Hidden_path
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Author: Shark@tak Download Map: Additional Versions: Sorry but you must Login to download this map. Dont have an account with us? Get Your Free Account Today! Users have rated this map: Sorry but you must Login to download this map. Dont have an account with us? Get Your Free Account Today! Users have rated this map:
– Authors Map Description –As the Name suggests – Ohh also – 2 Spawns – Opposite exits That means , Where Spawn 01 Enters Spawn 02 will Exit and Visa Versa 🙂 – Sometime during the game They may meet Ooh Ohh 2 – This is a Maze AND Fixed Path Design Hope you have Fun |
Very nice map, wish i had the talent to do something like this one.
Update :-
Tiles – added a few, deleted a few,
deleted one Power Core
Fixed a few things that bothered me
Update v3 ;
Made more interesting (Harder).
Moved Core to the left – now equal distance from Spawn/exit Points or pretty close anyway.
I played Grinder – only managed to get a Score of 1,078,000.
let me know your best scores and I’ll add a little to medal scores lol
There is a bug in the core display, the colour (yes, I’m from England) do not change from blue to orange when an alien ‘borrows’ one.
I did not know a core had been taken until General Fletcher informed me ‘we got one back’.
That’s a function of the fact that S@T has 24 cores in each housing at the moment, as I mentioned in my comment below. If you watch closely, you’ll see the core counter decrement temporarily when an alien picks up a core, and then increment back to full, unless enough cores (25+) have been picked up at one time.
Well, that was certainly brutal. I had to iterate on the opening a bit until I realized that there was no way to alter the path of the aliens entering from the right, at which point it became more or less by the numbers.
A couple of things:
Because of the way aliens interact with the core housing platforms, the aliens that enter the left platform first only travel a quarter of the platform and then three quarters of a turn on the right platform, while the aliens that enter on the right platform travel three-quarter turns on both platforms. While it wouldn’t be aesthetically pleasing, the only way I know of to alter this would be to snake the left path around the housing and come at it from the “bottom”, rather than the “top” as it currently does. (As an aside, this would make the bottom-left corner of that platform a great place for a concussion, if the road came in close enough to the platform.)
I didn’t really feel the need to figure out where all of the hidden paths were. I just blocked enough that I could give the aliens a long path ending up in a conc/conc/temporal U-turn before the right core housing, and left it at that. At some point, I ought to go see where all the other options are for the map, but as-is, they weren’t really all that important to play.
Also, I don’t know if this was intentional or not, and it does effect scoring, but you have 24 cores in each housing (so, double score bonus from cores).
Finally, there’s a minor typo in the map description for silver. Silver – 1,500,00
I love how the aliens from different entries are made to ‘meet’ in the core area where tower building is expected to take place. However, the way the aliens can just cut through water, bypassing the pathways surrounding them feels very … for lack of a better word … defeating. Not sure if it’s the so-called ‘hidden path’ or not, but I’m not a fan of this aspect of the design. Still, if there is no experimentation, there is no breakthrough!
“However, the way the aliens can just cut through water, bypassing the pathways surrounding them feels very … for lack of a better word … defeating”
I think you are referring to the fixed path that goes UNDER the platform , nothing to do with the maze above.
and Yes, gotta experiment 😉
crazy map 😀