Custom Map #1570: THE_MISSION. By: Xeos

Started by AutoPost, January 06, 2015, 03:41:45 AM

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AutoPost

This topic is for discussion of map #1570: THE_MISSION


Author: Xeos
Size: 256x200

Desc:
A large PAC map that has vulnerabilities that if you can identify and exploit, you will achieve great success quite quickly. It is an easy map and will the the first and last map on this scale that I produce. Future maps will be much more challenging and intense. ANyway, I hope you like it and if you find the exploits, then well done :)

Xeos

I didn't put the #PAC and #PlayAsCreeper tags in the notes. is there anyway I can do that after it is uploaded?
A child of 5 could beat this map ... Go fetch a child of 5 !

Hubs

Quote from: Xeos on January 06, 2015, 03:46:20 AM
I didn't put the #PAC and #PlayAsCreeper tags in the notes. is there anyway I can do that after it is uploaded?

Message Virgil - he may be able to modify it.

Got half way through this map before heading to work. At first I didn't like how spread out PZs were, but it really forced me to be tactical with the field and spores, so I ended up really appreciating the map so far.

I also really like your method of tearing up the terrain so that you can't just push creeper accross flat ground.  Good work! Let's see some more!!


stdout

Great map. Loved the tactical aspect. Squeezing spores through the gaps in their defenses in order to break their supply lines was great.

Xeos

Thanks Hubs :) - I found the map as I was making it and testing it hard work because it would take so long to get to a point I needed to test a certain part - what method do you use when play testing a map you are building?

Did you find the strategic points on the map which are its vulnerabilities? I see stdout did ;)
A child of 5 could beat this map ... Go fetch a child of 5 !

Xeos

Quote from: stdout on January 06, 2015, 10:34:01 AM
Great map. Loved the tactical aspect. Squeezing spores through the gaps in their defenses in order to break their supply lines was great.
At what point did you do that?

Spoiler
You should be able to take the bottom PZ on the initial island, place a spore then bridge the gap and take the next PZ and place an emitter, take out the first beam above it. When you have done this you can go back to the original island and replace the top emitter with a spore and that can take out the supply lines in one hit :)
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So did you do that ?
A child of 5 could beat this map ... Go fetch a child of 5 !

stdout


Xeos

A child of 5 could beat this map ... Go fetch a child of 5 !

stdout

Spoiler
Of course I did build a spore tower on the first empty PZ on the initial island. The emitter at the top of that island remained an emitter for the duration of the game.

I ignored the first PZ and instead hit the void just before the beam tower on that island. Then with the field I pushed creeper onto the beam tower, destroying it. Once that was done I built a digitalis network down the very left side of the map, down to that PZ at the bottom left. Built a spore tower and used the combined strength of the two towers to take the shield PZ adjacent to the initial island.

From there I aimed and cut off the supply line that connects the northwest corner to the east CN. The next PZ I took was actually the center one that is defended by the three beam towers. They were easy to kill. Then I destroyed the west CN. Then targeted spores down to destroy the CN on the south. By this point I had enough spore towers built that I  destroyed the northwest island.

Then select all spore towers, set them all to auto target, zoom out, relax and watch the show. :)

[close]

Xeos

It's interesting reading the way other people tackle your maps isn't it? On such a big map, the methods are endless. I also didn't want to make it too hard but what I am doing is adding in tactical things that I think of and see what does and doesn't work, so I can use the knowledge in future map builds - it's all good fun and as long as people enjoy them, then its worth doing :)
A child of 5 could beat this map ... Go fetch a child of 5 !

Hubs

Quote from: Xeos on January 06, 2015, 10:36:07 AM
Thanks Hubs :) - I found the map as I was making it and testing it hard work because it would take so long to get to a point I needed to test a certain part - what method do you use when play testing a map you are building?

Did you find the strategic points on the map which are its vulnerabilities? I see stdout did ;)

Yeah, there are a ton of ways to cripple the beams. I found that the hardest part for me was that I could advance digitalis alot faster that it could grow. I took the bottom left portion of the map first, then cleared the bigger island just above the start area to get rid of the beams. At that point I had enough spores and free reign on the map to take out whatever my heart desired :).

As far as play testing, most of my maps aren't this big so I haven't really had issues with testing end game stuff. I usually have a time range I'm shooting for (usually 20-30 minutes for really good players and about 45 minutes for casual players). I'd recommend creating some temporary emitters or spore towers near where you want to test. For example, if you wanted to test the base on the right, you could place some spore towers in the big void area to right of the PZ mortor. If you think the player would have 5 spore towers at that point, put 5 there and test out the defenses of the base.  Test it, tweak, then when you have it right, just remove the temp towers.

If I could make one critique of this map it is that the upper right area wasn't really utilized. There's a bunch of relays up there, but it could have made taking the far right base a little more challenging and rewarding if you had to fight through some more stuff in the mid/upper right area. You still got a 10/10 from me tho :).

Xeos

Thanks for your constructive comments and help as always :) To be honest, I got to a point where I was thinking it would take forever to play this map so I was thinking I better back off from over developing it and even removed some of its difficulty. It's all a big learning curve and I am always thinking of tactical things that arent so obvious. The Spore attack on the supply lines is quite open here and a good player will suss that straight away.. so I need to be more devious  8) My head is spinning on that front  :o

Ok, so planning for the next one now ....
A child of 5 could beat this map ... Go fetch a child of 5 !

Hubs

Don't be afraid to post them in the custom map discussion area either. You can get some quick feedback that can really improve your maps. If I see one, I'll usually be able to test it within a day or two. Stdout is pretty quick to try them out too.

Overall I think you're doing really well with PAC maps. They offer a good challenge and I'm sure future maps will be even better.

stdout

I've done the test route a few times and it had a real impact on my maps. Getting early feedback on a map before you release it is invaluable as other people will find things that you didn't consider.

I'll always be up to test a PAC map.

Xeos

You guys are great :) Thanks so much for your support  ;)
A child of 5 could beat this map ... Go fetch a child of 5 !