Map: Hidden path By: Shark@tak

Hidden_path

—————————————————

Author: Shark@tak
Map Name: Hidden_path
Intended Audience: forever free maps
Submitted On: 2014-11-14 06:44:26
Last Updated On: 2014-11-16 23:08:53

Download 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:
5 votes
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 –
There is a Hidden Path 🙂
So, watch where you place your
turrets – Pathing could Change unexpectantly

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

2014-11-17_000062014-11-17_000052014-11-17_000042014-11-17_00002
Subscribe
Notify of
8 Comments
Inline Feedbacks
View all comments
Proutos
Proutos
9 years ago

Very nice map, wish i had the talent to do something like this one.

phillip5333
phillip5333
9 years ago

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’.

miendiem
miendiem
Reply to  phillip5333
9 years ago

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.

miendiem
miendiem
9 years ago

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

ExK
ExK
9 years ago

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!

deaThTrip
deaThTrip
9 years ago

crazy map 😀