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{weave} 16X16

Moderator: Map Officer

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Flipper

Ray
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Joined: 23.08.2012, 02:52

Post 29.06.2013, 01:14

{weave} 16X16

Updated map to final version, added zip file - flip

Long map..

145 spaces. with 16 being tunnels
Start at the bottom



Map Data:
Attachments
Weave.zip
(145.22 KiB) Downloaded 74 times
Last edited by Flipper on 02.02.2014, 07:08, edited 1 time in total.

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Post 29.06.2013, 01:14

Re: {weave} 16X16

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manuel

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Post 29.06.2013, 08:03

Re: {weave} 16X16

Not bad, I really like it, but I'd remove the tunnels.
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aleqqqs

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Post 29.06.2013, 11:57

Re: {weave} 16X16

Image

Sehr gelungene Map in meinen Augen, sowohl Design wie auch Pfad.

Einziger Kritikpunkt:

Das Pfaddesign suggeriert Tunnels, im Pfad sind aber keine. Ich würde das aber unbedingt so lassen und keine Tunnel einfügen. (Rocket Towers wären sonst auf dieser Map wahrscheinlich komplett nutzlos, weil die Raketen ja verschwinden, sobald ihr Ziel-Creep in einem Tunnel verschwindet!)

Wie gesagt, das Pfaddesign suggeriert zwar Tunnels, obwohl es keine sind, aber gerade das macht den Pfadverlauf schön übersichtlich - würden die Pfade nicht "übereinander" laufen, wäre die Übersichtlichkeit weg, etwa so wie bei Magicmike.

ENGLISH:
Very appealing map, regarding design as well as the path.

only point of criticism:

the path design suggests tunnels, but there arent any in the path. but i strongly recommend to leave it that way instead of adding tunnels. (rocket towers would become completely useless, because the rockets vanish the moment the targeted creep enters a tunnel!)

as i said, the path design suggests tunnels where there are none, but that'S exactly what makes the path clearly represented - if the path would not overlap, it would be as chaotic as magicmike.
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Jolene

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Post 29.06.2013, 15:26

Re: {weave} 16X16

gefällt mir sehr gut! könnte mir jedoch vorstellen, dass die map sich genauso spiel wie magic mike.
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krunx

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Post 29.06.2013, 15:33

Re: {weave} 16X16

Tut mir leid, aber die Graphik gefällt mir nicht. Scheinbar gefällt es aber anderen hier.
Ich finde auch nicht, dass die Tunnel bei der Orientierung helfen, denn da müssten logischerweise Tunnel hin. Wenn man das richtig machen wollte, dann muss man die späteren Pfade alle über die früheren malen!
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Flipper

Ray
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Post 29.06.2013, 15:36

Re: {weave} 16X16

Actually there were supposed to be tunnels...
evidently they got lost during the cut and paste from the map editor.

Aleqqqs I think something got lost in translation though, I don't know if you are suggesting to put the tunnels back in with the knowledge that rockets will lose their effectiveness, or to leave them out and have the paths appearance be counter intuitive.
I am not sure if you are stating that the diminished effectiveness is a negative. Manuel's comment seems to suggest that.


So I noticed I didn't get a perfect score due to apparent map bordersI will try to add a subtle rope or something to the border :) Also I will resubmit the map file with the tunnel data that got lost.

Off topic....
Over the past year I have noticed a few things. No diagonals and no tunnels. However, people want unique paths.
This lends to a contradiction. Without the variety you will get nothing more than rehashes of vectors or blue/red words.
how much difference is there between blue world and jungle tour? not a whole lot.
This map is not much different than Atomic or ladder vector with the long straight paths at its basic concept.

I learned a lot from my "strolling" experiment....just because it is different, doesn't make it playable. I am willing to concede that, and will understand if that is the case here. But, I think that it is unfair to dismiss the "different" things just because you can't implement a strategy that you are used to.

What is "magic Mike" I can't find it http://www.creeptd.com/en/maps/MAGICMIKE
Last edited by Flipper on 29.06.2013, 16:14, edited 1 time in total.
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aleqqqs

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Post 29.06.2013, 15:48

Re: {weave} 16X16

sorry i forgot to respond in english, i edited my initial post now.

the addition of tunnels to the path would destroy any fun in the gameplay of this map - to me, that is. (others may think differently about that.)


regarding your off topic:
there is, of course, a limited number of possible unique paths on a 16x16 grid. i personally despise tunnels and diagonals, as do many others. however, there are also people who dont mind them at all.

anyway - sometimes, just a little change in the path will change the gameplay of the map completely - even if it looks similar to an exisiting path.

still, my bottomline to this map:
without tunnels: very good
with tunnels: meh
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Flipper

Ray
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Post 29.06.2013, 16:24

Re: {weave} 16X16

anyway - sometimes, just a little change in the path will change the gameplay of the map completely - even if it looks similar to an exisiting path.

Understand.....look at the evolution going on with dcode's deja vu


All: Please don't misinterpret me comparing jungletour and blueworld. I wasn't saying they are the same just had a similar feel to it. I know that there are major differences, but i think they could be categorized together as a style.

this map could be a linear style, or long switchback style atomic, Magicmike, button,bloodlines, islands,and don't worry are a few maps that could fall into that class as well IMO.

Naturally the goal is to please the masses,
So the question is now.....should I redo the path to graphically not show tunnels? perhaps a poll?
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Seraph07

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Post 30.06.2013, 12:02

Re: {weave} 16X16

I would preffer tunnels:
- you get a individual map
- you create a new type of gameplay

Con:
- the old gameplay with a lot of rockets and some ultis wont work any more

= We can test the map with tunnels and without. This is the only way to check out which is the better map.
A poll in the forum will only give a biased result (votes with secound accounts).
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dcode

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Post 30.06.2013, 15:54

Re: {weave} 16X16

Btw.: It's not entirely correct that rockets just disappear if a creep enters a tunnel. As long as there is another creep in tower range, the rocket turns around and targets this one instead.
Think it, design it, build it, run it. That's what I do.
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aleqqqs

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Post 30.06.2013, 17:25

Re: {weave} 16X16

are you sure??

i would have bet the rocket disappears no matter what, if its initial targetet creep enters the tunnel.
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Jolene

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Post 30.06.2013, 17:25

Re: {weave} 16X16

i dont like tunnels, so i'd prefere the map without them.
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ellie

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Post 07.07.2013, 13:55

Re: {weave} 16X16

I like the path... but the color is terrible...
Newton ist tot...
Einstein ist tot...
... und mir ist auch schon ganz schlecht!!! :(
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Flipper

Ray
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Post 09.07.2013, 01:32

Re: {weave} 16X16

@ ellie....
Like the path with or without the tunnels?
as far as color.......with your hot pink sig and avatar, I am not too sure I could appease your color taste.. :lol:
Suggestion for color?
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ellie

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Post 09.07.2013, 03:38

Re: {weave} 16X16

i think it is better without tunnels...

i`ve never said, the map must be pink, but i think i feel like i get eye-cancer after playing a map with such a color ;)


and sry, that you don`t like the color of my avatar or signature, but i am just a woman, *ironic on* not such a strong masculine essence *ironic off* , that don`t like feminine colors...
Newton ist tot...
Einstein ist tot...
... und mir ist auch schon ganz schlecht!!! :(
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Lamer

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Post 09.07.2013, 12:58

Re: {weave} 16X16

Hello

The Yellow on the Path is a little too strong.
Maybe darker/lighter?

Greetings
Lamer
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Flipper

Ray
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Post 09.07.2013, 20:05

Re: {weave} 16X16

@ ellie I am sorry if I came off wrong, it was meant as light humor not sarcasm.

@ Lamer I will see about darkening the path a little?

Added a rope border, darkened path removed lighting. A little pink for ellie :D
weave5.jpg
weave5.jpg (113.74 KiB) Viewed 1964 times



So as it stands I have Map data with no tunnels, and the map showing tunnels. I need to fix one....
I would like to keep tunnels for testing, but if no-one will play with tunnels, then I submit:
weave7.jpg
weave7.jpg (130.57 KiB) Viewed 1962 times
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dcode

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Post 09.07.2013, 23:14

Re: {weave} 16X16

Simply...
Attachments
weave.jpg
weave.jpg (53.29 KiB) Viewed 1953 times
Think it, design it, build it, run it. That's what I do.
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Flipper

Ray
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Post 09.07.2013, 23:56

Re: {weave} 16X16

Well if you want to go simply....

Path shadowing removed to eliminate tunnelling effect:
weave8.jpg
weave8.jpg (118.11 KiB) Viewed 1947 times


I personally like the look of the colored weave pattern (weave 7) can experiment with other coloring though
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dcode

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Post 10.07.2013, 01:03

Re: {weave} 16X16

You can do this, too, of course. I just liked it more with the effect just as a way of signaling which way creeps will continue at :). Borders already show that there is no hard cut for a tunnel. -> WEAVE :)
Think it, design it, build it, run it. That's what I do.
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