Custom Map #8091: Forth Fortress. By: Anator

Started by AutoPost, January 07, 2020, 05:03:52 AM

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AutoPost

This topic is for discussion of map #8091: Forth Fortress


Author: Anator
Size: 128x170

Desc:
This one is based off of my first map only much improved I feel like. I also believe the start is probably the trickiest of all my maps so far as I had the hardest time with this one. There isn't any CRPL just a standard map while I work on another project in the meantime. Faster map (when comparing my own scores) with my score clocking at 50 minutes. Hope you guys enjoy.

Helper

Another interesting game. Thank you.
I thought it was too large at first, but turned out just right.
H

Anator

Quote from: Helper on January 07, 2020, 06:39:47 AM
Another interesting game. Thank you.
I thought it was too large at first, but turned out just right.
H
Honestly I really like the 128x128 or slightly bigger range. I'm glad you enjoyed it. When I was playing to upload the first time I realized my digitalis werent connected (for some reason I thought nests could support digitalis themselves) so I lost about 15 minutes of progress to go back and connect them. Lol

marvinitfox

A clean, solid map.

Bit tight at the very start, but once you are over the hump its a straight and not too long slog to conquer

Anator

Quote from: marvinitfox on January 09, 2020, 03:41:27 PM
A clean, solid map.

Bit tight at the very start, but once you are over the hump its a straight and not too long slog to conquer
Yeah the start was rough. Originally i had a 20 second timer before those bottom emitters kicked on and no energy siphons but i couldnt beat the map myself so i had to make it easier. Oh and the spores were every minute which was too much. So i gradually made it easier until i could beat it. Im curious though where did you start? The energy siphons pretty much marked all the locations where i figured would be plausible starting locations.

marvinitfox

#5
Quote from: Anator on January 09, 2020, 07:31:42 PMIm curious though where did you start? The energy siphons pretty much marked all the locations where i figured would be plausible starting locations.

Bottom middle, allows you to kill the middle Emitter and the first of the 4 bottom-right emitters before they trigger.
This allows nullifier to get the other 3 directly.

And *that* gives you a total of 5 PZ nodes to put down reactors on, which solves the power problem, which solves the map.

Later, once I've planted very large reactor farms, I recycle 3 PZ back to Berthas for the faster mop-up.


As for the top two energy syphons:
They give you a foothold, but now you are assaulted from all directions by creep. And you only get one PZ easily, so power is a bit tight for longer.
Quite doable, but slower.

P.P.S.
The map *is* solvable as-is without the energy syphons. But it is a loooooong hard slog from a very endangered base in the middle.

Anator

Quote from: marvinitfox on January 10, 2020, 01:57:25 AM
Bottom middle, allows you to kill the middle Emitter and the first of the 4 bottom-right emitters before they trigger.
This allows nullifier to get the other 3 directly.

And *that* gives you a total of 5 PZ nodes to put down reactors on, which solves the power problem, which solves the map.

Later, once I've planted very large reactor farms, I recycle 3 PZ back to Berthas for the faster mop-up.


As for the top two energy syphons:
They give you a foothold, but now you are assaulted from all directions by creep. And you only get one PZ easily, so power is a bit tight for longer.
Quite doable, but slower.

P.P.S.
The map *is* solvable as-is without the energy syphons. But it is a loooooong hard slog from a very endangered base in the middle.


I figured it was doable probably even on my first rendition on the map but not at my skill level. Gotta keep things in my possibility range. And i never thought that the bottom would actually be easier honestly. How about that. Im gonna start my 5th map tonight aiming for some cool scripting in this one not really focused on towers but the managers. Still not doing my other project yet trying to get a friend of mine to work with me on the coding for it ive got ideas on how it should work but nothing definite. I do have terrain for that map finished when i do get started with the scripting. The weekend is my goal for my next map. Nothing too difficult i dont think but im aiming for some of what i think are going to be my coolest scripts yet.

Lightforger

First attempt, landed top-right and threw a line down to grab the bottom syphon which i thought was a nice forward position.
Unfortunately this was a terrible time spent defending from all sides on low energy and no upgrades :(

Second attempt, screen at 7 seconds:
Spoiler
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Landed at the bottom, actually managed to snag both top syphons as well!
From there out it only took like 3-4 minutes to build up a strong array of reactors with several on PZ's

At 5.30, already sieging the fortress:
Spoiler
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Anator

Thats really crazy to me you were able to siege the fortress that fast. So ive got a change of plans for my next map idea. A really cool script idea that im going to upload a small prototype for when i finish then make a better finished version with the feedback on the prototype. For anyone who wants to know what the map will be ill put it in a spoiler.
Spoiler
This next map is going to be a wave based survival. Im going to have two win conditions. Either you survive all the waves and destroy everything and you win or you collapse and the death of a special tower triggers the win condition. The goal isnt to get the fastest time but to survive as long as possible. Ill have the waves be based on timers and also have a skip to next wave dialogue box to close when your ready to start the next wave that will set the game time to the time of the next wave (i believe i saw a function for that on the wiki) that way ill be able to track what wave people are on based on their times. I think this would be cool to turn into a competition at some point if people like the map style. Im starting map creation as im typing this so it could be a little while before its out.
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