Custom Map #1421: FPS: Pine Gap v2 (Fixed). By: Heritor

Started by AutoPost, April 27, 2021, 03:51:37 AM

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AutoPost

This topic is for discussion of map #1421: FPS: Pine Gap v2 (Fixed)


Author: Heritor
Size: 320x200

helmetflakes

Worked a charm, thanks for fixing it. Good map. This time the AI built across the gap anyway so it didn't require building out from the starting point, but the right click did work to get that to happen, and nice to a bit taller :-). Thanks again and look forward to more...........

dwilkinson

The pylons connecting the gap was a nice failsafe incase the ai gets stuck(AI worked just fine, only didnt build miners on the cliffs like in the original map, and it was less insistent on needing a wall of shields to drain my Arg).
Hope you know the trees grow back once towers are built near them. but being taller made the trees much less an issue for visibility.
i didn't get stuck, not for lack of trying, so that seems fixed.
Brilliant work. thanks.

peepcode

Still buggy for me.  :(
Stuck the same way as before even when got to the 2nd part in less than 30 min.

wolfdog1dmn

Still bugged for me too. No matter how clear I made the area around the starting point the AI refused to build pylons or towers, instead just kept building cannons and mortars then moving them around non stop so it could build more.
Restarted the map and tried guiding it by rightclicking anywhere I wanted something built but that just made the AI drop a building there that I had to build while it was off messing around with its circus of cannons and mortars.

Niflthaena

Not sure the main objective is set up properly. It's set to "activate totems", and the player totem activation radius is still turned on... which means as soon as the player can reach the center ridge, they can just stand next to each totem and beat the map.

Blaarg

While I got stuck in terrain twice in the preceding map and couldn't finish it without adding a tower through editing, I had no trouble finishing this one.

The idea of fighting your way through the deep creeper to the rift lab is neat, but I feel like the lack of waves and slow flow made the fight to reclaim a bit dull.  If you choose to make a similar map in the future, maybe make a info cache by the lab that restores its functionality, normal creeper flow and changes the respawn point?

I enjoyed this one.  Thanks for the map.

Dextorplays

The M-Rift never completes its build on the base side.  This results in no power for tower builds.  I nearly took half the map when I realized this.  Using AC Generators to create an overwhelming amount of AC allowed me to keep ground taken.  Using suspend on emitters and Suit Power #4 to build and power  the Nullifiers kept some emitters down.  After the fourth nullifier I could not make progress as all my time was spent repowering nullifiers.  I suspect after a few more hours I would have had enough AC Generators placed that I could mostly ignore the emitters and push, but this is painfully slow. 

heritor

Quote from: Dextorplays on August 18, 2021, 06:25:51 PM
The M-Rift never completes its build on the base side.  This results in no power for tower builds.  I nearly took half the map when I realized this.  Using AC Generators to create an overwhelming amount of AC allowed me to keep ground taken.  Using suspend on emitters and Suit Power #4 to build and power  the Nullifiers kept some emitters down.  After the fourth nullifier I could not make progress as all my time was spent repowering nullifiers.  I suspect after a few more hours I would have had enough AC Generators placed that I could mostly ignore the emitters and push, but this is painfully slow.

The M-Rift can only be built once the redon is connected to the network - that's the reason why you need to fight your way over to the base, clear the space for the network to connect up to the redon, then you can fight your way back.
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