Custom Map #4576: Pro Chess. By: Dp

Started by AutoPost, July 06, 2017, 04:12:39 PM

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This topic is for discussion of map #4576: Pro Chess


Author: Dp
Size: 95x95

Desc:
New map by D0m0nik WARNING: VERY HARD MAP My take on the chess board theme and my contribution to ‘Pro’ maps. Loose your Bertha and Forge and you will not get another!

D0m0nik

I tried to make my kind of difficult map, different options, different landing pads, a PastorHealer level of imminent danger from runners/digitalis. I made the map in a couple of hours so it's a bit messy but I just wanted to have fun with it.

I found it very hard when I tried to post a score but that was because I was trying to set a fast time and run three bases (two is probably fine). It is probably not that hard if you are happy to sit back and post an hour time, carefully advancing and controlling the digitalis. I lost a base and the forge in my final run so my time can be smashed. 

D0m0nik

2 scores and no ratings, did I take the fun out of this one?

tamrin


st00pid_n00b

Maybe NR is better than the usual angry 1's on hard maps? :)

I gave up after a few tries and don't rate maps I don't finish. I'm willing to try again given a few tips. The problems I had:

Spoiler

Ridiculous building space, to the point of having to choose between a reactor and a beam.

Reactors don't last long anyway.

Pulse cannons are pretty useless, as soon as they start shooting things it spills creeper everywhere.

I couldn't hold the bertha tile, cannons can't shoot over the small ridge and there's no time to put up a shield.

The only things I could nullify where the emitter on the forge tile and the one 2 tiles below.
[close]

I don't know if I need better microing or a whole different approach. I can't tell about the fun, it might get fun once you get the hang of it. Anyway, you managed to make a very hard map so that's a succes!

D0m0nik

Haha, thanks for the feedback, sounds like you had a tough run of it! And yes I was aiming for a very hard map, as hard as I could make it without it being too sloggish. Micromanagement will be needed though.

Spoiler
Keeping cannons out of range of digitalis in some situations is important and to stop the spread of it in others. The bertha can be held but a terp is needed. When there is an emitter in space I always terp the outer edge of land to 1, this stops the creep spreading on land.

The ore island is easy to keep amd two units can be nullified from it, get the emitter just up to the left of it and you have a very useful, early PZ. I put a cannon on it. The top island I just used to run guppys to support the bottom islands and had one cannon to stop the big bugs form coming. I also sent an early guppy to the far left island to take out the beam.
[close]

st00pid_n00b

Finally... I never had to reload so many times in a map. It's the first time I use all 4 save slots, I hope you're proud of yourself! And I hate you for that spiral digitalis... A misplaced shot and creeper would spill everywhere.

So I used your trick of terping down the edges. The beginning was hellish but once I managed to completely clear and hold the bertha tile, it was more fun and interesting. There are choices in the strategy and the order to deal with the ennemy. I drenched the top island with bombers to help its defence, cut off runner nests with strafers (I kept forgetting the cannon I had sent, too many things to do! RIP), and lots of terping that reminded me of some of the hardest tormented space maps.

So, good map overall, but a bit too hard for my taste.

stdout

Dp How in the world did you figure out that land at 1 height doesn't allow creeper to land?

GoodMorning

Sorry, stdout? Does it act as a wall, or some such thing? It doesn't seem to on non-CRPL maps.

I thought that the intent was that it would be contained when on land, not forbidden to land at all...
A narrative is a lightly-marked path to another reality.

st00pid_n00b

It doesn't stop landing, it stops spreading if the creeper is not too high. It acts like a moat. Well, that's how I used it anyway, but I was confused too at first when reading D0m0nik's description.

D0m0nik

Sorry guys, st00pid_n00b described it better. If you terp the outside of an island low you can defend it with just a mortor.

yum-forum

Quote from: st00pid_n00b on July 08, 2017, 12:19:34 PM
Maybe NR is better than the usual angry 1's on hard maps? :)


Definetely!  :)
Realisation: do not permit to rate map before finish it...
1560 maps in CW2, CW3 and PFE till now
last

tamrin

yep... I think that it would be better if players could rate map only if they finish :-\

stdout

Quote from: D0m0nik on July 10, 2017, 02:22:41 AMIf you terp the outside of an island low you can defend it with just a mortor.

Ok that makes perfect sense.

And I agree. Maybe for CW4 Virgil will make the change to require completing a mission before it can be rated.

GoodMorning

coughSorrontisesquecough

There is a case for near-impossible maps being rated low. Merely being here and still playing the game means we have experience.

Another reason is for maps such as this... http://knucklecracker.com/forums/index.php?topic=22795.0
A narrative is a lightly-marked path to another reality.