#Polar Air Factory by hhhi17
243 messages · Page 1 of 1 (latest)
I've flown around the map, this map definitely HAS potential. HOWEVER, I will find fault, and find fault hard enough
First of all: what is that? It doesn't look vanilla, and putting a silicon crucible in an abandoned team so that people can just get plastanium is not a good idea. There is also very little scrap here, and the boundaries of these zones, where the batteries and the crucible are located, are very smooth.
Secondly, I don't like the thin layer of ice behind which the stone begins. And something dark protrudes from under the ice, it looks like dark sand, which also spoils the whole picture, especially if you look closely. Another point: an absolutely flat line of dark sand with water on the border of water and ice walls. It is better to put just water here so that it goes under the walls, it will, as I think, look more harmonious (see picture 2)
Thirdly, it is better not to use processors when building enemy campaign bases, it looks strange and spoils the atmosphere.
Fourthly, this is not an Erekir, but a Serpulo. The buildings near our core, as well as the metal tiles under it, do not belong to the category of "vanilla maps". I advise you to remove it
However, I want to praise you for the good structure of the enemy base. Your conveyors and walls mostly form straight shapes, which already improves their appearance. There is also free space on the bases, which is very, very important.
Another moment: scattered thermal generators among enemy turrets and conveyors. It looks terrible. Make the thermal zones a little more crowded, combine them into one or two, but do not make them a bunch of small islands. Put the thermal baths in one large pile or two or three smaller piles, and leave a free space around them to separate them, and not mix them with the base
@granite badge
That's how your hot stones are placed. And look at how it looks on the NPC
Oh, and another thing: an absolutely flat line of dark sand near the shore does not look at all. Make it somewhere in 2 blocks, and somewhere in 20, so that the transitions look harmonious
cards? and it is (check salt flats and other serpulo attack maps)
I'm not going to change the visuals of the map, as I find the current version of it the most beautiful.
The thermal generators are not arranged in this way for beauty, but for their protection
Яндекс переводчик))
Without a processor they would explode, I don't want to use the world processor for this purpose.
It's your business, I've said it all.
💀
WAIT
this sector has no wave sending?
so what happens if this sector is vulnerable and get attacked 
I hope there are no enemy bases nearby for such a condition to exist
¯_(ツ)_/¯
the map terrain is very interesting!
like the irl world. the ice brkoen apart. climate change everywhere.
How in the world are you expected to build an economy here? There's virtually no space in this world and ice walls are everywhere. Is there even enough space to fit a core schematic? This is the sort of map where you would launch with this #schematics message kind of schematic and then forget the sector afterward.
Sometimes you just capture a sector for the sake of capturing it 🤷♂️. I mean there are so many sectors in serpulo to build eco anyways
the only way I can imagine capturing a sector like this is with a core schematic. playing this is unbearable
Launching resources are just op. If the resources are actually depletable, then it may encourage players to capture sectors. but idk lol
As for the map, the terrain is nice but I still can't pass the first scepter enemy (sorry for skill issue)
- Looks at broken ice bits relating to climate change
- Half of Serpulo covered in spore:
Core schem will break the walls if it's in the way. Though that is indeed claustrophobic as a starting area. So landing on this place without a core schem is a nightmare. Though I'm curious tho what happens on the solar panel on the right.. will it get deleted or part of the schem will get deleted.
The map is more than passable without a core schematic or additional resources. the main thing is to survive the first t4 unit.
You know, I just realized that the research requirements you put on your map doesn't make sense.
Since your map, assuming by it's position in the tech tree, will only open after Nuclear Production Complex (which unlocks Airblast drill). Capturing Extraction Outpost will just fullfil half of the map requirements to be unlocked.
Unless it is a typo and you meant Laser Drill on that part.
The map feels more of post NPC than EO.
Its sound strange, but its actually intended
But you right, probably i should change research recuarements
I did some testing with this map last night to check the feedbacks being received in here and the one that sticks out the most to me is that boosted reconstructor spawning scepter.
I believe you when you said it's possible (because I died on the air raid, not on the T4), although you can do so much with limited terrain while being under constant fire.. Either people will just drop in this map with a sizeable loadout and be done with it.
As for the current setting, the slow material buildup is what makes this map a pain the most rather than space. Possibly if the T4 will spawn a little later, this would be feasible to bounce back.
The technology that was present in the area just fits right in with post NPC, possibly a fork down in between Desolate Rift that's why I said it feels out of place to be put just below EO. (Unless you are hinting that the map requires external help via launchpads)
So while waiting for other feedback to come along from other people that are interested in completing this map, I'll just pin some of the comments here to note for.
Also, I would like to verify that this map is beatable without external help.
1/2
Assessment:
Map Composition:
Terrain is fine and blending elements are okay besides a few straight lines. Ores are abundant enough to have the place as a trophy for production after the fight. The path layout (for land units) is good although it may seem difficult to see all due to the water color (deep vs shallow).
Rules:
Core incinerator is off.
Waveset:
(Post attack) Seems good enough for the threat level of the map. Though the placement of incursion point(s) would definitely be awkward. I don't know if the map author have decided where these spawns will come from and it will remain unknown till this map's location in the planet is set.
General Gameplay:
``It may seem intimidating but based on my play test, this map is good for 30min run (on average) and depends whether how prepared or skilled a player will tackle this map. Many ways it can be played and that what's this map allowed to.
Early game struggle (for space, production and looming T4 + air swarms) made the map feels difficult, but it's fairly doable even if landing on a foundation core with an average loadout.``
2/2
Footnotes:
-
The way the map was laid out give players all the possibility on how to deal with it. Also fair enough to give not so obvious hints on how to solve the looming threat (the scepter in particular). Good concept of a map overall and definitely a test of player knowledge in the game (mainly on air units favourite snack)
-
So after some multiple tests, observation and technology required for this map to be beaten, I have come to the conclusion on how I see this map getting rated. Here's my recommendation:
• Threat level: High (6)
(It may sound strange, but I feel that this is the correct rating. It doesn't have the need to use end game turrets to complete the map and it's more of skill test that's important here. Map is generous enough to give ores at minimum to accomplish stuff even at a space disadvantage).
• Placement: Below NPC or Overgrowth, but required to capture NPC either which way it goes (to make the present technology in the map in line with the mechanics it presents to the players with a heavy stress on thorium related stuff).
• Research Requirements:
- Mass Driver (because the map is obviously compromised of fragmented landmass and you can only do conveyors on some areas that it can be done)
- All T3 units except Mega + multiplicative constructor (since the map definitely hinting that those units can be used to either attack or defend in game)
For the thing it unlocks, I agree on the map author.
- Overall, my impression of this map is great and I don't have any complains about it except the nearby solar panels at core.. I think it could be placed somewhere that it doesn't eat away the already available space it has. It may argue that it was non issue, but considering the space restrictions, I would not be surprised if it gets removed most of the time because there is more better power alternatives and it frees up space near core for better use.
I'm impressed by your pedantry. (That's a compliment)
It took me some time to pick up the hint lmao.
I check maps the same way I filter map submission when I was a reviewer on some servers a few years ago. And with added guidelines, I am trying my best to understand what the map is trying to do and what could be improved. And OCD.
As for me, this is like my regular routine to inspect stuff mainly on terrain elements.
Analysis completed :
Error 1 : Mender not powered (37 , 112)
Error 2 : Pump not powered (34 , 45)
Error 3 : Fed salvos (71 , 102)
I may have miss some since I'm using mobile sowy ;-;
Learn english 💀
I will be testing this map soon. How about "Polar Aerodrome" as an alternative name? "air factory" seems a bit plain.
Should I fix these myself before adding the map?
Judging by how old these are, i don't think the author will fix them...
ahh, he should ping me
Oh, so you are going to fix them
fixed version, If it is still necessary
At your discretion
Man you took this long enough to respond to fix
💀
Thinking of putting it at 257, but it's at the bottom of the planet, people might miss it
S257... If I remember correctly, south pole has many of those sectors that's 'sunken' and mainly dark sanded. I suggest putting them 2 spaces higher since it's mostly icy rock and less dark sand.
S270 can do if you don't want it too deep down the pole.
peak sector
*get attacked
*find no new waves needed to defend
I'm not sure what to do about the lack of spawnpoints.
It's currently the only sector with none, and that may break the game due to sector simulation
Same map designer as some of the Erekir maps
yeah he made siege and caldera iirc
maybe just leave it as it is?
cuz without the spawn points the enemy unit production is already kinda dense
It has a waveset, but no spawn points.
I suggest putting it on the top rightmost part. Putting it on the left is a bit awkward.
fun fact that waveset is the default custom map's default wavespawn
@granite badge
ahh, it is not a problem to place a spawnpoint and simply turn off the waves with the world processor if there is an enemy core in the sector but as far as I understand, the simulation does not understand the concept of disabled waves
I thought the spawnpoint goes to the location of one of the former enemy cores
the 'reattack' spawn point auto generate at the last crux core u destroyed
Then it's better to not destroy the top core in the old Fungal Pass first...
yes if u do so the reattack spawn will be in middle of the map
we need a map that will slowly introducing more spawn point during the game
weathered channels
~~fillup ur polar aerodome with land
~~
they have even messed up the extraction outpost 😔
Yeah, i will probably just still use Fortresses as they look cool
In my defense it looked thirsty
What are these arguments 💀
Keep going, buddy 👍
ok, this map is extremely broken in campaign
several minutes in:
It also captured itself despite no action from me and I don't know why
ok, thats looks very bad, i probably will add enemy spawn
Is it supposed to be this difficult? It's after extraction outpost and unlocks some T4s, so I assumed it would be medium-hard
It seems basically undoable right now [without launchpads/loadout], with 2 players I barely got minimum production set up before the factories started unloading massive amounts of units
its easy map, at least not in campaign
You just need to survive the first scepter
Air units are annoying, but can be easily distracted by generators
so there is no need to fill all base with air def
-# offtopic: Has someone already made a remake of desolate Rift?
Wait, is there unit retainment logic that makes units gather up before attacking? I thought logic-controlled units aren't allowed
It was due to the sector being captured (bug)
desolate rift is fine
It's digital garbage
that's really subjective, because I love it
and some [other people](#mapping message) from mapping channel too
ahh, enemies get stuck in the base
- increased the time before enabling enemy factories (20 minutes)
- enable waves (weak air units, guardian - 50 wave)
offtopic: what shuld be changed here? (Only the landscape has been changed)
oh, ok
will look at it later, too busy right now sorry
Diagnosis:
The sector was infamous of the extreme lack of lead
And you just revert it
Thorium are a bit too rich (from 4 AB at old version to 6 AB)
Extra question, are you trying to rebirth the Legacy Derift (Which have Titanium being extremely scare ?)
Also Titanium patchs are looks like they are going to piss the players off, as to maximizing a patch it request phase brigdes or so.
Still, Can deploy some AB for those titas
Fixed the titanium patches, since that was actually annoying.
About lead: I don't see any reason why there should be so little of it, since player can just mono spam from a start. For me, the uniform spread of ore on the map is a quality of life change.
Its always have been
Something must be sacrified to increase the map difficulty
I think desolate rift difficulty mostly come from a hard waves, not a lack of res.
Did you know what happen at Legacy Derift ?
You barely have titanium/plast to work with

and after there was a v6, that introduced the launch pads
No
Legacy Derift was like the start of official v4
It last for a update iirc
ahh, i havnt played v4
(
Yeah the Legacy Derift was in a BE and the next update its gone
Basically too hard since from a single screenshot of it, theres just a bunch of 2x2 lined up titanium veins
Airblast aint happy bout tis
One more thing - I can change it myself quickly, but you may prefer to do it yourself - the core at the spawn has metal tiles, which generally aren't used for serpulo and will look misaligned if the player has the "wrong" core type upon landing, they need to be removed completely.
Do it yourself, I cant right now
Alright
can those tiles be used in attack submissions tho?
if buried under derelict structures or something
-# since no unit cap will be a thing
thanks for deez img, now i have a map idea 💕

core zone is only erekir feature
:((
In this case, the issue is that the tiles are under the core at the spawn, which looks bad unless you have the highest tier core
no he means solely core zone usage i guess
but if it's under a structure acting as a place for secondary core in some hard attack maps?
like here
it would be very strange to have a mechanic from erekir that is used exactly once in one map and nowhere else
but if on 2-6 erad attack maps?
I can ask some other mappers who made erad attack maps to add this in order to make it not that strange
wait can you actually place a core there in ex centre 💀
yep, all this time...
that feels 100% illegal
it's on frostbite complex too...
skull emoji
yeah i think it should be erekir only but thats just me
I can totally remove it but I hope anuke would allow that
atleast i wont add corezone in cruxscape
it does feel weird being restricted to 1 core per map for 99% of serpulo and then multi cores being accessible to a few endgame attack maps
Or the only one who knows something more than us...
-# Hint: look at my bio
the not-in-#developement role?
💀
I said look at my bio
Either the difficulty changes screw it up (I don't see production rate multipllier reduction in the rules or logic?) or this is completely wrong
It's absurdly difficult
They start spamming T4s within minutes after the wave begins
I had a bunch of T1 navals built and they got flattened very quickly
They also start sending zeniths immediately one after another
How 20 minutes isnt enough?
there is no multiplier reduction logic
in hard mode it was a bit less, and that was enough for 2 people to set up T1 unit production, all the basic resource production, and some scatters
nowhere near enough time to defend against waves of T4s
or T3s for that matter
if its a hard mode, it should be hard?
Every other map on hard mode has been fine up to this point
There has been no map that sends T4s outside of guardians
Impact0078 and Stained Mountains send (1) T4 unit at you at the end after all the waves
I think the problem here that difficulty affects only timer multiplier here
to the point where it is impossible to win
The problem is that all the unit production activates at once, which is unreasonable, considering they are producing T4s and T3s
This was the main idea of the map: at the beginning of the game, the player is given extreme conditions that he must overcome, but once he does this, it becomes much easier to play further, since the difficulty no longer increases.
Just test of player skill and knowledge
Do you expect it to be beatable without a massive loadout?
I tried both: with loadout and without
Of course, in the second case it was much more difficult to play
and may be the problem here that someone even tried to use t1, I think that only waste recourses
I don't think it's reasonable at all to throw something like this at the player at this stage of the game, calling this "easy" is absurd when I tried it with two different people (one of which has definitely beaten the entire campaign) and got completely flattened
It's throwing things significantly more difficult than what you'd get in PLT 30 minutes in
T1s had been useful in every other encounter thus far, at least for basic defense.
Having a vertical cliff of difficulty with no escalation that diminishes over time does not sound very interesting.
I think this makes sense as a post-PLT challenge map, but not as something required for T4 units
I really can't call it easy, but it's definitely not that hard for a player to be stuck in this sector for too long.
if this is an air factory, why would they be producing T4 ground units?
For me, its problem in PLT, right now it dont give the desired amount af challenge for a final map
PLT is too easy and cheesable, but this map still should not be more dificult than the current state of PLT
Probably best to move it elsewhere in the tech tree.
ok
was there a remake for PLT?
None that were accepted, but @crimson brook asked me about making a new one, so that may be in progress
(I don't know the status of that remake, so you should ask)
and you havnt said anything about changes to the desolated rift
Terrain is better, but I'm not sure how players will feel about all the ores near edges of walls (it's usually just lead, but here that is not the case)
you can always just put all fabrics on different delays using logic or some base-design shenanigans like in rampant canal
💀
(it was making unit tests fail, because there was still no active spawn point)
what, that spawn hhhi17 attempt to add failed?
Unit tests still failed
It didn't seem to spawn anything when I played
despite "waves" still running
well I can tell something's wrong with wave spawn's coordinate
if u and hhhi17 wish I can do a quick hotfix
There's no point right now, it's not accessible
k
cores should spawn units, i have tested
very strange
When the first wave activated, units didn't appear
Did you turn on Attack mode?
last time i played the map, attack mode isn't on
This has been accepted
It certainly looks better than the original
core incineration is off!!11!1 👿
How do you see whats underneath the buildings?
I decided to move to this to a hidden sector.
Where do I find it
There is only 1 map in the submissions by hhhi17, and it is at sector 240
Which one is in sector 225?
registerSerpuloSector(225, "Summi", "#1379926925719376152 message");