Custom Map: Emergency

Started by AutoPost, December 13, 2010, 03:52:51 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of map: Emergency


Author: Sqaz

Desc:
A hard puzzle, be prepared to search your way out of this spaceship, but I warn you, I'm certain you won't succeed the first time, cause you'll need all your skills to get yourself out of this map alive commander.

Karsten75

Well, what do you call it if the spore waves destroy the life pods in the first wave before you can even fly a blaster to be there to protect them?

I call it "sux!"  :(

Not once, not twice, but three times - that is after a number of false starts to figure out what the heck this map is all about.

Oh yea, once it even had a direct hit and destroy *after* the blaster landed.

Nice work Sqaz.

Michionlion

That was probably just a mistake or something on the part of sqaz... no need to be acusatory.
"Remember kids, the only difference between science and messing around is writing it down."
                                                                                                                         - Adam Savage

My website
My CW1, and CW2 maps!

UpperKEES

#3
Quote from: Karsten75 on December 13, 2010, 04:03:49 PM
Well, what do you call it if the spore waves destroy the life pods in the first wave before you can even fly a blaster to be there to protect them?

How is this possible when the spores always target the collectors? ???

Quote from: Karsten75 on December 13, 2010, 04:03:49 PM
Oh yea, once it even had a direct hit and destroy *after* the blaster landed.

When you make sure there's at least 1 collector as bait for the spores, the pods will always be safe, no matter how unlucky you are.

@ Sqaz: please tell me if you like me to remove these hints.
My CW1 maps: downloads - overview
My CW2 maps: downloads - overview

snowmaker (JM)

#4
I tried what Karsten was talking about the first time... didn't work very well  :P   I should be able to shave off minutes now that I know how to complete the map. Nice puzzle    ;)

edit: I almost took off 5 minutes... that's good enough for me  8)

Sqaz

#5
Quote from: Karsten75 on December 13, 2010, 04:03:49 PM
Well, what do you call it if the spore waves destroy the life pods in the first wave before you can even fly a blaster to be there to protect them?

I call it "sux!"  :(

Not once, not twice, but three times - that is after a number of false starts to figure out what the heck this map is all about.

Oh yea, once it even had a direct hit and destroy *after* the blaster landed.

If you'd take the time to read the hints, you'd notice that it isn't based on luck.
As Kees said you should always make sure the spore waves are attracted to a collector or relay, otherwise you're doing something wrong.

Quote from: Karsten75 on December 13, 2010, 04:03:49 PM
Nice work Sqaz.

Thank you  :)

RichieRich


Sqaz

I also want to credit Kapoios for this map, he actually gave the main idea about the first spore waves.
I half forgot to place this in the description and was half afraid people would think this map would be a bit like the Temple of Moloch (which it ckearly isn't).

So thank you Kapoios :)

Kapoios

Quote from: Sqaz on December 14, 2010, 11:04:41 AM
I also want to credit Kapoios for this map, he actually gave the main idea about the first spore waves.
I was very surprised that you came up with this so quickly. I think you uploaded the map less than half an hour after I gave you the idea in chat.

Great map, Sqaz! I still haven't beaten it because I'm having some trouble with getting the survivors on the right. Not at the point of asking for hint yet, though! ;)

My only minor complain about this one is that everything is the same colour inside the ship and you can't see the elevations. So, you can't know in advance where you can put your blasters and if a blaster can shoot two emitters from a position (since you can't tell which is higher and if there's a high barrier between them). Elevations 3 and 5 could do with a different tint. I feel that searching square by square with the mouse or going to the editor to see what's going on is an unnecessary inconvenience. It's so much better when you can simply keep looking at the screen and thinking on a puzzle map.

Quote
I half forgot to place this in the description and was half afraid people would think this map would be a bit like the Temple of Moloch (which it ckearly isn't).
You say that as if it's a bad thing to be like the Temple!

Quote
So thank you Kapoios :)
You're very welcome.

Sqaz

Quote from: Kapoios on December 14, 2010, 01:35:59 PM
My only minor complain about this one is that everything is the same colour inside the ship and you can't see the elevations. So, you can't know in advance where you can put your blasters and if a blaster can shoot two emitters from a position (since you can't tell which is higher and if there's a high barrier between them). Elevations 3 and 5 could do with a different tint. I feel that searching square by square with the mouse or going to the editor to see what's going on is an unnecessary inconvenience. It's so much better when you can simply keep looking at the screen and thinking on a puzzle map.

Sorry, I already made the background and didn't really want to change it, cause it'd ruin the looks of the map.
I hope it isn't to irritating, it's only one wall before the last furthest emitter in front of OC, and a 3X3 square on each of the interval and 0.1 emitters, and also some little bits to stop important walls from decaying, I hope you can remember those things :P, and otherwise don't worry about emitters spilling, the only ones that threaten you are the emitter below the survivors and the emitters left and right of the central hall.

Quote from: Kapoios on December 14, 2010, 01:35:59 PM
You say that as if it's a bad thing to be like the Temple!

Of course, cause then it wouldn't be very original, and everybody would know the solution.
If you copy a Picasso you won't get a lot of money for it.

Quote from: Kapoios on December 14, 2010, 01:35:59 PM
I was very surprised that you came up with this so quickly. I think you uploaded the map less than half an hour after I gave you the idea in chat.

Actually more like two days, I spend a lot of time tweaking the emitter below the totem and working around the fact that if a spore hits a wall segment that wall part doesn't decay, after I said you it was done I actually only had made a short action plan and a lay-out.

Kapoios

Quote from: Sqaz on December 14, 2010, 01:47:22 PM
I hope it isn't to irritating, it's only one wall before the last furthest emitter in front of OC, and a 3X3 square on each of the interval and 0.1 emitters, and also some little bits to stop important walls from decaying, I hope you can remember those things :P, and otherwise don't worry about emitters spilling, the only ones that threaten you are the emitter below the survivors and the emitters left and right of the central hall.
No, it isn't too irritating. Indeed, I memorised what I needed very quickly. Just saying my minor complaint. On the whole I think it's a great map.


burguertime

#11
Quote from: Sqaz on December 14, 2010, 01:47:22 PM
Of course, cause then it wouldn't be very original, and everybody would know the solution.
If you copy a Picasso you won't get a lot of money for it.

If you copy a Picasso, you become a bit better painter than you was before.

You can make paintings inspired on some great artist's work and then move on to your own style. Art students do this all the time.

A genius painter like Picasso can even change the way the world sees art. And he would be (if he was still alive) proud of it, instead of bashing and trolling the aforementioned art students into oblivion.

http://www.cbsnews.com/stories/2007/01/18/sunday/main2371451.shtml

Lets do art for the sake of art. Let your art inspire others into making more art. Even if you do not like post-modern dadaist art.

Be proud, not jealous. The only way to 100% own an idea is to keep it like a good secret: inside your head alone.

Once its out, it will get a life of its own, like a child.

Be a good parent to it. Foster it. Cheer when it makes a homerun.

(i would suggest setting AdBlock Plus on your Firefox before viewing this article below):
http://www.masternewmedia.org/news/2006/07/12/intellectual_property_vs_knowledge_sharing.htm
Don't make a slog just because. Be like Master Mapmaker SPIFFEN:
Quote from: themaskedcrusader on October 05, 2010, 05:09:33 PM
(...)Difficulty is subjective. (...)
SPIFFEN chooses to rate each map as trivial because they believe that the difficulty of the map depends on the capability of the player.
BAD RATING: MEASUREMENT OF MAP HARDNESS.
Quote from: DumbCreeperGamer"Ugh, me no finish map, map too hard, ME RATE ONE.
oOga OoGa to you too.