#Whiteout Plains by wpx
1 messages Β· Page 1 of 1 (latest)
The coal almost seems a bit blocky. Also, typically sectors with thorium have high difficulty.
what the hell
this is real
you forget to delete a spawn point
that was covered under the snow walls
π

there should be only 3 spawn in total right
yes just dig the walls beneath lefti3's screenshot you should be able to spot an undeleted spawn
CHANGES:
- Fixed the bug with the 4th accidental drop zone π
- Really buffed the waves
- Added more resources to help people with the wave buff
- Now there are 2 drop zones at the same time, however their radius is reduced
Threat now can be up to extreme
threat level needs playtesting tho
i haven't played the revision, but when i was playing the original, there was only the one spawnpoint.
maybe it selected one at random instead of spawning from all of them?
there is 3 possible locations for drop zone, yes, it selects randomly which ones will be used
This map is harder than it looks...
Decent. Harder than it looks
the size is small
really harder than it looks
are people beating this with the loadout set by the map (lack thereof), or are people customizing the resources (to match what you'd launch with in campaign)?
the map is indeed "harder than it looks" (but not in a way i personally find fun).
here's what i think makes the map difficult:
-the short wave timer + multiple spawn points means you have to constantly split your attention.
-the map is already tiny, and half of it is cut off by drop zones, so it's a challenge to make enough ammo for the defense.
-there are no chokepoints with favorable geometry, so the defense ends up very cramped.
-the enemies require at least a plastanium-grade defense, but there's neither oil nor water with which to make plastanium.
feedback unrelated to balance:
-i like the overall concept of a small map with two points to defend at once. i just feel like the above points detract from that concept.
-i like the overall geometry of the map. it has nice detail, nice segmented areas, and a good palette.
-if you launch a core shard into the leftmost spawn location, then you can't mine lead directly into the core as an alpha.
-the salt + snow mix isn't doing it for me. there's other ways to get visual variety on a white palette. the map requires water extractors, and having their efficiency differ on similar-looking tiles is frustrating.
-70 waves are kinda a slog to sit through. if players are supposed to launch into here with a lot of resources, then you you don't need two dozen waves of just crawlers and novas.
UPDATE:
added oil and lead next to the leftmost core, did some small wave tweaks, reduced drop zones' radius
70 waves with small timer is nearly the same as 30-40 waves with the old one, so the overall time to beat this map remains pretty much the same, I'm not sure why the change needs to be done. First waves are really easy so not so much experienced players could get through them, also that's the reason why there is just so much resources per mΒ² compared to other maps
about snow+salt:
The salt is to exaggerate the overall landscape and there isn't much of it, especially when you compare it to the amount of snow in that map (and snow actually boosts wexes, so I personally think that this is balanced)
I also tried different blocks instead of salt, but they aren't fitting as much as it does, so imo it's the best option here (the second best option is plain snow, which means that the terrain could be kinda too basic)
Not sure what you meant with the chokepoints with favorable geometry tho
you could use ds for plast tho
difficulty βhigh-extreme
wait why this tells me '1 new' in #1253481338787463219
Idk
But it told me "2 new" when you sent that
