Custom Map #1928: The Path To Victory. By: Gabidou99

Started by AutoPost, April 06, 2015, 12:35:33 AM

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AutoPost

This topic is for discussion of map #1928: The Path To Victory


Author: Gabidou99
Size: 95x105

Desc:
My first level. Make your way to the Giant Emitter as you elimiate the Creeper and emitters along your way with limited tech at the start. Thanks god, those AC Emitters will help us! But what those Red Emitter does? (Thanks to Grayzzur & ParkourPenguin for Stockpiling Emitter script) #CPRL #AC #NoBerthas #Artifact

Gabidou99

"Not to be confused with Minecraft"

Tyler21

#2
I enjoyed your map, very good first map!

However, I found a loophole in the design:
Spoiler
one can start in the middle (by landing the CN on the big digitalis field on South), seize all the upgrades and nullify most of the central emitters (including the northern red) not long after start.
I took this screenshot at only 8 minutes after start, most of the map is already done.

I see you originally intended to start NW, slowly expanding and unlocking the techs, but this unintentional loophole made the map minimally challenging.  So my suggestion for upcoming maps is that if you want the players to start at a particular position, block CN landing by modifying the terrain in other areas completely (not allowing even a single spot for the CN), even under digi, and modify the terrain even in irrelevant areas as CNs can use those for supporting buildings while in air).
[close]
"Enjoyment appears at the boundary between boredom and anxiety, when the challenges are just balanced with the person's capacity to act."
― Mihaly Csikszentmihalyi

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Gabidou99

Quote from: Tyler21 on April 06, 2015, 07:35:56 AM
I enjoyed your map, very good first map!

However, I found a loophole in the design:
Spoiler
one can start in the middle (by landing the CN on the big digitalis field on South), seize all the upgrades and nullify most of the central emitters (including the northern red) not long after start.
I took this screenshot at only 8 minutes after start, most of the map is already done.

I see you originally intended to start NW, slowly expanding and unlocking the techs, but this unintentional loophole made the map minimally challenging.  So my suggestion for upcoming maps is that if you want the players to start at a particular position, block CN landing by modifying the terrain in other areas completely (not allowing even a single spot for the CN), even under digi, and modify the terrain even in irrelevant areas as CNs can use those for supporting buildings while in air).
[close]

Damn, I never though this could be done, this definitely make the map easier.

I also forget that you could Nullify one of the red emitter, I thought the Nullifier couldn't reach it if I removed the Power Zone. At least the runners doesn't make it a completely effortless job to do so.

At least my level (probably) can't be
"Not to be confused with Minecraft"