#Sea Port by inkognito626

69 messages · Page 1 of 1 (latest)

thorny pikeBOT
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Sea Port

Description: Once upon a time there was a nice port here, naval units were produced here. Now this area has been occupied by the enemy. And over time, this sector became infected with spores. The enemy has a lot of anti-aircraft equipment, so use Risso and Retuz, crush the enemy. Titan found in the sector, but little coal. Use Steam Generators, Learn to use Ripple. But don’t relax, sooner or later strong units will arrive here, you have enough time before they arrive... - Sector: 47. Capture: Shattered Shores and Sandy Islands. Explore: Steam Generator, Risso and Retuza.

Info

[Submission 71/124](#campaign-submissions message)

old pumice
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what does titan means?

glad blade
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It looks like most of the map is inaccessible to the player resource-wise except for a few bridge conveyors. Making eco very slow. So, this sector has little potential to the player.

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You have to understand that people are trying to progress past titanium and into thorium. As a player, I will simply build in Windswept Islands to get titanium tech, then launch to a thorium sector. If I come back here I'll just do what Anuke hates & launch a core schematic that spawns T2s without ever making production here.

crimson saffron
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Considering that the two maps mentioned here didn't make it in the review process, this map will be treated then as optional map.

crimson saffron
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Nah. This has to be fixed. I haven't even started and this is a glaring issue.

crimson saffron
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1/2

Map Assessment:
Decent terrain work with nice blending. Looks clean in general. Ores looks okay, though the shale strip and titanium patch could be reworked to make it less wider and more look like a slender strip.

Rules:
`` -12 Drop Zone Radius (Author made drop zones for enemies since the core are walled even if 2/3 are in water tiles)

+35 on No build radius (I feel like this is unnecessary because placement range check is already in place and there's no way to manufacture anything past T2 units in this map.)

+20% on solar power multiplier (idk why this was raised when the description already says it needs steam gens for power production and there's no presence of solar panels from the enemy team either.)

+66% on Unit production speed multiplier on Crux team.``

Waveset:
Seems okay although a bit quirky. Would be nice if it was extended a few waves further in cases where gameplay was a bit extended than it usually is.

General Gameplay:
Slow materials build up as per other people say about this map. The long waiting period for enemies to appear [which was 10 minutes] is a compensation for that. Due to limited tech available for this map, it enforces players to actually play with the units it highly recommend (evident with the high amount of anti air defenses in the map). Fun map in general though some stuff needs to be corrected.

crimson saffron
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2/2

Footnotes:

  • I recommend for this map to reposition the Crux core at [212, 51] to [173, 102] and set the core build radius to default.

As I mentioned earlier, the closeness of this particular core made it's no build radius became invasive of Sharded space, making the already limited build space more less. As for the other 2 cores, I don't think people would resort in changing tactics here other than unit assault since placement range check is on.

  • Based on my playtest, I have concluded that the threat level of this map is medium [4] and this could work out as a campaign map that highlights naval units in particular. This map may be placed after Ruinous Shores and for the research requirements, here are my recommendations:

• Required to Capture: Biomass Facility and Ruinous Shores

• Steam generator (since while other smaller power plants are feasible, the limited amount of ores are making it unsustainable)

• Cultivator, Spore Press, Coal Centrifuge (with the presence of spore tiles, this is a good source of coal in a form spore processing in the absence of natural coal deposits in the map)

• Naval Factory, Risso (since the map is obviously hinting of a naval assault than anything else based on the infrastructure)

Research Unlocks after Capture:
• Minke and Retusa (I feel like Retusa should be moved alongside here even if it's currently available after Windswept Islands. The unit itself doesn't require anything special to be built and I feel like putting it here is ok)

  • Generally, I liked the map how it influences how player should approach situations where things aren't viable to do and shows possible alternatives.

  • Unique terrain mixing and a simple approach on how the infrastructure was built. Although, some fixes are required to make this map polished as I stated above.

  • I personally would like to see this to be a part of the campaign trail to actually slowly bridge the gap of the naval tech research.

smoky vine
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Analysis completed :
Error 1 : Mender not powered (102 , 193)
Error 2 : Fed sand (200 , 55)
Error 3 : Fed scatter (207 , 100)
This finishes my bug search in this , i might miss some bug since it's 23:00 my time

smoky vine
old pumice
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so, how 23?

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its still 22.00 💀

smoky vine
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Tfack?

old pumice
smoky vine
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it's 23:16

old pumice
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Bro got timewarped 💀

smoky vine
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💀

old pumice
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💯

smoky vine
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i need motivation to continue div 4

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💀

old pumice
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atleast better than me

dreamy nova
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👁️ merged, under testing

dreamy nova
dreamy nova
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These waves are very goofy

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The scaling is very strange, and all waves stop after 26 (why?)

nimble grove
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two bugs I found in enemy base (Varx already found those, but nothing is currently done about the mistakes)

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The map with naval factories turning on immediately is very unforgiving in the beginning; I suggest putting a few containers to delay the production via overflow requirement

dreamy nova
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I should probably go fix that

nimble grove
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It seems that the mapper has not commented on this post at all (I don't even know if the person is still in the discord server)

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If the wave design is unsatisfactory I could help remake the waves, but technically I need mapper permission

dreamy nova
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I changed the waves a bit to continue indefinitely. They're not very good after the old "end" point, but I'll test them before editing further

dreamy nova
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This seems to help, although more containers may be required?

nimble grove
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In my opinion the minke can use around 2-3 container to hold it off

pearl monolith
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The one thing that bothers me here is putting tainted water and normal water next to each other. Like, irl it doesn't work like this...

nimble grove
pearl monolith
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...That sounds so dumb

pearl monolith
dreamy nova
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doing this map on hard with unpredictable AI in multiplayer was not a fun time ranaimiddle

empty turret
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Hi, I am the creator of this map, I am very glad that one of my maps has passed the selection.. my device was lost, then I had an android, and now an iPhone, I do not have Mindastry. You can do it yourself as best as possible. The meaning of spore and pure water is that this sector is at the stage of infection with spores, or spores cannot affect too warm a climate. It is strange that the source of infection was in the southern hemisphere of the planet, but the northern hemisphere is also infected, but the desert is intact, I also noticed that in some part of the desert there is still a "spore strip" or "spore road" that crosses the desert, maybe Anyuk explains the spores getting to the northern hemisphere this way? This sector is just on the "border" of the desert and the spore zone in Serpulo.

dull kernel
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if u are real inkognito then u derserve the campaign mapper role

empty turret
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Maybe I can prove that I'm incognito if I say that I made a joke about Mr. Beast in the development section? Hahaha, it was something like "Mindustry V10: Be the first to build T15 and get a lot of $$", it was a long time ago... I only made a few easy maps.. and you, stormreader, made a lot more maps, and as I remember, they were cool, I had goals to overtake you, but I changed my mind and removed a couple of maps that were in early development, so you deserve it more, I also remember the player "skeledragon" I think he also has a lot of cool maps. Also, I don't have mindstry.

glad blade
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You can't recover your old discord account?

empty turret
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I don't know how, I only used discord for mindstry anyway

glad blade
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minor grammar

Before: Description: Once upon a time there was a nice port here, naval units were produced here. Now this area has been occupied by the enemy. And over time, this sector became infected with spores. The enemy has a lot of anti-aircraft equipment, so use Risso and Retuz, crush the enemy. Titan found in the sector, but little coal. Use Steam Generators, Learn to use Ripple. But don’t relax, sooner or later strong units will arrive here, you have enough time before they arrive... - Sector: 47. Capture: Shattered Shores and Sandy Islands. Explore: Steam Generator, Risso and Retuza.

After: (small corrections) Description: Once upon a time there was a nice port here, naval units were produced here. Now this area has been occupied by the enemy. And over time, this sector became infected with spores. The enemy has a lot of anti-aircraft equipment, so use Risso and Retusa, to crush the enemy. Titanium found in the sector, but little coal. Use Steam Generators and learn to use Ripple. But don’t relax, sooner or later strong units will arrive here, you have enough time before they arrive... - Sector: 47. Capture: Ruinous Shores and Windswept Islands. Explore: Steam Generator, Ripple, Risso and Retusa.

dull kernel
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sandy islands is his another campaign submission i think

glad blade
nimble grove
dull kernel
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#1253733475148759141 message

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hold status

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no more submission

nimble grove
dull kernel
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no,all 'on hold' map are meant to be rejected except stained mountains

nimble grove
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yeah ig

empty turret
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~ ~ ~ ~ ~ < Deserted Shore > ~ ~ ~ ~

Anuk: Boring, only air enemies, but the landscape is good.

  1. Probably any low-difficulty location would be boring, right? There can't be only 3~4 low-difficulty sectors on the planet Serpulo... there should be more...
    Or maybe it was impossible to make a low-difficulty sector? Otherwise, what's the common sense in not accepting my shore? You can spend 5 minutes to make this location of Exterminating difficulty. This is probably the most compelling reason of all that were.
    If you don't want to waste time and add my sector, then you can leave the Seaport unchanged and not add it at all, I say this as a real author, and I know the reasons for creating my maps, and was it really necessary to make maps with endless waves? Anyuk said here: why are the waves strange and have an end, I think so, I don't know why they are strange, the graph has a "step shape" this is a gradual complication, and this is good.

If these two sectors are occupied by the maps of other participants, then okay, if they are not absurd.
Why did I make a low-difficulty map?

First: According to my ideas, this map becomes available after capturing the "starting point"
Second: In the icy forest there are only ground enemies, so I wanted to create a low-difficulty sector, and only with air units.

And Anyuk is also to blame for the Disperser being so strong, maybe that's why it's boring, I think.

Using them, it is quite possible to destroy 1 combat flying T4 (Zatem). As I remember, this was a long time ago, I don't know how it is now. And for example in PvP, Dispersers are too cheap a threat to Zenits, which are much harder to make than the Disperser, not to mention one t4... It would be worth weakening the Disperser, and adding a new anti-air turret, against Zenits and Temya, which requires Titan and Silicon. It seems that air units are the weakest anyway and their only specialty is in flight.

glad blade
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Glossary:
Anuk/Anyuk -> Anuke
Disperser -> Scatter
Zatem -> Antumbra (T4 flare)
Zenits -> Zeniths
Temya -> Horizon???
Exterminating -> Eradication (difficulty)

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put simply he blames Anuke, scatter for map rejection & takes it badly. (will attempt to divert him to #mapping )

empty turret
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Lol but that's so weird, Ice Forest also only has ground enemies, so what? Or maybe the rules were written: "don't make enemies only one type" or like this: "it's not allowed to make only air or only ground, because it will be too boring for players"???)) Then Ice Forest is also boring and shouldn't be on Serpulo? Or did it change? But at least that map was there, and it definitely only had ground units, that's all. I said that you can reject even Seaport, it's harder to fix than Storm Coast, which is much easier to fix than Seaport, because Storm Coast has a minor bug that can be easily fixed by adding units, and Seaport needs to change the map longer.
But if that sector on the planet is occupied, then everything is fine, if not, then it is better than the generated ones anyway. Well, blame me, did I break some rules? but such a reason: "there are only air ones here, and the sector is boring" seems strange to me. I don't know English, I know Russian, but I'm not Russian.

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Imagine you made a map, but all the enemies there are the same type, and because of this they didn't accept your map, which you didn't make quickly, the landscape that you made with difficulty was praised, but they didn't even accept it ?? (Unless the rules said not to do so)
I wanted to create this sector, "opposite" to the "Ice Forest" sector, having ONLY air enemies.