Custom Map #8058: Broken Planet Fortress. By: Anator

Started by AutoPost, December 31, 2019, 01:43:45 AM

Previous topic - Next topic

AutoPost

This topic is for discussion of map #8058: Broken Planet Fortress


Author: Anator
Size: 256x126

Desc:
This is my try at a space level. Honest feedback is appreicated. Also my first time trying to build a custom tower made for the player rather than the creeper. Probably the easest of my three levels so far it's got my lowest clear time of the three. Good luck and have fun!

Helper

I liked it. Large, but needed to be for play of the game.
My sequence was bass-ackwards, so will have to come back in a couple of days to make another run at it.
Fun stuff - (AC rain is good).
Thanks,
H

marvinitfox

#2
The map is a bit simple, but quite functional.

The rainmakers work perfectly, but play no role in the map.
the tech collect of Strafers and Bombers ditto.

Consider small changes, like..
Remove the obvious steppingstones across the void, replace with a PZ near the edge.. player has to choose to use the PZ offensively, or to make a bridge.

or..
Add a few spores. Not much, weak little spores.. But make them hungry for relays. (thus targeting the steppingstones)

The appearing-after-10-minutes base is a great concept, but it simply did not carry enough firepower to justify its ominous warning.
Same towers, but the island a mass of digi, would be 3* as scary.
Digi + stronger emitters would be killer.
Digi+strong emitters + wrinkly terrain (forcing Terp use) would be downright sadistic.

willbir

Thanks for the map, it offered some interesting strategic choices. When everything goes just right it is possible to beat the 10 minute mark and not have to clear the eastern island.




Anator

Quote from: willbir on December 31, 2019, 07:03:36 PM
Thanks for the map, it offered some interesting strategic choices. When everything goes just right it is possible to beat the 10 minute mark and not have to clear the eastern island.

Thats kinda crazy. Never thought about that being possible.

Quote from: marvinitfox on December 31, 2019, 02:39:34 PM
The rainmakers work perfectly, but play no role in the map.
the tech collect of Strafers and Bombers ditto.

Consider small changes, like..
Remove the obvious steppingstones across the void, replace with a PZ near the edge.. player has to choose to use the PZ offensively, or to make a bridge.

or..
Add a few spores. Not much, weak little spores.. But make them hungry for relays. (thus targeting the steppingstones)

Yeah I had originally wanted to make the rainmakers only target the eastern island. Same with the Bombers and Strafers those were there for the eastern island. I hadn't thought about using a Powerzone to cross the void as opposed to stepping stones thats a thought. Also using spores targeting relays is an interesting idea I like both of those.

Quote from: marvinitfox on December 31, 2019, 02:39:34 PM
The appearing-after-10-minutes base is a great concept, but it simply did not carry enough firepower to justify its ominous warning.
Same towers, but the island a mass of digi, would be 3* as scary.
Digi + stronger emitters would be killer.
Digi+strong emitters + wrinkly terrain (forcing Terp use) would be downright sadistic.

I had honestly planned on having a much stronger eastern island. Originally it was going to be eight 250 strength emitters instead of four of them being 100 strength. I also wanted the rainmakers to only target the eastern island and had the Strafers and Bombers there for that but because I couldn't make the rainmaker not be entirely random (I've thought of ways to fix that now that work in my head just haven't tried on paper) so I tuned down my original plan for the island for fear of it being too strong. I didn't want to make it something that would need to be trudged through slowly and agonizingly but ended up with something easy to clear.

All in all I don't care for designing broken world maps as much due to there being less room to mess with the terrain I enjoyed designing the other two much more. My next map is up in the air for the time being I have a project I have started working on that is entirely different from my fortress maps and is a cool concept in my head I just don't know how hard it will be to script as the scripting will be much harder than my current three levels by far. More info on that map later if you guys want me to spill the beans about what I'm planning. The other possibility is another fortress map if the scripting takes longer than I hope on that other map. Thanks for the comments so far guys I appreciate the feedback.

Martin Gronsdal

would it be possible to restrict anti-creep rain to certain parts of the map? then, these towers could have real strategic role.

Anator

I think its possible to do that just not specifically with the rain command. I think i could at least confine it to land only (or if that was the only source of anticreeper i could do over land too) by checking each cell for if it was void then checking and seeing if it had AC then transferring it to a specific point or randomly out of several points. Not sure if it would lag the game or not though i didnt think about that until after i posted the map.