#Polar Air Factory by hhhi17

243 messages · Page 1 of 1 (latest)

strong shadowBOT
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Polar Air Factory

The sector will be opened after Extraction Outpost
Necessary technologies: multiplicative reconstructor (zenith and fortress), swarmer, cyclone, blast drill.
Unblocked content: antumbra, scepter

Info

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

sudden lantern
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I've flown around the map, this map definitely HAS potential. HOWEVER, I will find fault, and find fault hard enough

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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.

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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)

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Thirdly, it is better not to use processors when building enemy campaign bases, it looks strange and spoils the atmosphere.

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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

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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.

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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

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@granite badge

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That's how your hot stones are placed. And look at how it looks on the NPC

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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

granite badge
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I'm not going to change the visuals of the map, as I find the current version of it the most beautiful.

granite badge
sudden lantern
granite badge
sudden lantern
outer skiff
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lower the fps manually in gameplay to let crux ahh reactors explode

granite badge
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💀

outer skiff
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WAIT

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this sector has no wave sending?

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so what happens if this sector is vulnerable and get attacked ranaimiddle

granite badge
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¯_(ツ)_/¯

dawn trench
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the map terrain is very interesting!

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like the irl world. the ice brkoen apart. climate change everywhere.

worn steeple
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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.

mint dirge
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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

worn steeple
mint dirge
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As for the map, the terrain is nice but I still can't pass the first scepter enemy (sorry for skill issue)

lapis fog
onyx ginkgo
granite badge
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The map is more than passable without a core schematic or additional resources. the main thing is to survive the first t4 unit.

onyx ginkgo
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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.

onyx ginkgo
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The map feels more of post NPC than EO.

granite badge
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But you right, probably i should change research recuarements

onyx ginkgo
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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.

onyx ginkgo
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Also, I would like to verify that this map is beatable without external help.

onyx ginkgo
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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.``

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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.
granite badge
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I'm impressed by your pedantry. (That's a compliment)

onyx ginkgo
onyx ginkgo
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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.

zinc token
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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 ;-;

sinful coyote
woeful terrace
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I will be testing this map soon. How about "Polar Aerodrome" as an alternative name? "air factory" seems a bit plain.

woeful terrace
slender roost
granite badge
slender roost
granite badge
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i love automod

granite badge
granite badge
onyx ginkgo
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Man you took this long enough to respond to fix

granite badge
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💀

woeful terrace
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Thinking of putting it at 257, but it's at the bottom of the planet, people might miss it

onyx ginkgo
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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.

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S270 can do if you don't want it too deep down the pole.

outer skiff
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peak sector
*get attacked

*find no new waves needed to defend

woeful terrace
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I'm not sure what to do about the lack of spawnpoints.

outer skiff
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this map gives me a feeling of erekirish

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fun

woeful terrace
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It's currently the only sector with none, and that may break the game due to sector simulation

woeful terrace
outer skiff
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yeah he made siege and caldera iirc

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maybe just leave it as it is?

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cuz without the spawn points the enemy unit production is already kinda dense

onyx ginkgo
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It has a waveset, but no spawn points.

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I suggest putting it on the top rightmost part. Putting it on the left is a bit awkward.

outer skiff
onyx ginkgo
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@granite badge

granite badge
# onyx ginkgo <@682978887289929816>

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

onyx ginkgo
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So what's you move then.?

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and thank God you did not take weeks to reply back lmao

lapis fog
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I thought the spawnpoint goes to the location of one of the former enemy cores

outer skiff
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the 'reattack' spawn point auto generate at the last crux core u destroyed

slender roost
outer skiff
crimson brook
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we need a map that will slowly introducing more spawn point during the game

outer skiff
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weathered channels

granite badge
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i hate water

outer skiff
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~~fillup ur polar aerodome with land troll ~~

granite badge
slender roost
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Yeah, i will probably just still use Fortresses as they look cool

ocean lynx
slender roost
woeful terrace
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ok, this map is extremely broken in campaign

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several minutes in:

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It also captured itself despite no action from me and I don't know why

granite badge
woeful terrace
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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

granite badge
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You just need to survive the first scepter

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Air units are annoying, but can be easily distracted by generators

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so there is no need to fill all base with air def

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-# offtopic: Has someone already made a remake of desolate Rift?

lapis fog
woeful terrace
ocean lynx
granite badge
ocean lynx
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that's really subjective, because I love it

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and some [other people](#mapping message) from mapping channel too

granite badge
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ahh, enemies get stuck in the base

granite badge
granite badge
woeful terrace
drowsy epoch
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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.

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Still, Can deploy some AB for those titas

granite badge
granite badge
drowsy epoch
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No more desolate

drowsy epoch
granite badge
drowsy epoch
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Did you know what happen at Legacy Derift ?

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You barely have titanium/plast to work with

granite badge
drowsy epoch
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It last for a update iirc

granite badge
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(

drowsy epoch
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Yeah the Legacy Derift was in a BE and the next update its gone

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Basically too hard since from a single screenshot of it, theres just a bunch of 2x2 lined up titanium veins

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Airblast aint happy bout tis

woeful terrace
granite badge
woeful terrace
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Alright

ocean lynx
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if buried under derelict structures or something

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-# since no unit cap will be a thing

dawn trench
ocean lynx
granite badge
ocean lynx
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:((

outer skiff
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nono,no core zone

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i just dont know if 'mud' belongs to serpulo(maybe no)

woeful terrace
outer skiff
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no he means solely core zone usage i guess

ocean lynx
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but if it's under a structure acting as a place for secondary core in some hard attack maps?

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like here

woeful terrace
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it would be very strange to have a mechanic from erekir that is used exactly once in one map and nowhere else

ocean lynx
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but if on 2-6 erad attack maps?

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I can ask some other mappers who made erad attack maps to add this in order to make it not that strange

deft moon
ocean lynx
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yep, all this time...

deft moon
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that feels 100% illegal

ocean lynx
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it's on frostbite complex too...

outer skiff
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skull emoji

deft moon
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yeah i think it should be erekir only but thats just me

ocean lynx
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I can totally remove it but I hope anuke would allow that

outer skiff
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atleast i wont add corezone in cruxscape

ocean lynx
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eh then I'll remove

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seems like I'm the only weird one here...

deft moon
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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

slender roost
ocean lynx
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the not-in-#developement role?

deft moon
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💀

slender roost
woeful terrace
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It's absurdly difficult

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They start spamming T4s within minutes after the wave begins

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I had a bunch of T1 navals built and they got flattened very quickly

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They also start sending zeniths immediately one after another

granite badge
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there is no multiplier reduction logic

woeful terrace
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nowhere near enough time to defend against waves of T4s

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or T3s for that matter

granite badge
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if its a hard mode, it should be hard?

woeful terrace
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Every other map on hard mode has been fine up to this point

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There has been no map that sends T4s outside of guardians

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Impact0078 and Stained Mountains send (1) T4 unit at you at the end after all the waves

granite badge
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I think the problem here that difficulty affects only timer multiplier here

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to the point where it is impossible to win

woeful terrace
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The problem is that all the unit production activates at once, which is unreasonable, considering they are producing T4s and T3s

granite badge
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Just test of player skill and knowledge

woeful terrace
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Do you expect it to be beatable without a massive loadout?

granite badge
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I tried both: with loadout and without

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Of course, in the second case it was much more difficult to play

granite badge
woeful terrace
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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

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It's throwing things significantly more difficult than what you'd get in PLT 30 minutes in

woeful terrace
woeful terrace
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I think this makes sense as a post-PLT challenge map, but not as something required for T4 units

granite badge
spring sigil
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if this is an air factory, why would they be producing T4 ground units?

granite badge
woeful terrace
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PLT is too easy and cheesable, but this map still should not be more dificult than the current state of PLT

granite badge
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ahh 😔

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Ok, I have no idea what to do about this in that case

woeful terrace
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Probably best to move it elsewhere in the tech tree.

granite badge
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ok

woeful terrace
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None that were accepted, but @crimson brook asked me about making a new one, so that may be in progress

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(I don't know the status of that remake, so you should ask)

granite badge
woeful terrace
crimson brook
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I could say the plt remake is still very early stage

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Only terrain part is done

ocean lynx
outer skiff
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💀

woeful terrace
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(it was making unit tests fail, because there was still no active spawn point)

outer skiff
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what, that spawn hhhi17 attempt to add failed?

woeful terrace
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Unit tests still failed

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It didn't seem to spawn anything when I played

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despite "waves" still running

outer skiff
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well I can tell something's wrong with wave spawn's coordinate

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if u and hhhi17 wish I can do a quick hotfix

woeful terrace
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There's no point right now, it's not accessible

outer skiff
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k

granite badge
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very strange

woeful terrace
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When the first wave activated, units didn't appear

lapis fog
obtuse gull
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last time i played the map, attack mode isn't on

woeful terrace
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It certainly looks better than the original

outer skiff
shell plover
woeful terrace
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I decided to move to this to a hidden sector.

tender glacier
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Where do I find it

strong shadowBOT
worn steeple
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There is only 1 map in the submissions by hhhi17, and it is at sector 240

tender glacier
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Which one is in sector 225?

worn steeple
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registerSerpuloSector(225, "Summi", "#1379926925719376152 message");