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2018 First Update

Slimy Slug

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To keep, or not to keep?  

2 members have voted

  1. 1. Which of Baz's custom maps would you like to see in my mod?

    • The Hard Rock Life
      0
    • Molten Meltdown
      0
    • Down in the Dirt
      0
    • Seamless!
      0
    • Slimy Simple
      0
    • Cold Comfort
      0
    • Use none of these maps.

I haven't made much progress since my last entry, to be honest.  Most of what I've done is make a few minor cfg adjustments basically.

Adding DynamiteWakeRadius in has certainly made things very interesting, though.  Glad I found this in Jessietail's config documentation.

 

Only thing major I did was a partial overhaul of the map Gephyrophobia.  Yes, I'm using this map in my mod.  

 

But my main reason for an update was to ask the community for some advice regarding maps.  Take a look at my poll for details.

 

Welp, that's all for my first update of the new year!

 

*SlugIN.wav*
 



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I voted none, not because I wouldn't like you using them, but because I wouldn't mind some new maps.

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Maybe this is just me, but I find rising lava maps a bit stressful. :) I can't remember which ones those are as far as naming goes. I personally love tricky puzzle-like exploration maps, and when you're up against monsters.

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@Cyrem

@aidenpons

I've decided to remove Recruitment and Mine Over Manner to start with, as I have created two replacement maps.  The others are still up for debate, for now.  

What I may end up doing is relegating all 8 missions to the Bonus Mission menu as an honorable mention type thing.  I've actually expanded that old tutorial menu into what is practically a game tree of its own ;)

 

My newest problem is what to do with the Tunnel Scout since I've added drilling capabilities to it.  I've royally screwed things up since you can literally skip using Docks/water vehicles, and it makes using the TT nearly useless.  Except maybe when it comes to Hard Rock :P 

Any suggestions for dependency shenanigans would be very much appreciated.  

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My newest problem is what to do with the Tunnel Scout since I've added drilling capabilities to it.  I've royally screwed things up since you can literally skip using Docks/water vehicles, and it makes using the

TT nearly useless.  Except maybe when it comes to Hard Rock :P 

Any suggestions for dependency shenanigans would be very much appreciated. 

 

Docks and water vehicles were "useless" at best. It's very difficult to make them useful....

  • Map design often has "ponds" of water, requiring a separate Docks for each pond -> design your maps differently
  • Heavy micro required for water units -> try and make them really valuable in terms of map design, like leaving one stray crystal on an island in the earlygame
  • Pricey -> make the Docks dirt cheap (0 crystals 0 studs?), the Cargo Carrier buildable immediately, make the TT and Tunnel Scout really expensive
  • Functionality -> Tunnel Scout should have really slow drilling times. Combined with the above, unlike Small Diggers you will no longer be able to teleport down five of them and mass-drill walls (this is frequently more useful than a Chrome Crusher)
  • You can play around with dependencies but that's minimal - you build everything anyway.

 

Generally the trick is to just make the Tunnel Scout and Tunnel Transport just plain worse than the water-born counterparts. large.OldTonguePNG_transparent.png.299864b6559440630e29f111b85cffe2.png But I think the Cargo Carrier is a completely lost cause...

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@aidenpons

Well, @JimbobJeffers found a way to make the Cargo Carrier useful.  See his custom map Hard Luck (which is superb, btw)

 

I've actually made a map that requires BOTH the Cargo Carrier and Tunnel Transport in order to be completed.  Of course this is one of my 5 mission goals :af:

Obviously I did this just to force the player to have these, but hey, whatever works I guess :P 

 

Really, everything you said might work out for me.  Tunnel Transport could be used for lava levels when you need to transport stuff, but I'd have to tailor the map accordingly, as I've already made it ridiculously expensive and most likely too useful atm.

 

I already made the Tunnel Scout _very_ expensive, though obviously it only helps on levels with low crystal objectives.  

 

Hopefully I'll find a happy medium in this.  

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I think it's time I made an announcement in the overhaul's forum.  Granted, this mod is probably just a gigantic mess at this point, but it could turn into something memorable if others chip in.  

 

My hands are tied when it comes to graphical enhancements.  I simply don't have the artistic talent to make biomes, nor can I make HP models, or even create new stuff. Maybe I'll eventually be able to do these things, but for now I'm useless in this department. 

 

When it comes to map making (and the whole mod for that matter), I need some advice/testers/scripters to give me feedback and maybe a reality check on what I'm trying to accomplish.  
 

The dilemma I have is that I need feedback on my maps, but I don't want to spoil everyone.  The struggle is real.

 

Anyway, I'll make some kind of announcement on this soon.   

 

*SlugIN.wav*

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My hands are tied when it comes to graphical enhancements.  I simply don't have the artistic talent to make biomes, nor can I make HP models, or even create new stuff. Maybe I'll eventually be able to do these things, but for now I'm useless in this department. 

Simple solution: don't make new biomes or HP models large.OldTonguePNG_transparent.png.299864b6559440630e29f111b85cffe2.png

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