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There are meant to be lots of simple and satisfying solutions to problems, so long as you can get to them in time. When choosing a name for the map, a small bit of lore appeared to me; one of the beavers who can read hooman writing saw an old hooman sign that read 'Lake Livid' and had to look up the word 'Livid' in his hooman dicitonary - he did not like what he read, but was silenced by the elders, who didn't believe in hooman nonsense.
Really glad you enjoyed the map, thanks again for the feedback
I find that after the initial panic on Timberborn, most of the game is kinda a slow sandbox rather then any pressing need most of the time.
This map completely changes that, with new things happening all the time, constantly trying to plan ahead, and wondering what disaster will strike next. A lot where simple. Some I'd solved ahead of time because I can plan sometimes.
Some wrecked me.
Hundreds of infected beavers. No easy cure in IT because reliable bad water is so far away. But that's what happens when I don't plan!
My biggest issue was a lack of scrap metal. The stuff that's easy to get to ran out way to fast for making tubeways & the mine is expensive.
I personally had no issues with food, it's easy enough to plant more blueberries next to the logging area. But it was a slow start.
This has been one of my favourite Timberborn maps so far
I have always preferred to play smaller maps, but someone who enjoyed my previous maps requested I build something bigger. The hope with this map was that you feel 'on the edge' at all times and those early long distance missions are part of that - can you wait to build up resources for 'high-speed travel' or do you have to get there now/yesterday.....
cont.
Thanks for the feedback, I genuinely appreciate it.
I'm currently attempting a hard IT run, I don't normally play them, and I'm finding it tough. Possibly looking at re-balancing the start - would love to know how you get on.
Thanks for the feedback, it's hugely appreciated.