Custom Map #9510: Free Will. By: Martin Gronsdal

Started by AutoPost, May 29, 2021, 07:02:53 PM

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This topic is for discussion of map #9510: Free Will


Author: Martin Gronsdal
Size: 256x256

Desc:
This is an ore-only map with lot’s of spores where killing the Inhibitor is the main objective. It is actually possible to win this map without killing anything else but the Inhibitor (I challenge really good players to do just that). There are no tricks, and you can do what you want. That's actually a lie - there is one trick, but it's more for fun, than difficulty (for those who don’t understand the trick please read the forums for this map or PM me directly). No use of terp to reach unreachable pos

Martin Gronsdal

This is an ore-only map with lot's of spores where killing the Inhibitor is the main objective. It is actually possible to win this map without killing anything else but the Inhibitor (I challenge really good players to do just that).

There are no tricks, and you can do what you want. That's actually a lie - there is one trick, but it's more for fun, than difficulty (for those who don't understand the trick please read the forums for this map or PM me directly).

No use of terp to reach unreachable positions, no hidden paths or flying back and forth to build things, almost no tech limits. There are also no mandatory pickups, but the one you get is immensely helpful. You have the singularity weapon ready, and totems are plentiful. Landing pads are ready, with one exception.

When playing this map remember that the CN is a great guppy, but it's winnable without relocating the main base, although it will probably be easier if you establish another base in the west. You don't have to, it's up to you. You will still have to either fly one CN north, or crawl north using unlimited relays. That's also up to you.

There is one pickup, the Bertha, located on the western island. If you won't pick it up before killing the inhibitor, it has to be picked up later as I forgot to add the not-having-to-pick-things-up-script. I guess it's not a major problem anyway.

As always, feedback appreciated.
Particularly good players will never be at risk here but attack for time. Less experienced players: establish a base where you can and upgrade your forge. Increasing ore storage should be considered.

chwooly

I gave this a 5 because of the lack of terps, Just 1 terp would have made the map much more enjoyable. Due to slow terping speeds I don't think 1 would have been changed the balance all that much. Also I never play with shields and I actually looked for them on this map as I thought they would have played a part in the initial defense.


Still a good map with again no tricks (I just ain't smart enough for your other maps :o) that was over all fun to play.


Thanks


Cheers
I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do."
― Robert A. Heinlein

Martin Gronsdal