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[32x16] Olympics

Posted:
30.04.2012, 18:26
by domitmn
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 (146.62 KiB) Viewed 5217 times
[spoiler]

- olympic_rings_pfad.jpg (219.04 KiB) Viewed 5325 times
[/spoiler]
Re: [32x16] Olympic Rings

Posted:
30.04.2012, 23:03
by Pezinator
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!
Re: [32x16] Olympic Rings

Posted:
01.05.2012, 08:38
by domitmn
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.
Re: [32x16] Olympic Rings

Posted:
01.05.2012, 17:21
by olethuora
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.
Re: [32x16] Olympic Rings

Posted:
03.05.2012, 13:51
by Bianca1989
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.
Re: [32x16] Olympic Rings

Posted:
03.05.2012, 15:54
by Rash
Great Design! But the Path... I dunno.
I think this Map should be played.
Re: [32x16] Olympic Rings

Posted:
03.05.2012, 16:11
by dcode
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).
Re: [32x16] Olympic Rings

Posted:
03.05.2012, 22:08
by domitmn
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 (288.32 KiB) Viewed 5217 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.
Re: [32x16] Olympic Rings

Posted:
04.05.2012, 13:00
by Pezinator
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!
Re: [32x16] Olympic Rings

Posted:
04.05.2012, 13:09
by domitmn
@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.
Re: [32x16] Olympic Rings

Posted:
05.05.2012, 11:04
by Rambo196
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.
Re: [32x16] Olympic Rings

Posted:
05.05.2012, 15:22
by domitmn
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.
Re: [32x16] Olympic Rings

Posted:
05.05.2012, 20:09
by Pezinator
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!
Re: [32x16] Olympic Rings

Posted:
06.05.2012, 21:25
by Ximon
Grafisch schön aber nicht spielbar, Pfad schön, aber unspielbar. Gegen eine aufnahme
Re: [32x16] Olympic Rings

Posted:
07.05.2012, 13:45
by Pezinator
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!
Re: [32x16] Olympic Rings

Posted:
10.05.2012, 00:34
by dcode
I think it is playable (though not easy) if compared to a map like SPEEDVECTOR.
Re: [32x16] Olympic Rings

Posted:
10.05.2012, 06:38
by Seraph07
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.
Re: [32x16] Olympic Rings

Posted:
10.05.2012, 07:57
by krunx
Design finde ich gut, den Pfad halte ich aber auch für nicht wirklich sinnvoll spielbar.
Re: [32x16] Olympic Rings

Posted:
18.05.2012, 21:52
by ALT
I think you should remove the blocked areas and allow building anywhere.
Re: [32x16] Olympic Rings

Posted:
22.05.2012, 18:40
by dcode
I simply added this map for testing so try it out and let us know if there's anything that should be improved
