Custom Map #2548: Work the Angles

Started by AutoPost, October 19, 2013, 11:01:05 PM

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AutoPost

This topic is for discussion of map #2548: Work the Angles


Author: Singe

Desc:
You are trapped without the ability to make weapons. There are three Dark Beams in your vicinity; using them is your only chance. But they are in imminent danger. How many can you rescue and power before its too late? Can you find enough mirrors to destroy the emitters?

mpp

First gonna quote teknotiss on your initial submission:

Quotei rarely approve a map i haven't subbed a score for, but since this map is just going to take time after the initial threat is over, i'll save myself some time. i liked this maps start, and the start of your previous map, but the limitation on nullifiers in that one and the limiting of 1 DBeam after the first few emitters in this one really let down the tricky starts. if i could build and use DBeams in the later parts of this level it would have kept my interest

I didn't give this map a thumbs up or down, and I did complete it.

Great start, and I was able to save all 3 dark beams, and it took me 1 restart to do that.  And I probably would have had the best score on the map, but I got bored and started checking my e-mail/etc while waiting 30 seconds to dig out 1 chuck of terrain once I started to get near the bottom or while the DB was destroying an emitter.

But, I liked the start!  Good threat and had to manage your energy right to get the beams uncovered and enough energy to keep them active enough to keep the creeper away until the emitters could be killed.

Downside.  After that, it it was boring.  With just 1 path down, just needed the 1 DB after the start.  Mirrors?  They were all over the place and never was there a chance I would run out of them.  There was zero threat after the initial break in.  I lost one mirror just because I moved it into the wrong spot, but had 15+ more to replace it.

A 2nd path down for a 2nd DB to do its work might have been nice.  And after the initial clear, providing tech dome and micro-rift techs to help speed things up.   Packet speed and micro-rifts would probably get this map down to the 20+ min or so range.  If you want to create bottlenecks/throttles, you can always limit the number of reactors/rifts/etc.

But great that people are still making CW2 maps, so keep em coming!

Helper

Quote from: mpp on October 20, 2013, 04:25:25 AM
But great that people are still making CW2 maps, so keep em coming!

I fully concur with your sentiment. With that said, I am not going to spend an hour waiting for DB's to kill Emitters/Gateways, nor digging through 25 level terrain.

Any game that takes an hour needs to involve planning, tactics, and an element of danger - none of which are part of this map.

Karsten75

Map like these are impressive. I'm almost compelled to play them and see if there is a loophole. At the same time I dislike sitting and waiting. I dislike being forced to waste my time digging through a 25-cost piece of terrain when the packets have to travel very far, very slowly for no discernible benefit to my game experience.

I can save the 3 dark beams and it was exhilarating - that 25-cost terrain certainly served a purpose! :) But then I'm forced to ask myself "why?" - Why do I save some objects that are of no use to me? the terrain is cleverly enough designed that there are no alternative routes to use more than one DB.

So the rest of the map is a non-taxing repetition of dig, wait for dig packets to arrive, wait for DB to destroy objects, rinse, repeat. At no time is the player in even remote danger of losing a DB or anything.

As has been remarked, if you provided, packet speed improvements, nullifiers and micro rifts, the fun factor would have been increased many-fold, idle playing time would have been eliminated and this map would be loved by a great many more players.

Hopefully you will take these remarks in consideration if you make another map, which I hope yo will do, since there is so much potential in this one.

teknotiss

Quote from: Karsten75 on October 20, 2013, 11:14:23 AM
Map like these are impressive. I'm almost compelled to play them and see if there is a loophole. At the same time I dislike sitting and waiting. I dislike being forced to waste my time digging through a 25-cost piece of terrain when the packets have to travel very far, very slowly for no discernible benefit to my game experience.

I can save the 3 dark beams and it was exhilarating - that 25-cost terrain certainly served a purpose! :) But then I'm forced to ask myself "why?" - Why do I save some objects that are of no use to me? the terrain is cleverly enough designed that there are no alternative routes to use more than one DB.

So the rest of the map is a non-taxing repetition of dig, wait for dig packets to arrive, wait for DB to destroy objects, rinse, repeat. At no time is the player in even remote danger of losing a DB or anything.

As has been remarked, if you provided, packet speed improvements, nullifiers and micro rifts, the fun factor would have been increased many-fold, idle playing time would have been eliminated and this map would be loved by a great many more players.

Hopefully you will take these remarks in consideration if you make another map, which I hope yo will do, since there is so much potential in this one.

i agree with Karsten75 (this happens rarely, so when it does perhaps others should pay more attention?  ;)) with so much effort going into your maps Singe it's a shame that they are let down by rinse and repeat endings. 3 way's for DBeams in this map would have made all the difference, and would have got a much better response from the players.
if you want to have your maps play tested before release there is a topic here..
http://knucklecracker.com/forums/index.php?topic=8152.0
if you attach your map and request some testing many players will be happy to help and offer advice or feedback.
make some more maps please, just please don't make them so slow to finish without lots to do all the way  8)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

fitz


teknotiss

"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Angel

QuoteAny game that takes an hour needs to involve planning, tactics, and an element of danger - none of which are part of this map.
You just defined my maps. Thank you :D
And this map was named after me! :P
All of my maps take a few things:
1. Patience.
2. Saving often/trying different things every time.
3. Knowing that the simple is always wrong.
4. Love for your great Angel who spends hours and possibly days on maps that people hate. :D

Bongo

Everything everyone above has said + this:

I've played 1900 individual maps and I can say this is the first map that I know I can win that I'm not going to bother finishing (and I have a TV next to my computer!). I'm tempted to remake this map by extracting the 'suck' from it just so I can finish it in my lifetime. :P


teknotiss

Quote from: Bongo on December 12, 2013, 03:09:21 AM
Everything everyone above has said + this:

I've played 1900 individual maps and I can say this is the first map that I know I can win that I'm not going to bother finishing (and I have a TV next to my computer!). I'm tempted to remake this map by extracting the 'suck' from it just so I can finish it in my lifetime. :P



do it dude!  :D this could have been a great map, i'd like to see your version  8)
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus