Custom Map #3847: map 147 BICKFORD PAC. By: yum234

Started by AutoPost, August 14, 2016, 05:57:22 PM

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yum-forum

Quote from: stdout on August 18, 2016, 10:08:51 PM
Also for me. There was no difference in lag. Maybe it's because I use Linux? My computer is plenty fast. I love your maps and I hope you make more smaller ones. These huge maps never play well for me.

Thank You for comments.  :)

Attempt in creating unusual and outstanding by scenario game was unsuccessful...  :(
It was important experience for me.  :)
1560 maps in CW2, CW3 and PFE till now
last

FishintehPond

What is the Bickford effect that exists in a bunch of your maps, including this one?

GoodMorning

Bickford:
When Runners create a feedback loop.

Normally, this is a Nest with low-health, low-speed Runners, which have a very large AC payload. Initiation of the loop requires a Sniper or AC.

In PaC, it is a high Creeper payload, with Snipers nearby to constantly pop the Runners. To start this one up, you need Digi under the Runner nest. Sometimes the mapmaker will provide something to support and reseed the Digi under the Nest, but usually you must keep it connected as usual.
A narrative is a lightly-marked path to another reality.

toolforger

#18
Still a lot of lag.

Also, far too many PZs. Which in itself isn't a bad thing from a player perspective, but of course it means a lot of resistance to make the map interesting, which means TONS of white lines obscuring the map and making it hard to see whether the creeper is flowing as expected.

Also, large maps make it hard to get an overall picture. In the end I find it simpler so just mass up creeper and focus just on one part of the map at a time, and just slog through it, but that's not much fun. It's satisfying in a sense once you finish it, but that satisfaction isn't worth the slog.

One other thing: It would be nice if I could kill the AC spore towers. They're important and interesting initially, but just annoying later. 45 towers sending -2000 each time they fire serves no purpose other than to set up a thick AC layer everywhere, just slowing down progress without changing strategy much.
Well okay once you're stabilized, a lot of the map is mostly just an annoyance - the thick layers of AC waiting for you in every corner of the map, the narrow-access island in the middle which isn't worth dedicating extra spores to and which died anyway but it wasn't clear before the end.