Custom Map #4074: Triggered. By: builder17

Started by AutoPost, November 14, 2016, 02:42:08 PM

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AutoPost

This topic is for discussion of map #4074: Triggered


Author: builder17
Size: 132x99

Desc:
#CRPL

Builder17

Gonna have break from mapmaking now , this is enough it to some time. :)

Builder17

Nvm rating , but could somebody tell what they think about FOW in this?

It's kinda just test of concept , in bigger maps and with some changes this will be better , I think.

GoodMorning

My opinion:

It's impossible to see what's going on. Using Digi to support rather than destroy would be good. (10sec without Digi/with AC = death)

Also, more Cores would be nice, so that it's a bit finer resolution.

Finally, you mention AC, but there is no Ore visible to start with...

I finished without revealing anything with AC.
A narrative is a lightly-marked path to another reality.

stdout

Similar experience as GoodMorning.

Only the bottom left and top right squares ever revealed for me, and there seemed to be no rhyme or reason to what caused the reveal. I was never able to get the other two squares to reveal, and I played it twice.

The idea of a fog of war is a fun concept but I feel like this implementation is missing the mark. If you wanted to continue refining your idea, I'd second the idea to increase the cores so you have smaller black areas. Then make it easier for the player to control it. I'd suggest that once you get units (collectors?) built within a certain range of a black square then that triggers the reveal.

Also, I don't like map makers messing with my zoom. It's very disorienting during gameplay.

Builder17

Quote from: GoodMorning on November 22, 2016, 03:11:07 AM
It's impossible to see what's going on. Using Digi to support rather than destroy would be good. (10sec without Digi/with AC = death)

It's possible to see from unit construction green color when terrain under is good , also collectors show same terrain area in their range.  8)

10 sec without digi or with AC in trigger sounds good idea.  :o

Quote from: stdout on November 22, 2016, 10:11:13 AM
If you wanted to continue refining your idea, I'd second the idea to increase the cores so you have smaller black areas. Then make it easier for the player to control it. I'd suggest that once you get units (collectors?) built within a certain range of a black square then that triggers the reveal.

Also, I don't like map makers messing with my zoom. It's very disorienting during gameplay.

Size of one FOW area is meant to be like this , these are sized to area visible when zoom is in max.


GoodMorning

If you were feeling good, you could set the Core up to take damage from AC or a lack of Digi, and have the fog fade with health.

Setting CONST_DESTROYONDAMAGE to false could allow you to have the fog regenerate if the player leaves the area.

I'd also drop the zoom and position control.

But more, smaller regions would be a big improvement.

Also, detecting units in the area can be a bit too tricky, which is why I suggested the Digi/AC.

This also allows an expensive but possible way to get a little remote vision: The third-largest cannon in the game, and the largest one that is generally available.
A narrative is a lightly-marked path to another reality.