#Ruinous Shores by twcash.

119 messages · Page 1 of 1 (latest)

mighty dawnBOT
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Ruinous Shores

A remake just to make it more bearable on the eyes and a bit more challlenge. This map is (hopefully not intefere with other maps) and introduce naval units for the player to use.

Info

[Submission 66/124](#campaign-submissions message)

Comments (from Anuke)

the terrain definitely looks better, but it also seems less interesting to play. this is already considered to be a difficult map by newbies due to the double spawnpoints, and I don't think it needs any difficulty increases. there are fewer passages and overall less space to prepare defenses, which is not a good thing.

arctic idol
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The water nearer to spawn is such an improvement

south shard
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though it should be either narrower or have more shallow water

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looks like there's rather little space

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and yeah the old enemy spawn layout was better i think

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else the map becomes considerably harder as you don't have your chokepoints anymore

fickle gull
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I took a brief inspection of the map.
Seems cleaner than the current map.
Though I'll do some play test and hopefully write a comment about the waveset ~~.

waxen jungle
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the enemy onslaught is too fierce
either nerf the waves or make resources less scarce
rissos and maces are the main threat
and yes more shallow waters needed

fickle gull
fickle gull
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1/2

Map Assessment:
Obviously an upgrade than the one currently in game and it's less claustrophobic. Although it feels a bit empty and uninteresting in terms of terrain features. It could be improved slightly in some areas mainly ore distribution.

Rules:
Nothing notable. +40 seconds on wave spacing, added 210 seconds initial wave spacing (versus the current settings of Ruinous Shores in game)

Waveset:
Seems normal, however if I will compare it to the one currently in game, it's slightly difficult (probably because the danger is coming more on naval and land than air). Advisable to tweak the waveset mainly in the boat and air spawns.

General Gameplay:
Looks ok for a medium threat, but the spike around the end waves where air, naval and land units appear makes a difficulty spike higher than the guardian wave itself. It is beatable even if you will launch straight from the craters without titanium.

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2/2

Footnotes:

  • Since this is a rework, I have been comparing the waveset and found that the main threat of the rework was split in between naval and air units compare to the current one (which was mainly on air units and land cluster).

Here's my recommendation about what's to tweak about:

• Change the retusa spawns to crawlers.
(I kind of get that they are t1 support units and maybe the author want to introduce it, though the healing and the speed to which these units is probably doing, will make players be caught off guard even though there's an opportunity to block them on the shallow parts.)

• Reduce the per spawn value of horizons from .25 to .20.
(This is the thing that makes the entire waveset having a spike higher than the guardian itself. Since there's two enemy spawns fairly far from each other, I recommend to slow down the pace to which one gets added. This may be not a problem to people who are re-playing the game, but for people who just got out of craters, dealing with air units at this current scale is tricky, much more now that there's naval spawning).

• Add 15~30 seconds to wave spacing. (It's a double spawn, slow people can only do so much and expect people to explore new things)

  • In terms of terrain and other stuff here's my recommendation:

• Boulders. Where are they?

• Reposition the coal patches a bit farther from the spawn radius since it's kinda of unusable if players decided to do some heavy barricading. It makes alot of difference to have a starting defense set especially on a split incursion scenario.

• Add more derelict structures, add 4 containers in the map to be specific. This is for those who wants to tinker around scrap processing and it's use.
(The absence of some of the derelict structures makes the name of this map a lot less sense. Add it on the empty parts of the map, bottom right in particular)

shut vine
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Just played this map

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I really enjoyed it

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There are not enough derelict structures

waxen hare
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Sorry I’ve neglected this post in a bit

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I’m working on another version which hopefully should help

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Also I have no clue why the boulders are gone

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I haven’t had that issue

waxen hare
fickle gull
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I kind of understand what Anuke was saying on his footnotes though upon play test and map inspection, I kinda see two different things.

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I do agree that the map does not need any more increase in difficulty, it only needs to be enough for it to serve as a remake.

waxen hare
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I feel like it's difficulty didnt need to be increased too I just wanted to even some of it out as the old felt underwhelming most of the time

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I do see what you mean and Im currently working on it rn

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also after downloading the version posted I see where the boulders went lol

waxen hare
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might tweak this some more but I reduced a lot of unit counts but I added atrax's which should make the spider paths actually do something

waxen hare
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I did a bunch of tweaks to the map

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I adjusted the waves a tad reducing utter unit spam

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added more derelict ruins and you now have the ability to dos scrap to titanium stuffs

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I made certain chockepoints thinner and added more shallow water

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also fixed boulders

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terrain export buildings dont show properly

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wave 15

fickle gull
waxen hare
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Yes I did

fickle gull
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Copper conveyors?

waxen hare
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?

fickle gull
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I did not used titanium on my run that's why there alot of stuff in there.

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Assuming from only the screenshot provided either the waves are lower than medium in difficulty or you are using titanium there. Or there is something else going on there with your revised version that I am not picking up from the screenshot???..

fickle gull
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Updated version pinned.

waxen hare
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Not 30

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No titanium

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I did use monos

fickle gull
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Checks out 😂

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I thought that was your setup till it ends.

waxen hare
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I’ll complete it later but I’m busy

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Btw I think you get 200 titanium from the map now

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Which is quite a bit

fickle gull
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If the thing is not researched, it will not be salvaged anyways

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Derelicts are there to give hints on what's the map is about and sometimes the setup would tell you how things would go. It is also a good tool to tell stories without saying a word about it. It gives subtle hints on how new blocks are being used (cultivators on Biosynthesis Facility as an example)

waxen hare
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I used cultivators in a part of this map with coal centrifuges

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I did include a couple naval factories similar to coastline

waxen hare
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ok beat the map after procrastination

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it's not bad but not entirely fun

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I almost didnt use tita for the entire game but wanted to play around with it inbetween the waves

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the atrax's almost killed me after going around my main defense but I managed to survive through it

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I also managed to upgrade to core: foundation around wave 25

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wave 29 was also pretty hard even taking out some of hte defense before the final wave

waxen jungle
waxen hare
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I mean I’m an experienced player so ima get a new person to test it out and get their feedback

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The difficulty felt numb even with copper tier stuff

waxen jungle
waxen hare
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Sadly I can’t work on this constantly since I do other things

waxen jungle
waxen jungle
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wave 9

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that was close

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forgor to place horizon lure

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skip wave from 10

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the 4 fortress scared me(never)

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tbh 4 fortress in a map after craters is really kinda scary to newcomers

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first few waves i used arcs
much easier than old one

potent pollen
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This is in BE now, although I have not tested it yet. Will comment further if I make any edits.

small spear
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Gg

peak wadi
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Second map added to BE
We are making rapid progress

waxen jungle
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yay

tall jewel
peak wadi
tall jewel
waxen hare
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Looks better too

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I’m debating whether or not to get the map tester role

potent pollen
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Thoughts on this map as I play it:

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Crater floors spammed next to each other are ugly and unnatural, they should be less dense / used sparingly
||it's also vaguely trypophobic, not something you should see in terrain||

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This can easily be mistaken for ore and should be completely removed

waxen hare
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Should I do a quick patch?

potent pollen
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Yes

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For the crater floors you can probably apply a quick generate filter to reduce it to 25% density or less

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the others should just be deleted

waxen hare
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alr

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Ill have to do it a while later I wont be able to for a bit

potent pollen
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Nevermind, it's simple enough that I can do it quickly myself

potent pollen
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Overall impressions after beating it: Good map, the naval route really helps it feel more like tower defense as opposed to wall spam. More maps should use naval enemies like this. Might be too difficult for newbies, but I'm not sure if I'm qualified to say - there's a lot to manage

waxen hare
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If anything might reduce some of the horizons

waxen hare
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Ive reduced the amount of craters significantly and just blatantly removedthe pebbles

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Ive found it looks significantly better without the pebbles

potent pollen
waxen hare
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Oh i see

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didnt see that message apologies

peak wadi
fickle gull
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@waxen hare 🎉

fickle gull
waxen jungle
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I think shouldn't be closed

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discussions can still exist and make changes via Anuke himself/map author doing PR

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imo maps in final phase will go through careful playtest and rebalancing

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at least for my maps I will have them thoroughly playtested

fickle gull
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Because if the answer is yes, then I will ignore the maps that has been added in BE and will just wait for updates on the maps I've checked instead.

waxen jungle
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makes sense