Custom Map #2019: The Doomed Fortress - Sleeper. By: JoaoPistori

Started by AutoPost, April 26, 2015, 09:01:00 PM

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This topic is for discussion of map #2019: The Doomed Fortress - Sleeper


Author: JoaoPistori
Size: 144x144

Desc:
The last map from "The Doomed Fortress" serie. After being destroyed by the Loki, the last of Abraxis reinforcements has to fight to take the world back to humans and banish Loki from there. There's one interesting thing here... heheheh #Sleeper

Telanir

This map is probably exactly why I made flexible and ownership-based code for Sleepers. You can have more than one.

It's being added to the list of Sleeper maps as a level 5 difficulty. :)
Nice work pumping out these maps Joao, I'm glad you're enjoying the Sleeper gamemode! ^-^
Want to make genius CRPL? The new top map? You can start here!

Find out more about Creeper World 3 on the wiki!

CW3, The Sleeper Menace!

Own an iOS device? Check out my game Blobivers

Tyler21

Quote from: Telanir on April 27, 2015, 02:14:50 AM
It's being added to the list of Sleeper maps as a level 5 difficulty. :)
Nice work pumping out these maps Joao, I'm glad you're enjoying the Sleeper gamemode! ^-^

I fully agree, both on the difficulty and on the quality.

This map is insanely difficult in every possible way (4 CCNs, reactor limits, only 1 bertha, terrain disadvantage, and the enemy starts with 10 totems or so... not to mention the airblock that was a purely evil decision to include in a Sleeper map... = no strafers). 'Standard stategies' for Sleeper maps don't work here, you have to be extremely fast and use a lot of micromanagement or you will fail miserably. I had to restart it twice until I found a viable strategy! The only thing that helps is that you can easily nullify three emitters and if you are quick, even the spore towers.

I have only one question: did you intend the first destroyed CCN call DestroyAllEnemyUnits? I thought I had to destroy all four of them, and the first one was somewhat easy because it moved close to the borders and my snipers could slowly destroy it. I am not complaining, the map was still more challenging than 95% of the maps in CS, I was just surprised to see that it ended so quickly.

Very well done, 10/10!

EDIT: it would be really interesting to see part 2 of this trilogy!
"Enjoyment appears at the boundary between boredom and anxiety, when the challenges are just balanced with the person's capacity to act."
― Mihaly Csikszentmihalyi

Check my collection of the 30 most difficult and challenging maps in Colonial Space!

JoaoPistori

Yeah, I made this map to force the player to be very fast and strategic... and also force the player to use a key hint. The map is more based on this it (the hint).
This is the third map from the triology, the second map "The Doomed Fortress - PAC" bugged somewhere, it just doesn't show the victory icon (the "claim victory" that I click and permits me to upload the map) when I finish it.

Telanir

Quote from: Tyler21 on April 27, 2015, 06:38:53 AM
Quote from: Telanir on April 27, 2015, 02:14:50 AM
It's being added to the list of Sleeper maps as a level 5 difficulty. :)
Nice work pumping out these maps Joao, I'm glad you're enjoying the Sleeper gamemode! ^-^

I fully agree, both on the difficulty and on the quality.

This map is insanely difficult in every possible way (4 CCNs, reactor limits, only 1 bertha, terrain disadvantage, and the enemy starts with 10 totems or so... not to mention the airblock that was a purely evil decision to include in a Sleeper map... = no strafers). 'Standard stategies' for Sleeper maps don't work here, you have to be extremely fast and use a lot of micromanagement or you will fail miserably. I had to restart it twice until I found a viable strategy! The only thing that helps is that you can easily nullify three emitters and if you are quick, even the spore towers.

I have only one question: did you intend the first destroyed CCN call DestroyAllEnemyUnits? I thought I had to destroy all four of them, and the first one was somewhat easy because it moved close to the borders and my snipers could slowly destroy it. I am not complaining, the map was still more challenging than 95% of the maps in CS, I was just surprised to see that it ended so quickly.

Very well done, 10/10!

EDIT: it would be really interesting to see part 2 of this trilogy!

When a Sleeper node is destroyed it does create a destroyed Sleeper core as you've noticed, those will destroy everything on map. In the v1.2 template it's going to be fixed--only the last Sleeper will destroy everything and trigger a victory.
Want to make genius CRPL? The new top map? You can start here!

Find out more about Creeper World 3 on the wiki!

CW3, The Sleeper Menace!

Own an iOS device? Check out my game Blobivers

Tyler21

Quote from: JoaoPistori on April 27, 2015, 06:01:45 PM
Yeah, I made this map to force the player to be very fast and strategic... and also force the player to use a key hint. The map is more based on this it (the hint).
This is the third map from the triology, the second map "The Doomed Fortress - PAC" bugged somewhere, it just doesn't show the victory icon (the "claim victory" that I click and permits me to upload the map) when I finish it.

What hint? I didn't see any :)
About the PAC: is there any uncollected tech or message pod on the map? Maybe that causes the problem. (Or you can just send it to me in PM and I'll try to debug it.)
"Enjoyment appears at the boundary between boredom and anxiety, when the challenges are just balanced with the person's capacity to act."
― Mihaly Csikszentmihalyi

Check my collection of the 30 most difficult and challenging maps in Colonial Space!

JoaoPistori

Here comes the hint: The first thing that you see when you open the map is your big terrain disvantage, but don't forget that Terps are very overpower. Slowy you can get any terrain advantage to kill runners and creep cannons. (most players forget the Terps)

I had increased Creep unit's range a bit, making the third weapon range upgrade necessary asap. But you can make (a lot of) beams units. They will awe Creep units from your frontline.

//

The v1.2 template would be very nice, and also keeping the "explosion" that pushes and destroys your nearby units would be very good too. And then when you destroy a 1st sleeper node half of your army will die, making the maps very harder lol (if possible, an easy configurable explosion radius).

darzog

Even using terps, this map is extremely hard.  Beams do keep the area around you clear in the beginning, but eventually the enemy CNs move closer and then build units near your front line (don't need to fly = beams don't kill them).  Since you can't target the fire from your blasters and mortars, the enemy mortars and terps usually have plenty of time to hammer away at your weak collectors or build digitalis right through your protected elevations.  Shields are a help, but it takes time to build an even space and until then you're very limited on elevated real estate that is needed for beams and mortars.

I haven't beaten it yet or even gotten a really solid line, but I'm still working on it.

Darwin

This map was so fun to beat, any new ones coming out soon?

ljw1004

This has been my absolute favorite map so far in Creeper World. 10/10. It really felt like a *battle*, with units going to the front line and slogging it out.

Only downside: I wish that I had to destroy all creeper bases individually. It was a bit of an anticlimax that destruction of the first one caused all the others to blow up as well.

JoaoPistori

Sure I'll upload more triologies like this one. The last one I made is the Hell Rocks ("Hell Rocks", "Hell Rocks - The lost City" and soon "Hell Rocks - The City Attack).
So good to know that most players enjoyed "The Doomed fortress" serie. Hell Rocks isn't the same (maps are bigger and may take 1 or 2 hours to be finished) but I'm planning to (1st remove the big blue emmiters that throws spores) make another triology like The Doomed Fortress was.

Haineko