Custom Map #2054: Advanced Space Station Part 1. By: JoaoPistori

Started by AutoPost, May 09, 2015, 08:28:31 PM

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This topic is for discussion of map #2054: Advanced Space Station Part 1


Author: JoaoPistori
Size: 160x160

Desc:
My first map using (a lot) mine CRPL scripts and units! The map's gameplay is very differenced. Here we have differenced emmiters and blue things that destroys your units! (I don't know why but they can destroy tech artifacs, powerzones, ererything :P) The map can be cool for some players but I think it will be boring for most. Making the map and the scripts was so cool but I tell: I found the map good at the beginning but then it started to be a bit boring Tell your opinion for me to improve the part 2!

D0m0nik

Well done on the map, I really enjoyed the challenge!

Feedback:
It was very difficult! Getting to the bottom left corner was easy enough but then getting cross onto the bridge to the middle was incredibly difficult hence only 3 scores so far! Part of the problem was that it was not obvious how to get across. I assumed I could take out the blue fast emitter by moving my CN between the two new landing zones but it turned out to be impossible. this was very annoying as I had spent an hour shuffling snipers and blasters and sending my CN back and forth to set up a nullifier  only to discover that the nullifier cant get in range for long enough! In the end good old brute force was the only tactic which was a bit of a shame. 
The 3 or 4 random little blue emitters at the end are not fun either!
Despite this I really enjoyed it simply for how difficult it was and I really enjoyed the design, its a cool looking map, looking forward to part two!
Dp

ChaosMaster130

Sounds to me like you did not figure out the trick to the blue orbs.
Hint:
Spoiler
When you destroy the middle glider spawn you get 2 terps. Use them to trap the blue orbs in a small loop 1-2 at a time so you can nullify them without them getting out of range
[close]
:P
Spamming my Up+B Special since 1999!

D0m0nik

I did indeed miss that! It would be nice to have notifications when you get new items! Same goes for forge etc

Tyler21

The concept is nice but the map did not work for me.

My problem is that the most important infos are hidden from players and I would have never ever figured them out on my own.

How to get terps?
How to get the Forge?
How to destroy drones?

Of course I checked the script and everything became clear but I still think it's a major flaw that players have absolutely no clue how to progress after they nullify the first few enemies. You leave no other choice but to explore everything by trial-and-error. But since every emitter is quite difficult to nullifiy experimentation takes a lot of time. And if you spend a lot of time for unlocking the sniper when you should have unlocked the Forge, it's a huge loss of time and you should probably reload your last save instead of going on and struggling with the central emitters that get stronger with time (especially the spores are nasty)...
Eventually one can discover the right way but it's more probable that one will end up using a meaningless strategy because we don't know which enemy will spawn the Forge, the Sniper, terps, etc. By the way, why did you put that relay tech there? It gets destroyed in the beginning by the drones. Is this intended?

So in my opinion you should improve the transparency of things - give more info about what's happening (including displaying AMTs, intervals). For instance I had the feeling that the spore interval did not change much in the first hour or so but then I had to build a lot of new beams because spores started to spawn very rapidly. So I would have welcomed some info on this too.

Finally, the "drones" are not destroyed when they damage player units, this is very unexpected and unusual (but makes the map very challenging).

Otherwise this is a great and very challenging map and is not boring at all.
"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!

EEderle

The map looks cool and could be fun.
Could - because I have no clue how to go on....

;-(


Tyler21

Quote from: EEderle on May 16, 2015, 04:30:45 AM
no hints???? :'(

Hints are in the above comments, these are the most important ones:
Spoiler
1. You can unlock the Forge, the Sniper and the Terp by destroying specific emitters.
2. You can kill those patroling drones with snipers.
3. The moving emitters can be dealt with by terraforming their 'path' so they can't leave a small area and are easy to nullify.
[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

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

Jaws

This has got to be one of the best maps I've ever played. It really keeps you on your toes. I feel privileged to have finished it in two hours. Keep it up!