Custom Map #397: MotC [04]: Retaliation

Started by AutoPost, October 31, 2011, 05:01:02 PM

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This topic is for discussion of map #397: MotC [04]: Retaliation


Author: yui56

Desc:
Masters of the Creeper Episode 4 - Varro and Aliana have angered the Creeper. When the Creeper shows up at their doorstep, it turns into a fight for their lives.

yui56

I know it might not be popular with some people, but the thing I liked most about this map once I started to play it was that even though you could kill off the emitters fairly easily, the upper level "nozzles" keep going long after that, so you still have to play carefully.

Katra

I ended up building an army of makers. At the end my ore usage was over 250. ;)
Power. Power! I must have more POWER!

Karsten75

Quote from: yui56 on October 31, 2011, 06:02:53 PM
I know it might not be popular with some people, but the thing I liked most about this map once I started to play it was that even though you could kill off the emitters fairly easily, the upper level "nozzles" keep going long after that, so you still have to play carefully.

So you like to sit there with abundant energy watching 3 launchers slowly chew their way through a ton of creeper?

I liked your map, I would have liked it better if there was no limits (or more generous limits) on the launchers and blasters. As it is, I can't rate it on a up/down scale.

Quote from: Katra on October 31, 2011, 11:25:00 PM
I ended up building an army of makers. At the end my ore usage was over 250. ;)

I had so many (there was nothing else to do) that I produced anti-creeper faster than the single vacuum-Maker could suck it up. I think at about 400 you overtax the capabilities of the anti-creeper emitter.


yui56

Quote from: Karsten75 on November 01, 2011, 07:20:20 AM
So you like to sit there with abundant energy watching 3 launchers slowly chew their way through a ton of creeper?

I liked your map, I would have liked it better if there was no limits (or more generous limits) on the launchers and blasters.

Point taken.  This particular series of levels that I'm making is trying to place a heavier focus on Anti-creeper than the traditional weapons, hence the unit limits.  Balance is an issue that I have been struggling with as I try to ramp up the difficulty in each subsequent map.  Vast pools of dense creeper are difficult to adequately handle without launchers, I'm discovering. (hmm... what I really need is a way to provide the rushing speed of a strong emitter without the heavy buildup aftermath, I'll have to play with that concept a bit more)

I had thought that the buildup in the creeper was adequately offset by speed (i.e.: the faster you move, the less there is to kill), but guess it was still a bit off.  Oh well.  They can't all be winners.  Thanks for the feedback.

burguertime

It was OK map by me, I think the issue Karsten is having is based on personal preferences, just like mine (i am a sucker for AC maps) for loving this series.

Also, having a line repulsors behind a line of vacuuming makers underneath the producing makers optimizes your AC / ore ratios.

But Karsten do have a point, after you nullify the emitters you have a coulpe billion creeper outside in the pipes, and you know you won't lose (since you have a 10M/s AC output and the enemy, zero) and it gets boring just waiting for it to die.

Maybe protecting better your emitters would force the player to cleanup the pipes before he could lay down a nullifier.

Don't make a slog just because. Be like Master Mapmaker SPIFFEN:
Quote from: themaskedcrusader on October 05, 2010, 05:09:33 PM
(...)Difficulty is subjective. (...)
SPIFFEN chooses to rate each map as trivial because they believe that the difficulty of the map depends on the capability of the player.
BAD RATING: MEASUREMENT OF MAP HARDNESS.
Quote from: DumbCreeperGamer"Ugh, me no finish map, map too hard, ME RATE ONE.
oOga OoGa to you too.

yui56

Thanks for all the feedback!

Fair warning, Episode 5 has another slog-fest at the end.  I already had it in the approval queue before reading the comments here, so couldn't make any changes at that time.  I think it's a little bit quicker than this one, though, so I guess that's something.

Episode 6 is an Acquisition map, so won't require killing off any dense pools.  Then, in Episode 7, I plan to introduce Conversion bombs into the story, so that should make all of the launcher unit caps moot, in terms of end-game cleanup.

DethbyIT

"An ounce of prevention is better than a pound of cure."

This game was very cleverly designed and a lot of fun to beat (the second time).
Looking forward to the rest of the series.
Thank you,
dbit