Custom Map #1348: Non sum qualis eram. By: Dano

Started by AutoPost, April 15, 2021, 08:04:05 PM

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This topic is for discussion of map #1348: Non sum qualis eram


Author: Dano
Size: 320x200

Durikkan

Played this and saw there were no other scores so I felt obligated to leave some constructive feedback.  The map was interesting, but one of the things scaring people away is probably the hour long hold base.   I completed all of the other objectives in 30 minutes, and had leave it idle to fulfill the other 30 minutes of hold time.  Generally speaking, you probably don't want any hold timers longer than about 10 or 15 minutes.   Usually past that point in any map, it's no longer under any threat, and it having it punishes players that are speedy.
I'm known as Auri in cw4.

Psaul

Thanks for the feedback. With a 100% reclaim objective, I did not think a 1 hour hold would be an issue. I'll make an adjustment and resubmit. I'll have to figure out how you guys do these so fast.

Durikkan

If you want to see my playthrough, this is it.  I chose the aggressive start because I didn't want to have to deal with as many eggs. 
I'm known as Auri in cw4.

CS Z

Quote from: Psaul on April 18, 2021, 08:20:30 PM
Thanks for the feedback. With a 100% reclaim objective, I did not think a 1 hour hold would be an issue. I'll make an adjustment and resubmit. I'll have to figure out how you guys do these so fast.

I didn't play this map but...

Spoiler

A micro'ed ERN'ed miner in the early game gives a big energy boost.

Primary strategy:  Build one tower (try to get 121 if possible), wait, build a second tower, wait, build 3rd tower, wait, build ERN'ed miner, wait.  Then build whatever you want/need at that point (e.g. a couple of cannons, a few more more towers, another miner).  Do it as close to the front lines as possible.  That gets something around 6 energy/sec within the first minute.

Also, most newer players forget about/don't use pylons.  They are more costly to set up but create a high-speed energy network, which keeps units farther from the base fully powered.

If you need to travel a long distance, porters may come in handy.  I personally prefer to slog it than use porters if at all possible.  Porters can aid in cheesing a map though by moving energy or Liftic or whatever a longer distance than can be towered to in the same timeframe.

Also, Rift Lab placement can significantly impact the playthrough.  That's a tougher one to nail down.  Basically, the best players can micro the early game to the frame up close and personal to the creeper and pull off strategies that most other players wouldn't be able to do without significant effort.  Where you think someone won't try to land the lab is where I might try to land the lab if I think it looks doable.  I used the Rift Lab itself a few days ago to cheese part of a map where I collected an InfoCache at the very start that wasn't supposed to be able to be collected until the end and still had plenty of time to move the base and start building.  That action shaved off 2 minutes from the next best time.
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That all said, trying to prevent really good players from doing certain things is not only tough to pull off but various things you might do could alienate a large number of the regular players out there by making the map too difficult.  Making a balanced map that works with all play styles and reaches a broad audience is part of the challenge of good mapmaking.  There is a subset of players who love a good challenge though so you have to decide who your audience is.  If average Joe is your target demographic, then ignore the people who post shorter times on the scoreboard when it took you much longer to play through it.