Mindustry

Mindustry

Chambers
CaptainPOCK  [developer] 5 Oct, 2019 @ 6:01am
Post your feedback and ideas here
Well, the title says it all. If you have any ideas regarding the map, or any feedback regarding build-up and balance, feel free to post it here.

This map will be updated alongside with the game, so any new things will be put into the map as soon as I can do that.
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Showing 1-8 of 8 comments
#sadshit2007 5 Oct, 2019 @ 6:05am 
hjkasfdgkasfd
p0sch 5 Oct, 2019 @ 10:27am 
Nice :D
Daunmi 5 Oct, 2019 @ 11:41am 
The more you give people for specific reasons, the more people will use it for completely different reasons.

Those Duos, copper walls, and belts in front of the core? Yeah, that's all just free resources when you deconstruct them, meaning you can pour a bunch of essentially free copper straight into extra drills.

Those solar panels you placed for a single silicon factory? Deconstruct them and it gives you more than enough silicon for a Steam Generator, after you get some quick graphite, for 360 power before wave 1, and the 3rd and 6th last circles not only have water but close coal.

If you do things right you can have a Steam Generator up and pumping out power with over a minute to go before wave 1 spawns. Sit it in the 3rd last circle and drop down a battery and you can get a bunch of Arcs sitting behind a wall right next to spawn. Then drag some power lines back to wherever you want to make silicon and you can power as many as you want, instead of a single one from solar panels.
Last edited by Daunmi; 5 Oct, 2019 @ 11:42am
CaptainPOCK  [developer] 5 Oct, 2019 @ 1:21pm 
I am still trying to figure out a way to give a good and unique start without making it exploitable. Problem being the editor gives little to no opportunities to set things such as "Item has resources" or "Prevent disassembling" - Which kinda sucks. Kinda like how I wanted to decorate this map a lot more. But lack of blocks that blend into the environment make it difficult to actually decorate the place.

Same goes for many other things, like copy & paste for easier placement, or prevention of placing structures in certain areas, etc.

I will leave it in for one more day and then I'll probably remove the solar panels at least.
Daunmi 6 Oct, 2019 @ 9:05am 
Yeah, the editor's a little lacking in some areas. If you could put pre-charged batteries in, that'd provide a sort of quick boost at the start without handing resources to people. But you can't.

You could, if it's what you want, sort of decorate the interiors of the circles by placing single (or small groups) of wall segments (rocks or stones, not copper walls) to break up the general open circle, which would also change how people can build (can't just have a straight line conveyor, can't easily tile production wherever you want, etc).

The other possible issue with decoration is that your entire map is, basically, rocks everywhere with the exception of cliffs between the circles. It's a little difficult to do after you've already placed everything else, but what you can do when STARTING a map is fill the whole area with (for example) rock, then use the spray tool and a large brush size to pepper in cliffs. Helps break up the bland, monotonous look.

You can do a similar thing with the ground (it'd work on your map as well!) by spraying char or craters so it's not just stone everywhere. Though, be careful doing this as it'd overwrite ores and other surfaces you've already placed, which you probably don't want after all the effort you've put into it!

If you want to actually restrict players more at the start, you can do it by making the gaps between circles thinner (less wide, not less distance between circles, if that's clearer). Your gaps are (currently) 9 tiles wide (11 at the core). You could reduce that to seven (or 5) tiles, making it harder to fit as many conveyors through, but make up the difference by placing some empty tiles inside the corridor walls for late game phase conveyors (eg, fill in the corridors by 2, place 1 empty tile in the middle of the wall on each side to make up for it).

But don't stress too much. Even if it wasn't overly hard (especially with those repair units), I still enjoyed the map the first time I played it. I'm still playing that one because I'm still trying to get rid of the various bottlenecks and messed up conveyors! If only I didn't have to work so much...
CaptainPOCK  [developer] 6 Oct, 2019 @ 9:10am 
Well, since I do want to fix a lot of things and make some quality of life changes, I might as well give the map a full overhaul once the next update drops. Giving it a better look with some varying tiles, as well as aligning the circles correctly so the spacing between is always the same. But yeah, that is a thing for the near future since hopefully that update will drop soon.
AdoptAPenguin 18 Oct, 2019 @ 1:53pm 
Could you add direct download somewhere? I'd appreciate it
Last edited by AdoptAPenguin; 18 Oct, 2019 @ 1:53pm
CaptainPOCK  [developer] 19 Oct, 2019 @ 3:39pm 
Ah, sorry for the slow response. Of course I can! Let me upload it on Discord and post the link here!

Here it is: https://cdn.discordapp.com/attachments/631535607868293123/635246259526959104/chambers.msav
Last edited by CaptainPOCK; 19 Oct, 2019 @ 3:43pm
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