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We did actually save/load once because my friend's internet died so that may have caused the logic to malfunction.
No problem for the feedback :), it was only a small effort to comment here, especially compared to how long it took you to make this map so I should be the one thanking you instead as I did enjoy playing your map :D.
As a side note, is it ok if I add this map to a Mindustry community server (io attack server)? You'll get full credit of course.
I noticed you uploaded a new version of your map so I tried it. When attacking the base at (169, 129), the Quad that was swapping its batteries just went on a total rampage mode. I'm not sure if that is intended considering how easy it is to destroy that base with Lancers and how hard it is to take down the quad, especially if you aren't prepared for it to attack you.
I did another test run (as I'm sort of obligated to do so as map reviewer). This time I snuk behind enemy lines (276, 260) relatively early and destroyed 3 Flares that were carrying phase fabric. After that I saw some new Flares that went straight for my core and after a while it stopped. I'm not sure if this was intended or not.
For the rest I didn't see any Quad drops after 12 waves. I looked around the map and couldn't find any Quads anywhere but at this time the people should be strong enough to take them down even if they go on a rampage.
So the map has been added to io server. I did change the Refund factor to 0.75 to better suit Multiplayer. For the rest I left the map untouched. If there are any changes you want to be uploaded to the io server then let me know :). I'll also try and let you know any feedback from people if you would like to.
Thanks again for making the map :).
Is it ok if I upgrade the base core to a Nucleus and add a second Nucleus one on the left side (around 99, 49)? I feel that would help greatly help when playing with this many players.
For 20+ player games having everyone build around the same core generally is chaotic.
These are the general changes between Single Player and large scale Multiplayer map design. Large scale Multiplayer requires:
- More (starting) space
- More resources around the map
- High starting loadout
- Around 2 - 3 cores (spread out a bit)
- Higher unit cap (although this is usually a direct consequence from starting with more cores).
- Tougher enemy bases
- Faster timed attacks
Your map already had most of these so that's why I decided to ask you if it was ok to add it to the server list :).
If you want I can send you some screenshots on Discord of when the map was played. I saw that you were on the official Mindustry Discord channel but you weren't online.