Custom Map #8999: Cursor-07 Thanks to Regallion!. By: TrickyCorp

Started by AutoPost, November 05, 2020, 06:24:55 AM

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This topic is for discussion of map #8999: Cursor-07 Thanks to Regallion!


Author: TrickyCorp
Size: 75x75

Desc:
Thanks to regallion for the feedback. This time you are fighting over a desert. Things are more tricky(corp) than usual, with two markers instead of one. Have fun, and good lu! By the way, I'll call this TCM from now on: Trickycorp's Cursor Style. #Cursor #TCM #Desert

TrickyPlayer

Feedback is appreciated, for example, try to answer these questions:

Are the new colours clear enough, or should I give more explanation in-game?

What did you think about having 2 cursor targets (U and I), and was it easy to figure out how they work?

And was the level overall good?

When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P

Altren

I like this map not less than CSM maps, the only thing that might be better is possibly faster gameplay (but this can be solved with constant x2/x4 speed) and bigger maps.
Quote from: TrickyPlayer on November 05, 2020, 12:22:15 PMAre the new colours clear enough, or should I give more explanation in-game?
Explanations are ok, I've been reading them alot, but colors are too confusing - there are too many of them. Red, green, blue is ok, but the rest should be done with different shapes, if possible.

Quote from: TrickyPlayer on November 05, 2020, 12:22:15 PMWhat did you think about having 2 cursor targets (U and I), and was it easy to figure out how they work?
Easy to understand how they work, but not clear what was the point of `I`, because it was way weaker than U and used unfrequently. Having two cursor targets is a nice idea though. Making more that 2 doesn't make sence for me.

Quote from: TrickyPlayer on November 05, 2020, 12:22:15 PMAnd was the level overall good?
Awesome

TrickyPlayer

Quote from: Altren on November 10, 2020, 05:14:59 AM
Explanations are ok, I've been reading them alot, but colors are too confusing - there are too many of them. Red, green, blue is ok, but the rest should be done with different shapes, if possible.

1: I could use a new color scheme where one color indicates the target, and the other color indicates if the target (ally, enemy or both) gets stronger or weaker.
For example, a green structure with a black circle around/under it would affect allies, but weakens them. A two-step logic system is something humans can handle as each step only has 2 or 3 types to remember. Colors for target: green, red, blue. Colors for strenghten/weaken: Black and white (and gray in case the multiplier change is zero, which is basically a useless structure)

2:  I could keep the current system. I still don't really know the colors myself, so I get it if you don't want this option.

3: Or I could go back to the old 3-color system without changes. This would be a step back which takes as much effort as the first option.

That's all I have to offer without getting a headache from having to use lots of image slots.
Oh, and I already have chosen option 1.

Next cursor level will have better visuals and absorber unit. I edited this because the old message didn't have any replies, so I don't have to add a new one.

Little spoiler, Cursor-08 will mostly play on terrain height 7: lots of strategies involving having the high ground!
When you want an explanation for something I use in my levels, or if you want to suggest something, feel free to tell me. Just don't ask/suggest things every other day please :P