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[32x16] Olympics

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domitmn

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Post 30.04.2012, 18:26

[32x16] Olympics

Path length: 128 [including 10x tunnel & Start+End]

Start: Blue corner -> flying to the blue ring
End: red corner -> flying out of the red ring

Circle-switch-points for the creeps are marked with numbers.
So every second time a marked cross is passed the creeps will move to the next circle.

Tunnel-fields every time a circle, a creep is currently on, is overlayed by another one.

Blocked areas are marked in the path-screenshot:
No building on the rings - makes it harder to defend the long path.

Update:
olympic rings 32x16.jpg
olympic rings 32x16.jpg (146.62 KiB) Viewed 5112 times


[spoiler]
olympic_rings_pfad.jpg
olympic_rings_pfad.jpg (219.04 KiB) Viewed 5220 times
[/spoiler]
Attachments
olympic_rings.map.txt
(1.39 KiB) Downloaded 172 times
Last edited by domitmn on 03.05.2012, 22:09, edited 1 time in total.

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Post 30.04.2012, 18:26

Re: [32x16] Olympics

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Pezinator

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Post 30.04.2012, 23:03

Re: [32x16] Olympic Rings

Good idea! The Design is great! But the Path not! I think this Map is nearly impossible to deff! The creeps move to fast because they move diagonally! I really think that this Map isn't nice to play! I really like the Design, but Design ísn't everything!
"Have no fear of perfection; you'll never reach it."
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domitmn

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Post 01.05.2012, 08:38

Re: [32x16] Olympic Rings

Thanks for the appreciation of the design.

As for the playability: I believe the path with its about 115 steps, where you can attack the creeps is long enough
to deff it without a problem. although there are some diagonal parts in there.
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olethuora

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Post 01.05.2012, 17:21

Re: [32x16] Olympic Rings

It looks good, but its hard to see the red creeps from the red ring. I think blue ring is hard for blue creeps too.
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Bianca1989

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Post 03.05.2012, 13:51

Re: [32x16] Olympic Rings

Design find ich hammermäßig aber der Pfad spricht mich überhaupt nicht an ^^

Schließe mich Pezinator voll und ganz an ;) Und Tunnelfreund bin ich sowieso keiner. Aber das ist geschmackssache.
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Rash

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Post 03.05.2012, 15:54

Re: [32x16] Olympic Rings

Great Design! But the Path... I dunno.
I think this Map should be played.
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dcode

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Post 03.05.2012, 16:11

Re: [32x16] Olympic Rings

I really like the idea and the design.

However it looks like the bottom spots are not perfectly symmetric. Would be great if it'd match when rotated by 180° (it's not mirrored).
Think it, design it, build it, run it. That's what I do.
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domitmn

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Post 03.05.2012, 22:08

Re: [32x16] Olympic Rings

Thanks for the tip with the 'asyncron' spots, I fixed that in the first post,
here is an image of the full screen.

[spoiler]
olympic rings 32x32.jpg
olympic rings 32x32.jpg (288.32 KiB) Viewed 5112 times
[/spoiler]


As for the path:

I'am also a bit unsure how the playability will be.
As most of the 32x16 maps are more or less long, an the path in this map is also quite long,
I tried to increase the length by blocking more areas.
Because of the diagonal steps I needed in the rings, I also think the blocked areas keep the graphics "alive",
because there are no towers on a diagonal step that 'touch' each other an block the path.
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Pezinator

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Post 04.05.2012, 13:00

Re: [32x16] Olympic Rings

domitmn wrote:As for the path:

I'am also a bit unsure how the playability will be.
As most of the 32x16 maps are more or less long, an the path in this map is also quite long,
I tried to increase the length by blocking more areas.
Because of the diagonal steps I needed in the rings, I also think the blocked areas keep the graphics "alive",
because there are no towers on a diagonal step that 'touch' each other an block the path.


Well I think, that this really could get a problem! I don't know how many spots you've blocked inside the rings, but if there aren't enough left it nearly gets impossible to deff the map. Especially in the beginning, when you don't have the possibility to built ions!
"Have no fear of perfection; you'll never reach it."
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domitmn

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Post 04.05.2012, 13:09

Re: [32x16] Olympic Rings

@Pezinator:
I believe you haven't really read my first post.
There is a picture of the path in the "Spoiler" where you can see all the blocked areas.
And to speculate about the playability without taking a look at that picture seems a bit odd to me.

I think there are enough possibilities to defend event the first waves, you might start defending a bit earlier,
than in other maps with that much path length.
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Rambo196

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Post 05.05.2012, 11:04

Re: [32x16] Olympic Rings

The general problem is that there is nearly no map with diagonal paths (only snakypath and i dont like this map). The community dont like these diagonal paths too. So maybe try to bring other intersting new mapdetails in a map.
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domitmn

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Post 05.05.2012, 15:22

Re: [32x16] Olympic Rings

If there is almost no map with diagonal path why don't you give it at least a chance.

Add it for a week and make a poll. Currently there are only a few 32x16 maps in the game,
and half of them have the splitting of creeps in them, which I do not much appreciate,
because it has more influence on the gameplay then a diagonal path.

You might adjust your building tactics when having some diagonal steps in a map,
but I thought that's what would make the map interesting.
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Pezinator

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Post 05.05.2012, 20:09

Re: [32x16] Olympic Rings

domitmn wrote:@Pezinator:
I believe you haven't really read my first post.
There is a picture of the path in the "Spoiler" where you can see all the blocked areas.
And to speculate about the playability without taking a look at that picture seems a bit odd to me.

I think there are enough possibilities to defend event the first waves, you might start defending a bit earlier,
than in other maps with that much path length.


Well actually i read all of your posts! But never mind! And i still think, that the map is difficult to defend, altough the path might be long!

domitmn wrote:If there is almost no map with diagonal path why don't you give it at least a chance.

Add it for a week and make a poll. Currently there are only a few 32x16 maps in the game,
and half of them have the splitting of creeps in them, which I do not much appreciate,
because it has more influence on the gameplay then a diagonal path.

You might adjust your building tactics when having some diagonal steps in a map,
but I thought that's what would make the map interesting.


I think this idea isn't that bad! Altough it means more work for dcode and the admin team! I have made my opinion about this map. Maybe some others like it more!
"Have no fear of perfection; you'll never reach it."
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Ximon

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Post 06.05.2012, 21:25

Re: [32x16] Olympic Rings

Grafisch schön aber nicht spielbar, Pfad schön, aber unspielbar. Gegen eine aufnahme
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Pezinator

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Post 07.05.2012, 13:45

Re: [32x16] Olympic Rings

Ximon wrote:Grafisch schön aber nicht spielbar, Pfad schön, aber unspielbar. Gegen eine aufnahme

translated: the design is good but the map isn't playable, nice path, but not playable. Against accepting the map!
"Have no fear of perfection; you'll never reach it."
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dcode

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Post 10.05.2012, 00:34

Re: [32x16] Olympic Rings

I think it is playable (though not easy) if compared to a map like SPEEDVECTOR.
Think it, design it, build it, run it. That's what I do.
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Seraph07

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Post 10.05.2012, 06:38

Re: [32x16] Olympic Rings

I like the idea of a map with a diagonal path and so many tunnels.
The design is great and the map is long enough to play 100 rounds.
It is more tricky to deff than other maps, but I think that is a good way to become more multifacted.
Let us give the map a try.
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krunx

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Post 10.05.2012, 07:57

Re: [32x16] Olympic Rings

Design finde ich gut, den Pfad halte ich aber auch für nicht wirklich sinnvoll spielbar.
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ALT

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Post 18.05.2012, 21:52

Re: [32x16] Olympic Rings

I think you should remove the blocked areas and allow building anywhere.
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dcode

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Post 22.05.2012, 18:40

Re: [32x16] Olympic Rings

I simply added this map for testing so try it out and let us know if there's anything that should be improved :)
Think it, design it, build it, run it. That's what I do.
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