海狸浮生记 Timberborn

海狸浮生记 Timberborn

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Lake Livid - Experimental
   
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11 月 4 日 上午 9:53
11 月 17 日 上午 7:36
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Lake Livid - Experimental

描述
Experimental 1.0 Map
256 X 256
Loads of resources
Dormant features reveal EVERY cycle - up to cycle 50

I am giving up grading maps as 'Easy' or 'Hard', everyone has very different opinions. I believe that a beginner might find this map very difficult, but a pro would have it solved in a hundreth of the time it has taken to make : )

Feedback hugely appreciated, this is a work in progress and is likely to evolve.

Thanks for taking a look,

SlartiBarti
31 条留言
Slartibarti  [作者] 9 小时以前 
Hi Inane_Newt, thanks for the feedback, sorry I deleted your comment, but it container potential spoilers. It looks like you're a competent player who spotted the easy options : )
Slartibarti  [作者] 20 小时以前 
Nice one UKGamer, thanks for playing the map and thanks for the feedback. A small amount of scrap has been added today, but it still might need looking at - I'm in the middle of an IT run at the moment and think I'll have to use insider knowledge to get to the right mine (is it even the right one?) The game designers have really improved map making and I'm certain that it will hugely benefit the overall game.

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
UKGamer 11 月 17 日 上午 9:59 
I finished on cycle 37, after about 17 hours of play. This map was brutal. And honestly I enjoyed that aspect a lot.

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
nnnnnneko2016 11 月 17 日 上午 3:25 
Thank you so much for your reply! Adding some blueberries and trees, as you suggested, would be wonderful! I really felt a pang of regret when I had to uproot blueberries and trees (no...). This map has a large and rich feel truly, and I love that. I think perhaps it's precisely because of its richness that it's hard to "quietly" stay in one corner. Moreover, since starting location is kind of long and narrow, for someone like me who loves planting large areas of trees, blueberry fields, and farmland, I'm very eager to go out and explore before I accumulate enough resources to freely explore the outside world. Finally, I want to tell you how much I appreciate the time and effort you put into creating this map; I love its richness! ヽ( ̄▽ ̄)ノ
Slartibarti  [作者] 11 月 17 日 上午 2:12 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Slartibarti  [作者] 11 月 17 日 上午 2:12 
nnnnnneko2016 - thanks for the feedback, I have loads of runs which I stopped around the same point, you are not alone. It's looking highly likely that I'll re-balance the start, with a second proper patch of berries and a slightly more dense collection of wood at the starting location. Most concerns have come from IT players, I probably have an unconscious bias for FT, however the first person to 'complete' the map did so in 27 cycles with the IT.... (super impressive in my eyes!)
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.
nnnnnneko2016 11 月 16 日 下午 7:26 
I really wanted to play this map because it's huge and looks like there's a lot to explore. Unfortunately, I never completed it. I stopped playing after about six or seven cycles. The map is truly massive. On one hand, I needed to have the beavers scattered across the initial area, farming, building homes, fetching water, planting trees, and setting up multiple lumberjacks to harvest trees spread far and wide—some of which take a full cycle to grow. On the other hand, sending beavers out to explore new areas while maintaining basic survival was incredibly time-consuming and labor-intensive on such a vast map. While spotting blueberries growing everywhere delighted my Iron Tooth tribe, I had to remove many blueberries and some trees to consolidate larger plots for farming or simply clear paths—which was a shame. Perhaps once more mods are compatible with version 1.0, I'll return to explore this beautiful map.
Slartibarti  [作者] 11 月 16 日 下午 2:17 
zukki - I'm glad it was a challenge, especially as you are going back for more : ) I might make the start a little less challenging, fair bit of feedback on that. Flexible start offers some great opportunities - Mt Chiliake Mines has great potential, as does the Great Slip Delta.

Thanks for the feedback, I genuinely appreciate it.
Slartibarti  [作者] 11 月 16 日 下午 2:11 
Awesome [unaassigned], sounds like you got stuck into it : ) Someone has mentioned a difficulty setting for the events, maybe we'll get a mod for it - it would most likely complicate map design. I was using rough estimates of cycle lengths for each difficulty setting to try and get events to occur as planned, and it can lead to some quirky happenings when you get those odd runs of RNG. With the new additions I had hoped to try and disrupt people's usual play style and get them doing something different - I haven't built a single inventor on any play through, yet.

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.
zukki 11 月 16 日 下午 2:07 
Man this was challenging, specially playing with the folktails, that corner start is nasty. Will go for a second round with iron teeth but starting at the other side of the map.