helping in the end

CS Z

Okay, I nullified the front two emitters:  I got to 11 minutes before units started going kaboom.  Also, around the 10 minute mark, the Nullifiers didn't stay nullified due to severe energy deficit.  Losing even one unit has major consequences.

I'm out at this point.  I'll just leave this one to the more advanced/patient CW4 players to beat.  My previous comments apply if you want to make maps that reach a wider audience.  Tough-as-nails is an option too, but then very few people will complete such maps so you should be prepared for that to happen.  Most people will likely give up after the first couple of attempts and move onto easier maps within their skill level.