Custom Map #8373: Space Amoeba. By: Sinsubstantial

Started by AutoPost, May 04, 2020, 07:20:16 AM

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This topic is for discussion of map #8373: Space Amoeba


Author: Sinsubstantial
Size: 256x200

Desc:
Not my first map but the first i thought good enough to post. Its not as simple as it looks at first but take your time and be patient, i took it very easy and could probably do it in half the time but tackle it your own way and let me know what you think i found a mix of all units helpful at various points but only tip is i found terps rather useful

hawgwash



Sinsubstantial

I know i said i could probably do it in half the time if i tried but how the hell did someone do it in half an hour! hats off to Keelin

marvinitfox

#4
Quote from: Sinsubstantial on May 04, 2020, 04:43:47 PM
I know i said i could probably do it in half the time if i tried but how the hell did someone do it in half an hour! hats off to Keelin
24:51.3
There's room for improvement on that, still, but I'm not trying yet another run.

As for how:
Terp the islands down for power and Berthas.

And keep 3 attack fronts running at all times.
The enemy is an octopus with many tentacles, but they are each weak. No need to attack them 1 at a time!

Sinsubstantial

Quote from: marvinitfox on May 06, 2020, 03:03:06 PM
Quote from: Sinsubstantial on May 04, 2020, 04:43:47 PM
I know i said i could probably do it in half the time if i tried but how the hell did someone do it in half an hour! hats off to Keelin
24:51.3
There's room for improvement on that, still, but I'm not trying yet another run.

As for how:
Terp the islands down for power and Berthas.

And keep 3 attack fronts running at all times.
The enemy is an octopus with many tentacles, but they are each weak. No need to attack them 1 at a time!

Nice! i did it the other way around, got myself established and powered enough, pushed in from the bottom, used terps to make towers for coverage as i moved up the main body, took out the main emitters in centre and then moved outwards to the weaker ones,  your method sounds far more efficient though as i wasnt really aiming for a good time, well played :)

any suggestions or ideas would be appreciated btw, im looking to make a few more but i want to do a little script learning first, wanted to put grav fields in to push more creeper to the tentacles to make getting a foothold harder but i dont know how yet... watch this space

marvinitfox

Quote from: Sinsubstantial on May 07, 2020, 02:57:33 AM...
any suggestions or ideas would be appreciated btw, im looking to make a few more but i want to do a little script learning first, wanted to put grav fields in to push more creeper to the tentacles to make getting a foothold harder but i dont know how yet... watch this space

Well, you are off to a good start.
What I particularly liked about your map was the thought that went onto spacing and distances. The player has to actually plan where to put the relay network connecting the islands. The emitters are at sensible distances from each other. The landable/buildable locations around emitters are big enough to allow an assault, yet small enough to require some tactics to successfully neutralize. (no cheapo neutralizing 3 mountaintop emitters from one PZ, for example)

In addition, the map looks pleasing to the eye.
This is actually more important than people realize, as the player will be staring at the same image for 30+ minutes. Giving it good shape, color+contrast, and especially a meaningful layout just sits better in the eye of the beholder. Thx.

From my view, the only 'complant' is that the difficulty is a bit low.
The exact same map, but without access to *unlimited* Berthas, would have made the assault much more engaging.
Basically, with terping allowed on the islands, and no limit to Berthas, one can build 35-ish Berthas. This makes taking the plains of the enemy too easy, as the artillery barrage prevent any buildup of creep.
Either limiting the Bertha count, or banning Terps would change this dynamic.

Spores:
Not nearly enough!
The spores in the beginning are suitable, just to keep the player on their toes.
But adding a spore source(s) that is much stronger, but only activates later, would have provided some nice air opposition.

Creep:
The level of creep *would* have been perfect, absent the Berthas.
With a means to prevent buildup from the strong emitters in the rear, and with no scaling-over-time of creep, it never became a menace, merely an irritation.

I've now replayed this map with a self-imposed ban on Berthas, and it becomes quite a battle!

Lightforger

Pretty good map :)

Difficulty, between medium / hard. Lots of power, bertha's & strafers available, vs pretty strong emitters, uphill + digitalis.

At first i didn't look too much at timing bertha shots, just throwing 4 shields, 5-10 mortars and some suicide-cannons at the top, but that got my nullifier blown up 4 times  :P
Properly chaining bertha's did the trick.
Some minor cleanup at the end with the top & bottom tentacles.

Ended up at 15:50, with several minutes of improvements possible.

Sinsubstantial

Thank you for the comments!

Ill be honest i didnt think of or account for berthas or restricting units, im working on a new map taking a few of these things and a few things i spotted myself into account, potentially much harder but along the same lines, my main problem though is i simply have no idea how to script, for example in this last map i wanted to use grav fields to distribute the creeper better but i have no idea how and the one im working on now, which is all but finished, im stuck with trying to change victory conditions (reach a key rather than destroy all emitters) and as far as i have found the only "tutorial" post for scripting is very specific and.... confusing, especially having zero experience with any kind of coding/scripting whatsoever

im learning as i go and ill keep working on it but i appreciate any constructive criticism or help