Custom Map #9200: Golden Valley. By: minesweeper47

Started by AutoPost, January 15, 2021, 12:24:34 PM

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This topic is for discussion of map #9200: Golden Valley


Author: minesweeper47
Size: 192x138

Desc:

Johnny Haywire

I feel bad that difficult maps get bad ratings. But this map isn't all that difficult, so terp up and carry on.

The only challenge in this map is surviving the first 10 minutes or so. And it's easy enough to build a quick defense with a wall .I found a pyramid-like shape which matched the flow of creep to be effective. If you're new to the game and/or struggle with strategy games, just start the game and watch it until 1:40. See how the creeper looks at 1:40? That gives you an idea of the biggest base you can build without having to strain too much. Make the base even smaller (terp a wall that matches the wall of creep at 2:15) and it will be even easier. Just build up enough power before the spores start.

My main critique of the map is that as fun as it is to work toward surviving, once you've done that it's just a bit of a slog to finish. It might be more entertaining to put up an inhibitor somewhere, like in the NW corner, so that once we establish a base and have essentially secured victory we can choose to go for a direct assault and save the time of picking off little emitters here and there.

But overall, I think this is a well-designed map and is a nice challenge  ;)

Thanks for the map! Well done!  ;D
You disagree with this sentence, don't you?

Martin Gronsdal

totally agree, while I enjoyed the map - the final 10 min were superfluous. An Inhibitor would definitely do the trick

teknotiss

going for the trifecta here... 

got to a safe base point and entirely lost interest in finishing, since it would just take ages.

this has got me thinking a bit though, i like sloggy maps, but what is the combo of features, pressures, enemy units etc that makes a slog fun rather than boring?

i don't think i have a satisfactory answer for that question yet.

this map is fun for 10/20 mins, and a few restarts to get the best setup, but loses the fun factor pretty fast after that.

thanks for making it minesweeper47 and i do appreciate the effort you put into it though, 10/10 for terrain design.
"Is God willing to prevent evil, but not able? Then he is not omnipotent.... Is he able, but not willing? Then he is malevolent.... Is he both able and willing? Then whence cometh evil?.... Is he neither able nor willing? Then why call him God?" --- Epicurus

Johnny Haywire

I think the fun in the "slog" is attained when each obstacle along the way presents a slightly greater or different challenge. There's something inside us that yearns for something other than the boring & senseless repetition that all too often describes people's lives on this planet, and I think that translates into how we approach games.

In other words, don't make us do the same thing over and over again as if we're playing a game called "Adventures of an Assembly Line Worker"... either let us win quickly or give us new threats to fight as we progress.

"You can go about your business. Move along."
You disagree with this sentence, don't you?