Custom Map #1324: Mexxor #3. By: Mexxor

Started by AutoPost, November 07, 2014, 05:15:46 PM

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AutoPost

This topic is for discussion of map #1324: Mexxor #3


Author: Mexxor
Size: 120x120

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My third map, I'll start tagging from now on. lemme see: #Void #Digitalis #Easy #Anticreeper #AC #ACassist #morefunstuff #MexxorMaps Tried to make the start a bit more challenging, but when you come to the middle its really just a powerzonefestival. no need for bertha's, but for the fanatics I included them Have fun, or not and tell me what i can do to improve my mapskills in the forum. Thanks :)

iwishforpie2

Extremely hard and tight spaced. So many spores! It would be better if the spore towers were all different. Gives variety and so that spores continuously rain down on you.
What's a pie? I'm not a pie. I'm a pi.

stdout

Your best yet. I loved it. Much tighter start.

Some of the PZs overlapped and that is always a bit of an irritation to me, because I can only use one of them.

I never did use the ore areas in the top and bottom, but the map was already awash in AC anyway so those mines weren't missed.

Keep bringing these maps, and thank you for sharing them.

NextIdea

Tight start and uphill battle makes it challenging.

What spores? Those only survived like 2-4 seconds.
How?
Just kill the 4 AC emitters and make 4 PZ beams.
[close]

The top/bottom ores are a bit useless, when you reach them then the map is basically finished.
Maybe if you have some extra at start you could use guppies.

Mexxor

Quote from: iwishforpie2 on November 07, 2014, 05:40:07 PM
Extremely hard and tight spaced. So many spores! It would be better if the spore towers were all different. Gives variety and so that spores continuously rain down on you.

The point was to make the start more challenging, I only used 8 beams at both sides to kill of the spores, and when I killed the AC spore towers I used those PZ's to put nullifiers in them, from then on its very easy to kill the rest. If the spores continuously rain down on you, that would be harder than just how it is now IMO.

Quote from: stdout on November 07, 2014, 08:09:14 PM
Your best yet. I loved it. Much tighter start.

Some of the PZs overlapped and that is always a bit of an irritation to me, because I can only use one of them.

I never did use the ore areas in the top and bottom, but the map was already awash in AC anyway so those mines weren't missed.

Keep bringing these maps, and thank you for sharing them.

Thank you :D
The overlapping was intentional  :P
I used the ore areas but only because I really wanted to, never used sprayers except for the start.
I'm certainly making more maps like this.

Quote from: NextIdea on November 08, 2014, 03:47:35 AM
Tight start and uphill battle makes it challenging.

What spores? Those only survived like 2-4 seconds.
How?
Just kill the 4 AC emitters and make 4 PZ beams.
[close]

The top/bottom ores are a bit useless, when you reach them then the map is basically finished.
Maybe if you have some extra at start you could use guppies.

Hmm, didn't think of killing the AC emitters, but thats a good idea too, I probably should have put the extra ore in the middle I think, but that was more of an extra something to justify the top and bottom middle emitters and stuff  ;D
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

Lz_erk

That was fun once I figured out the easy way, as described by NextIdea. I still almost coated the map in reactors by the end. I'm still unsure about the limited space -- without the AC emitters the beginning probably would have been too fiddly for me.

I like the wealth of power zones. Collectors on PZs make endgames so very efficient.

Those super runners were an amusing twist. I think Snipers might need a rebalancing, as pulse cannons on PZs seemed to be the only timely way to destroy them... or maybe their hit points were just a bit excessive.

Thanks for the map.

Mexxor

Quote from: Lz_erk on November 09, 2014, 02:03:36 AM
That was fun once I figured out the easy way, as described by NextIdea. I still almost coated the map in reactors by the end. I'm still unsure about the limited space -- without the AC emitters the beginning probably would have been too fiddly for me.

I like the wealth of power zones. Collectors on PZs make endgames so very efficient.

Those super runners were an amusing twist. I think Snipers might need a rebalancing, as pulse cannons on PZs seemed to be the only timely way to destroy them... or maybe their hit points were just a bit excessive.

Thanks for the map.

I had 4 snipers on PZ's, they killed the big ones of just fine, but needed a few shots per runner, the runners had 1000hp and gave 2000 AC  8)
You coated the map in reactors? why not use some of the PZ's to put reactors in them? and use aether to gain energy more efficiently? I had reactors on the starting bases and 4-6 on PZ's, it was more than enough (also 8 totems total)
Glad you liked it
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

Loren Pechtel

The only hard part here is stopping the spores in the early part.  Once you get the forge up the creeper doesn't stand a chance.

Mexxor

Thats true Loren, I wanted to make it somewhat harder then my other maps and ended up making another easy one, I still have fun making/playing them though  8)
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

Lz_erk

QuoteYou coated the map in reactors? why not use some of the PZ's to put reactors in them? and use aether to gain energy more efficiently? I had reactors on the starting bases and 4-6 on PZ's, it was more than enough (also 8 totems total)

Guns.

Lots of guns.  8)

Mexxor

Quote from: Lz_erk on November 09, 2014, 12:32:58 PM
QuoteYou coated the map in reactors? why not use some of the PZ's to put reactors in them? and use aether to gain energy more efficiently? I had reactors on the starting bases and 4-6 on PZ's, it was more than enough (also 8 totems total)

Guns.

Lots of guns.  8)

oh well, I suppose that works too
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin

Jopsy

Fun map!  Had to juggle units a bit, until I could to break through the bottleneck into the center, nicely designed challenge!  :).     Being able to hold position while trying things rather than having to start over each time is a luxury many maps don't include. ;)

Mexxor

Quote from: Jopsy on November 10, 2014, 05:17:50 AM
Fun map!  Had to juggle units a bit, until I could to break through the bottleneck into the center, nicely designed challenge!  :).     Being able to hold position while trying things rather than having to start over each time is a luxury many maps don't include. ;)

i know, i miss that in a lot of maps too. the only thing that would need you to restart is if you forgot to make beams (around 10-16)
"Tell people there's an invisible man in the sky who created the universe, and the vast majority will believe you. Tell them the paint is wet, and they have to touch it to be sure."
― George Carlin