Custom Map #10450: 603-CSM 3. By: Rennervate / AlexX

Started by AutoPost, December 20, 2022, 09:47:44 AM

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This topic is for discussion of map #10450: 603-CSM 3


Author: Rennervate / AlexX
Size: 255x255

Desc:
One more try... decided to start closer to the original CSM version... step by step. Your feedback would be appreciated

Stave

Not bad! I liked the beginning much more in this one, but the ending didn't feel very rewarding. Friendly emitters pumping out 200AC, with enemy emitters at only 100C, meant that victory was never really a question, just a matter of time. I don't feel like the top half of the map really contributed much. Thanks for taking the time to make it!

hawgwash

Alex, I always enjoy your maps, and really appreciate that you are experimenting with CSM maps.  As you requested, I'll provide my feedback.  A few mechanical issues.  I like to see the emitter strength before I start so I can plot my strategy ahead of time.  I wasn't able to see the emitter strength on this map until the CN dropped.  The same was true on your first CSM map.  On this map, there's actually slight variations in potential starting places, and knowing the emitter strength might make a difference.  For some reason, on this map if I hovered the cursor above a colored Stargate I didn't see lines showing where the connecting stargates are located.  That would be helpful both for developing strategy and just basic game play.  I was able to see those lines on your first CSM map.  It would be helpful to let the player know the scale of the map (how much creeper = 1 level of wall height).  Also, once converted the AC strength of the emitters seems pretty random and can't be determined until after conversion.  Knowing this in advance might affect strategy. 

From a gameplay standpoint, I agree with some of Stave's comments, particularly about the top half of the map.  It made for a bit of a slog well after the outcome was no longer in doubt.  On the other hand, I found myself simultaneously attacking on more fronts than I normally do, which was fun.

All in all, good map on just your second attempt at CSM.  Please make more!

rennervate

Thank you for your criticism and comments. This primarily showed me that I uploaded the map too early without fine-tuning it. After many hours I just didn't feel like it anymore :-/
For example, map no. 10449 takes me about 45 minutes to complete. More than 6 hours for this CSM map... I have to test these maps very often to make them playable... let's see if I feel like it again. Anyway, thank you for trying it out and for taking the time to write down your thoughts!
-------------------------------------------------------
aka: AlexX

purety


yum-forum

1560 maps in CW2, CW3 and PFE till now
last

chwooly

#6
Overall a much better result than map 1.

1)Map was just too large, too much open space causing to much unnecessary scrolling, I didn't feel it added anything and the constant need to scroll actually made it feel like work.

2) I am guessing you used an older template since there were no SG lines, While I like them it didn't feel like they were really missing.

3) Why did you leave the beam in? I spent 5 mins looking for a spore nest LOL. I thought for sure you had a trick cooked up for us somewhere hidden. :-)

4) Overall, 30mins a map is optimal for me, I don't mean my score, but the average score of players, This gives me a better idea of the overall map then the points system for CSM maps. As you can see this map is over 1 hour average.

5) Thank you for making these.

6) Merry Christmas.
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

Loren Pechtel

I'll agree with the general opinion about the size.  There are long lines where it simply takes time to push the AC through, no skill.

This map also has a pet peeve of mine--the evil tower that can't be shielded.  What's the point of evil towers other than as a strategy thing and that one involves no strategy.  You can't get near it until you have emitter power sufficient to top any wall you can build.  It's just going to activate when you kill the emitter nearby, that's that.