Custom Map #4564: Knee-Deep in the Creep. By: st00pid_n00b

Started by AutoPost, July 01, 2017, 09:53:52 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #4564: Knee-Deep in the Creep


Author: st00pid_n00b
Size: 105x155

Desc:
At first it's hard. But then, it gets harder. Challenging map for experts! See forum for more info. #noCRPL

st00pid_n00b

No strategy tips, just a bit of info:

Most maps get easier as the player progresses, so I wanted to make one that stays hard, and keeps the player on the edge of his seat. It's still possible to lose 20min in!

Delays/wave intervals are not displayed to the player, but without knowing you will probably lose:
Spoiler


  • The closest 2 spore towers build in 12min. 1 spore every 4s. They are machine guns!
  • The top spore tower builds in 20min. 15 spores every 30s.
The top 3 emitters have a delay:

  • 12min for the 100 creeper ones
  • 20min for the central 1000 creeper one
[close]

The map name:
Spoiler

Is a reference to Doom 1, Ep1 "Knee-Deep in the Dead". A free cookie to those who guessed!
[close]

st00pid_n00b

Are the bad ratings because of difficulty or is there something else?

There are basically 2 ways to start in this map,
Spoiler
... either by landing on the obvious central platform (that's the way the map was designed), or by landing on the white platform near the top. I knew this alternative way was possible but didn't beat the map like that before submitting. Better give the player choices... I think most scores are from players who did that, that's how to get sub 20min times (but you need to strike fast, and there's not much room for error).
[close]

Still, I prefer the "regular" way to beat the map, it's more epic, you actually have to fight instead of being sneaky. I might make another version with no cheesy strat.

D0m0nik

Difficult maps almost always get scored badly!

I have not played this yet (will when I get time later) but downloaded it to have a look, the start looks very tight and the digitalis is very close. I suspect a lot of people will rage quit.

I am afraid making pro maps will not get you good scores, but who cares about scores!

D0m0nik

Just played it both ways. The bottom is a hard starting point and it is frustrating that you cannot access the decent packets, the 10 energy are quite annoying in that they are so useless. I gave up on it and tried the other way.

The top landing spot allows for a great game though, enough time to establish a base but with incoming digitalis from all sides. Really enjoyed it and played it a few times as I thought I could beat EA for once! ;)


st00pid_n00b

D0m0nik: Agreed about the ratings, I don't mind it if it's just because it's difficult. In fact it's still too easy, I need to make another version!

The landing at top seemed harder to me at first, but it appears to be in fact simpler. It's a bit frustating to have done all that tweaking, carefully timing the increasing threats with the increasing power of the player only to have it bypassed.

Yes, the big energy resources are meant to be accessed later (it's a race to use them before the digitalis gets there). The small ones are basically a decoy. I don't think it turned out very well but the reasonning behind the 10 energy resources was to:

  • Delay early expansion, but not as much as lands that need terping.
  • Give a small boost (5 energy vs 10) at the expense of a delay so it gives decisions to the player about when to use them in the early game, as opposed to regular pack where it's a no brainer.
  • Keep the player occupied, sometimes there's not much to do while you wait for a reactor to finish.

Anyway, congrats D0m0nik and ea3401 for the scores, I have no idea how you managed that! Did you use the ore mines?

D0m0nik

QuoteIt's a bit frustating to have done all that tweaking, carefully timing the increasing threats with the increasing power of the player only to have it bypassed

I have given this feedback before but that is often makes a map most rewarding, finding the hidden holes and back doors. PastorHealers maps are a classic example of this.

QuoteDid you use the ore mines

Yes, I just used one guppy to collect the aether and build one guppy and two ore mines on one island. That gave a huge advantage for taking the centre emitter as a little AC pretty much grinds digitalis to a halt.

I would be careful when making pro maps. I commented on Tamrins last map that if you try too hard to make a hard map you can eventualy take all of the fun out of it. It is great to have lots of options and the gameplay should not be too linear. You have 8 scores for 100 downlaods so I would say you got it spot on in this map.

stdout

9 scores now. I've been looking forward to playing this one and finally got to it this morning. Great map. I made an error and didn't defend my the lower corners so I lost them to digitalis. Then made a second error by not nullifying the center top emitter before it spilled at 20 minutes. This was a fun map and I will replay it to see if I can win without making the same mistakes.

9/10.

Johnny Haywire

Wow, great map! I didn't realize the top was a "sneaky" strategy... looked like the best place for me to land so I did and didn't go fast at all but managed to turtle in just one corner (upper left). Looking at the times (wow, Dom & EA!) I see people love to move faster than me.

And yeah, reading the forums is a good idea. I didn't realize the spores would come so fast (it was great after my first failed attempt) and the 1000 creeper + the big giant creep-spilling runners were brutal too. But it was a great fight, and I didn't want it to end. Excellent job, n00b!  ;D ;D

You disagree with this sentence, don't you?