Custom Map #7603: InkCSM-3. By: yum234

Started by AutoPost, July 22, 2019, 05:04:19 AM

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This topic is for discussion of map #7603: InkCSM-3


Author: yum234
Size: 144x144

Desc:
One more attempt to create better balance of gameplay in CSM map with new features created by Regallion. Explanation about new units in previous maps. No VoidBombs, no Regallion's Factory, mainly SporeBuster, Upgrader with chips and Towers with micro-chips. Attention: you will need a lot of energy. Wish to you enjoyable playing and Good lu! :) #BravoCornucanis #BravoKajacx #BravoRegallion #ThanksToGoodMorning #ThanksToSMTaishan #CreateDreams

Loren Pechtel

Those spore amplifiers aren't behaving well.  Plenty of power but they keep dropping out--I think they need to be able to hold more ammo to keep from going dry at the rate they use it.

And a <G>:  My first try I got clobbered by the F01/F02 gates, I didn't see one that really messed me up.  Thus on the second try I did it without opening them at all.  (Yes, there's a way to do it.)

What does that energizer chip do?

hawgwash

Quote from: Loren Pechtel on July 22, 2019, 08:38:03 PM
Those spore amplifiers aren't behaving well.  Plenty of power but they keep dropping out--I think they need to be able to hold more ammo to keep from going dry at the rate they use it.

And a <G>:  My first try I got clobbered by the F01/F02 gates, I didn't see one that really messed me up.  Thus on the second try I did it without opening them at all.  (Yes, there's a way to do it.)

What does that energizer chip do?
The first one boosted my energy quite a bit, maybe from about 30 to about 50 or so.  The second one seemed to have no effect.

yum-forum

Energizer micro-chip.
Can be placed at any Tower (but non in creeper). Working as Independant energy generator and can supply with energy any player's units (guppy, terp, upgrade emitters etc.) within some range. 
1560 maps in CW2, CW3 and PFE till now
last

Regallion

Energizers:
Make sure you don't confuse energizer and generator chips: generator chip drops some reactors when slotted, giving you energy. Energizer chip gives ammo to everything in range, including terps and upgrading emitters. No need for actual relay connections.
For spore chargers:
You are not supposed to be able to power them indefinitely - they will become more hungry over time and shut off. However, the settings on those are a bit too strict.

yum-forum

General question to all:
What do you think if in this game will be also one new unit - MOVABLE TOWER.

MORE DETAILS
1. Before now Tower unit was non-movable. We can introduce new type of Tower unit - "Movable Tower" (MT). Image of new unit should be differ with recent Tower.
2. MT initially where placed on land with creeper and can be activated by anti-creeper (time under overflow by anti-creeper is setting parameter).
3. After activation player can click on MT and then click on new destination and MT will move with some speed (setting parameter). Destination point can be any "free" land 3x3 with creeper, with anti-creeper and without C/AC. MT can be moved only without micro-chip. At any time (when activated MT are without micro-chip) it can be moved again to new destination point.
4. When MT not moving player can place on it micro-chip or remove it.

Feedback appreciated.  :)
1560 maps in CW2, CW3 and PFE till now
last

Twi

Fun map. Gets laggy once you're upgrading like a million emitters at once, though. Perhaps smaller / less dense maps are called for. :P

Movable Towers sound like they'd kind of trivialize the whole positioning thing of the normal towers? I think you could make it work, but you'd need to make them much, much less plentiful than the current towers.
Currently watching: ARIA, Dog Days, and other unlikely things.
And some likely things, too!

toolforger

Two unrelated suggestions:

Movable tower: Make it movable with chip. Having to remove the chip, move the tower, place the chip again is just micromanagement, no strategic decisionmaking involved.

Add a mouseover to the factory so that it shows a link to the bomb. Sometimes it is difficult to find the bomb among all those rotating circles, but factories are easy to find.

yum-forum

Quote from: toolforger on July 27, 2019, 04:39:50 AM
Two unrelated suggestions:

Movable tower: Make it movable with chip. Having to remove the chip, move the tower, place the chip again is just micromanagement, no strategic decisionmaking involved.

Add a mouseover to the factory so that it shows a link to the bomb. Sometimes it is difficult to find the bomb among all those rotating circles, but factories are easy to find.

Thanks for feedback!  :)

1. Agree that now we have micromanagement. But now we can separate movement of Tower and movement (put or remove and then change) of chips for Tower. How we can differ click on Tower with chip for movement and click only on chip to change it? This is the problem.
2. Good suggestion. Whether it possible to make so depends on owner ( :) ) of R-Factory. Hope Regallion can comment.

Good lu!  :D
1560 maps in CW2, CW3 and PFE till now
last

yum-forum

1560 maps in CW2, CW3 and PFE till now
last

yum-forum

1560 maps in CW2, CW3 and PFE till now
last

yum-forum

#11
Fresh video from PRG:



the same with 2X speed:

1560 maps in CW2, CW3 and PFE till now
last

yum-forum

Fresh video from  Strategic Sage:  :)

1560 maps in CW2, CW3 and PFE till now
last

yum-forum

1560 maps in CW2, CW3 and PFE till now
last

yum-forum

1560 maps in CW2, CW3 and PFE till now
last