Wormhole Cluster

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posted on February 17th, 2011, 1:13 am
Last edited by Anonymous on February 23rd, 2011, 8:33 pm, edited 1 time in total.
This map was designed to force the use of wormholes.  To exit your space, you must go through the wormholes that are closest to the center of the map.  That will take you to the exact center.  Going beck through the center wormhole wiill take you to the bottom of the map.  You will not be able to go back through that wormhole.  A wormhole is on your left and right and takes you into the respective teams space.

Each team starts out with one resource pair.  The second resource pair is at the center of the map and is secured easily by turreting the wormhole that is nearby.  The third resource pair is at the top-center of the map.

It is possible, but unlikely that you can win without holding the center of the map.  When you leave your space and enter the center of the map, go back through the center wormhole quickly to take as little damage as possible.  You will now be at the bottom of the map with a choice to enter your own space by headed towards the side of the map your team is on, or entering enemy space by heading towards the side of the map that your enemy is on.

PS:  There was a bug during the test where the center wormhole lead directly into left-teams space.  The bug is believed to be fixed now, but if it's not, make sure you report the bug.  It does not appear to cause Out-of-Sync errors when transporting through the wormhole.

Wormhole Cluster 1.0.0.0
Image
posted on February 17th, 2011, 1:39 pm
reminds me of nirvana 2. I wonder how easy it would be to turtle the wormholes.

Fed v fed matches lol
posted on February 17th, 2011, 4:47 pm
Can artillery range ships hit defenses around the wormholes from the other side of those asteroids? 
posted on February 17th, 2011, 11:25 pm
I checked the distances between the asteroid field and the center resources.  And only the Hyperspace Artillery has the necessary range to get the center from the other side of the asteroid field.  Unless your opponent is stupid and places the mining stations right up next to the field.
posted on February 23rd, 2011, 2:50 am
After careful consideration, I have decided to make 2 resource pairs available in a team's space instead of one.  That way, the center isn't as critical.  I made this decision after the opponent did a better job at securing the center than we did.  We never stood a chance!
posted on February 23rd, 2011, 4:55 am
this screams turtle, especially for myson feds
posted on February 23rd, 2011, 11:48 am
I like the idea.

It should prompt different playstyles which would make a nice change.
posted on February 23rd, 2011, 2:01 pm
Well, I've run into one small problem.  I have little, if any room, to put more resources in the teams space.  Suggestions on how to make this room or to utilize the room I have?
posted on February 23rd, 2011, 3:25 pm
1 pair between the middle and top wormhole.
1 pair between the middle and bottom wormhole
1 pair between the bottom wormhole and the bottom of the map

Means they're still a bit vulnerable
posted on February 23rd, 2011, 4:03 pm
Download link doesn't work by the way, points to wormhole_cluster.bzn when it should be wormhole_cluster.zip.
posted on February 23rd, 2011, 8:39 pm
Megadroid wrote:Download link doesn't work by the way, points to wormhole_cluster.bzn when it should be wormhole_cluster.zip.

Now try the link.

By the way, I'm going to make an update to that map shortly with 2 resources per player, plus 2 additional resources per player that securs the center wormhole.

evilelite2000 wrote:1 pair between the middle and top wormhole.
1 pair between the middle and bottom wormhole
1 pair between the bottom wormhole and the bottom of the map

Means they're still a bit vulnerable


Could you make a diagram of what you had in mind?  The idea about one near the top and middle wormhole has left me a bit confused.
posted on February 23rd, 2011, 8:46 pm
It's a bit messy, but should give you a rough idea.

Attachments

wormhole_cluster.png
posted on February 23rd, 2011, 10:52 pm
Last edited by Anonymous on February 23rd, 2011, 11:04 pm, edited 1 time in total.
Okay, I'll try that.

By the way, I'm wanting to make sort of a mission out of this map as a seperate map.  The only problem is, Fleet-Ops assault maps don't work and they are the only map types that are otherwise playable online that allow for something other than the default starting units.  MMM seems to cause out-of-sync errors whenever units are added to the map.

Any suggestions on how I might accomplish this "mission" without causing any out-of-sync errors?
posted on February 24th, 2011, 12:51 am
Okay, I've placed the extra resources in the areas you suggested.  They'll be vulnerable to hyperspace artillery, but they shouldn't be vulnerable to anything else (hopefully).
posted on February 24th, 2011, 1:08 am
You can get multiplayer MMM scenarios to work, but everything has to be done at pretty much the same time on all machines, which can be quite tricky if you aren't doing everything at the start of the game. Mutliplayer is not really officially supported yet; it might be when I finish the version 1, which I'm working on now (current versions are basically previews).
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