Custom Map #8491: Remnant. By: Rotloan

Started by AutoPost, June 06, 2020, 11:41:30 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #8491: Remnant


Author: Rotloan
Size: 118x73

Desc:
No emitters, just 1 spore tower, and a lot of creeper. Clear the remaining creeper and destroy the spore tower to win. Enioy! #ac #anticreeper #totem #forge #spores

HeyHeyHey

Easy, but brilliant.
My time is so bad, but i loved the map gonna try to shave off a couple off minutes. Gonna try to get under 20 atleast.

toolforger

Hmm... reminds me of those slightly annoying clean-up phases on a map with 2000-strength emitters.
Those patches of 500+ creep, no emitter left feeding them so they're not dangerous anymore but you still have to clean them up because if you let them flatten out they'll still swamp some important supply line.

It's an interesting concept but I'm not sure how to turn it into more than "make sure you don't get overrun, then just  wait until the bertas/mortars get the work done".

HeyHeyHey

Quote from: toolforger on June 07, 2020, 03:41:24 AM
Hmm... reminds me of those slightly annoying clean-up phases on a map with 2000-strength emitters.
Those patches of 500+ creep, no emitter left feeding them so they're not dangerous anymore but you still have to clean them up because if you let them flatten out they'll still swamp some important supply line.

It's an interesting concept but I'm not sure how to turn it into more than "make sure you don't get overrun, then just  wait until the bertas/mortars get the work done".

For me this is just a speedrunning map, and i love it. I got down to 14:29 and love to try to shave more seconds of that time :) :)

rotloan

Quote from: toolforger on June 07, 2020, 03:41:24 AM
Hmm... reminds me of those slightly annoying clean-up phases on a map with 2000-strength emitters.
Those patches of 500+ creep, no emitter left feeding them so they're not dangerous anymore but you still have to clean them up because if you let them flatten out they'll still swamp some important supply line.

It's an interesting concept but I'm not sure how to turn it into more than "make sure you don't get overrun, then just  wait until the bertas/mortars get the work done".

Yeah that makes sense. I feel it is tough to balance the map, between making the impending creeper somewhat of a threat and not being a huge slog.

Originally, the creeper was up to 2000 deep. After some testing, I went for making a somewhat easier and faster map. This is by capping the creeper depth at 500, and giving player options to speed up the map, like ample resources.

Johnny Haywire

Cool map! Weirdly enough, I played Builder17's version of this (a PAC map) and thought this might be the same thing.

I'd prefer the 2000-deep version, I think. It's cool to feel like you've overcome a threat. But this is still cool because you have to do stuff right away.

This map would be cool with a no-pause function as well because that would give the player a greater sense of urgency. Rather than having to figure out how to survive this map, I found myself wondering if I want to cook my own pasta or just order it out. After daydreaming about a fresh, brick-oven pizza I realized the game was still going so I'd need to finish it at some point. But not before going out to get pizza. Mmmmm.

Thanks for the map!  ;D
You disagree with this sentence, don't you?

rotloan

Quote from: Johnny Haywire on June 09, 2020, 04:34:36 PM
Cool map! Weirdly enough, I played Builder17's version of this (a PAC map) and thought this might be the same thing.

I'd prefer the 2000-deep version, I think. It's cool to feel like you've overcome a threat. But this is still cool because you have to do stuff right away.

This map would be cool with a no-pause function as well because that would give the player a greater sense of urgency. Rather than having to figure out how to survive this map, I found myself wondering if I want to cook my own pasta or just order it out. After daydreaming about a fresh, brick-oven pizza I realized the game was still going so I'd need to finish it at some point. But not before going out to get pizza. Mmmmm.

Thanks for the map!  ;D
Hmm is it possible to do no pause with crpl or otherwise?

I was also thinking of using wind to achieve the desired intent of the map. The wind will push the creep to the player which will pose as a threat. However, it won't be a slog since I can get away with using shallower creep.

Johnny Haywire

Yeah, I remember Sorrontis doing a no-pause map... see map # 3053.

Also, map #3752 has pause disabled. Dunno if they use the same CRPL or not.

You disagree with this sentence, don't you?

Martin Gronsdal

I tried this one without any other combat unit, other than the Bertha and beam. It worked!