Custom Map #8034: Rain is the Key (Standard Difficulty). By: Jason Stevens

Started by AutoPost, December 24, 2019, 03:03:19 AM

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This topic is for discussion of map #8034: Rain is the Key (Standard Difficulty)


Author: Jason Stevens
Size: 200x256

Desc:
This is a challenging map with a huge number of spores, so beware! #Sleeper-Strafer #Sleeper-Spore #Rain-Maker #Runner #Heavy-Creep #Spore #Flip-Emitter #AC-Turret Good luck!!

marvinitfox

Ok.
weak tree

koff.
I mean, victory
43:00.6 , but the infernal game stopped saving about 10 minutes before that, so no posted score.
I may try again from the last save, but that last 10 minutes will take me another 2.5 hours.
(edit: which, of course, i did... 42:12.8 )


Comment: Is it only masochism if you *like* the pain? How about if you hate the pain, but are still driven to do it?


And to think, there is a *harder still* version of this... thing... out there.



Final evaluation:
Absolutely awesome map.
It requires absolute precision of planning and execution, not only in the start but also in the midgame.
There are many multiple critical points to pass... The first cloud-of-death passing over my base just 5 seconds before a regular spore attack, for example, require me to disable beams, let the rain-making cloud pass, then re-engage beams.
And just as you settle down and think you might have enough beams, the runner infestation surges over you and disables just about everything.
You tame the runners, and then notice the rainmakers are getting mighty full. And if you allow it to rain, you will die.
So you send panicstations to reclaim the rainmakers. Ok, fine. NOW the NE island starts spilling into the void!
So you **have** to get posession of the Berthas before you get swamped, as they are the only tool you can use against the flood.
It is an almost neverending saga of crisis following crises following crises.

The only thing that never materialized as a threat was the sleeper Strafers, they never seemed to feature as a roleplayer.

jasons2645

Glad you like it - and that's a really, really great strategic assessment...  I wanted the map to present a challenge throughout most of the gameplay rather than turn into a mindless slog at the end, so glad to hear it had that effect!  And the beam disabling at the beginning is exactly what I did as well - kinda strange to let that cloud of spores just pass through your base, but not much choice...

Quote from: marvinitfox on December 25, 2019, 07:23:29 PM
Ok.
weak tree

koff.
I mean, victory
43:00.6 , but the infernal game stopped saving about 10 minutes before that, so no posted score.
I may try again from the last save, but that last 10 minutes will take me another 2.5 hours.
(edit: which, of course, i did... 42:12.8 )


Comment: Is it only masochism if you *like* the pain? How about if you hate the pain, but are still driven to do it?


And to think, there is a *harder still* version of this... thing... out there.



Final evaluation:
Absolutely awesome map.
It requires absolute precision of planning and execution, not only in the start but also in the midgame.
There are many multiple critical points to pass... The first cloud-of-death passing over my base just 5 seconds before a regular spore attack, for example, require me to disable beams, let the rain-making cloud pass, then re-engage beams.
And just as you settle down and think you might have enough beams, the runner infestation surges over you and disables just about everything.
You tame the runners, and then notice the rainmakers are getting mighty full. And if you allow it to rain, you will die.
So you send panicstations to reclaim the rainmakers. Ok, fine. NOW the NE island starts spilling into the void!
So you **have** to get posession of the Berthas before you get swamped, as they are the only tool you can use against the flood.
It is an almost neverending saga of crisis following crises following crises.

The only thing that never materialized as a threat was the sleeper Strafers, they never seemed to feature as a roleplayer.