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Heartlight {16X16}

PostPosted: 01.02.2014, 05:37
by Flipper
Updated: removed grid lines from path,
Changed clock graphics
removed arrows




So not sure if this is a waste of time as there hasn't been any movement on adding new maps.
However I dusted off my Paint.net and popped this out.

map file:


heartlight1-b.zip
(55.26 KiB) Downloaded 140 times

Re: Heartlight {16X16}

PostPosted: 01.02.2014, 12:09
by Seraph07
I like the path. A good splashposition and a good position for speedtowers.

1 or 2 ticks are normal, 3 should be the max. But you can also use 5 ticks, this way it will become the maindeffspot.

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 02:34
by Pezinator
I would go for 2 ticks. Should be a nice map to play then. For my personal opinion i find the map rather good. Design is ok and Path is quite nice and new too.

There's only one thing I'd recommend you change. It would be great if you could remove the grid beyond the path.

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 05:51
by Flipper
I always thought that having the grid was preferred.

I'll subdue it a bit more - to where it is almost gone

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 06:24
by Flipper
I modified it a bit, I moved the to pauses a bit closer together,

So this would be verion 2

I think 2 ticks at each clock should be suffficient as well.

heart shape box 2.png
heart shape box 2.png (181.71 KiB) Viewed 2944 times


Map file:

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 14:40
by Seraph07
Why did you changed the start and the end?
Here a short reminder how the most maps are running.


If you wouldnt change the start and the end there would be no need for arrows.

I preffer the first version because the secound is harder to deff.

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 14:42
by Pezinator
I am sorry maybe i should explain closer what I meant wasn't the normal grid. This grid is good to have. But what I mean is behind your path that means under your transponent path you can see the grid which doesn't really look nice.

For the clocks: I wouldn't move them closer together. But of course you can do as you please.

Re: Heartlight {16X16}

PostPosted: 02.02.2014, 19:22
by Flipper
Penz,
Point on the grid taken, will modify.

Seraph, I will reverse the path and move the clocks back.

Now for my rant:

I purposefully had the creeps go from right to bottom, only because all other maps tend to go from bottom to right.
Just trying to mix things up a bit.

Harder isn't better? So you lose 2 spaces to place a tower, but you do have 2 additional spaces of creep crawl and there is a pause at the end which, in my opinion is just a bit different. it isn't like I blocked off half the map.

maybe my next map will be: Map: Sarcasm {16x16} by Flipper
(please note the fact that I am going from the bottom to the the right just so it is the same as all other maps...god forbid we have any sort of diversity)

7,16 start; 7,15; 7,14; 7,13; 7,12; 7,11; 7,10; 7,9; 7,8;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7; 7,7;
8,7; 9,7; 10,7; 11,7; 12,7; 13,7; 14,7; 15,7; 16,7 end

or perhaps that might be too hard to defend maybe another 5 minutes, should be in order

Re: Heartlight {16X16}

PostPosted: 03.02.2014, 19:51
by Seraph07
It is just my personal preference that I prefer version 1 more. As a player I look where I would place my towers and version 2 destroys my spot for a cannontower, so the start will be more troublesome.
Also the way from the creeps, since the map is equal on both sides it is not important - as a player I just would expect that the creeps go the other way.

Feel free to offer both or more versions, in the end our community decides which one prefers the most players.

PS:
We actually had a mapsuggestion on creepsmash from Firefox15 which was nearly like your sarcasm map. So, yes. Maybe we preffer easy maps a little to much but in the end there is nothing won with a challenging map without players.

Re: Heartlight {16X16}

PostPosted: 22.06.2014, 22:00
by krunx
ADDED to TESTING.

Re: Heartlight {16X16}

PostPosted: 25.06.2014, 19:22
by Pezinator
Doesn't work at the moment.

Re: Heartlight {16X16}

PostPosted: 25.06.2014, 19:37
by krunx
update