Cobalt
Rockface Temple [Beta]
21 Comments
TimmyChips 23 Oct, 2016 @ 5:03pm 
@HisDarkestFear Thanks!
HisDarkestFear  [author] 23 Oct, 2016 @ 10:12am 
You cannot make your own waves afaik, unless there's a way using third-party means. You select from a list of presets when setting up the gamemode. =)
TimmyChips 22 Oct, 2016 @ 12:46pm 
Do you have to set up the waves yourself or can you change it to already existing waves? Learning how to make my own survival map.
HisDarkestFear  [author] 29 Apr, 2016 @ 8:14am 
Thanks! Sure took a lot of great people's advice to get me this far. =)
jebOx  [developer] 29 Apr, 2016 @ 1:13am 
Looks great! :borealis:
PeterComputer 24 Apr, 2016 @ 1:28pm 
You're welcome! This is a really good map and I want to see it developed! I'll keep popping up every once in a while to see if any updates are avaiable and share my thoughts on it.

Good night! :D
HisDarkestFear  [author] 24 Apr, 2016 @ 12:00pm 
Thanks for the time-taken review PeterComputer! (A wall of text is almost never a bad thing, especially when it's well-written =) )

It does seem pretty hard to get past the first few waves without either shield belt or upgrades, I think I'll move the upgrade booth back up to the overhanging wood girder. Three shops inside that little locked area didn't look so good either, so this makes a good excuse!

Hmm, removing the bouncy plant in the middle might actually help AI characters get across also, I'll look into this.

The idea with the Pop Plants is that you get to heal for free, at the cost of speed and only much safety once the wave has ended. I should add some more though, the Snipers do kill you pretty quickly and what I've got right now isn't ideal.

Once again, thank you for the feedback! It's always good for a creator to get input other than his own. =)

Have a great day,
Darkest~
PeterComputer 24 Apr, 2016 @ 10:53am 
Sorry for the wall of text! ;P
PeterComputer 24 Apr, 2016 @ 10:52am 
(Continued)

The way I see it, there are two solutions to this issue:
- You either place the Upgrade Booth back in the open;
- Or you put a Nano Dispenser somewhere around the map.

There are most likely other ways to get around this problem but these two were the first that I thought of.

All in all, both these updates have been great and have fixed basically all the mobility and enemy type problems I had with the map. Although now the early-game is now quite frustrating, I know that you'll probably be able to balance it better in future updates.
That's basically everything I have to say right now,
Keep up the good work! :D
PeterComputer 24 Apr, 2016 @ 10:51am 
(Continued)

I think this correlates with the fact that the upgrade station is locked at the start of the game. Usually, what I'll do is buy either a Slugger Revolver or a Slugger Cobra and upgrading them in the first few rounds in which I can't afford a shield. By locking up both the Upgrade Booth AND the Advanced Equipment behind 350 Volts, the chances of me surviving 2/3 waves killing enemies with nothing but basic weapons and grenades get pretty low. It also doesn't help that the only avaiable healing method during rounds are Pop Plants. They do provide reasonable amounts of health but they are just too slow at doing so. In order to get back to full health I'll need to pop them about 7 times, leaving me exposed to the enemy. Not to mention that the health I get back only saves me from one or two enemy shots. Yes, I could buy Nano Dispensers beforehand but that would delay my progress towards unlocking shields.

(Continues)
PeterComputer 24 Apr, 2016 @ 10:49am 
Alright, this update fixes most of the problems I was going to talk about.

I was going to complain about the wind hazards not being that helpful, but now that's pretty much fixed. If anything, I think cranking up the intensity on the one wind hazard would make it a bit better. When it comes to the bridge, putting it on a higher level and platforms under it was a great move. It adds more to the map. Also, I think that if you removed the bouncy plant on the middle platform, it would fantastic. But that's just me being picky. :D

When it comes to enemies, I think using the Snipers preset was a greeeeat change. It's much more enjoyable to play now and the waves actually become harder over time. Although, I found myself having a really hard time going through the first 3 or 4 waves, restarting the map about 6 or 7 times before actually making it through. After opening the 350 Volt-door and buying a shield, it was a pretty smooth sail for the most part.

(Continues)
PeterComputer 24 Apr, 2016 @ 10:11am 
Well, I'll give the new map a look and write back in a bit.
PeterComputer 24 Apr, 2016 @ 10:09am 
Damnit! I just finished the updated map and come back here to write my thoughts on it only to find that you updated it again! Gahhhhhh! :D
HisDarkestFear  [author] 24 Apr, 2016 @ 10:02am 
Another update, a quick one but very useful! Pretty much, I added girders above the lake, bouncy plants are below any gaps and should save the AI robots more often than not. There is still one tree and it has been improved a bit, too.

As always, feedback is much appreciated! I might make the video in a day or two, so any suggestions are best now than later at this point. =)
HisDarkestFear  [author] 23 Apr, 2016 @ 10:32pm 
A fresh update arrives yet again! It's worthy of a changelog too. =)

. Added some Wind Hazards (or in this case, helpers) around the lake, these make it much easier to get across the lake and up to the girders.

. Moved the enemies' Entry points into group-like formations.

. Changed the default waves from Shroom Invasion to Snipers.

. Added Raid Areas in the clouds.

. Advanced Guns, Equipment, and the Upgrade Booth are behind a 350 Volt-requiring locked door.

. Added some Pop Plants, use them to heal yourself.

. A couple of visual changes.

Gonna look at helping those robots survive near the lake next. Also, I've got my editing software all up and running. Expect a video once the map is near completion!


That's all for now,

Darkest~
PeterComputer 22 Apr, 2016 @ 2:34pm 
@OurDarkestFears You're welcome! It's always great to see new maps pop up in the workshop! It seems you've got a lot planned fro the future. One advice I will give though is: don't limit players too much by locking up essential shops behind paid doors. Shops like the Advanced Guns and Advanced Equipment makes sense to be unaccessible during the first few rounds but other shops such as the Throwables should be reasonably accessible.

And if you really can't do much about the enemy types, then less spread-out enemy spawns sounds like a good solution

Anyways, I'm probably just telling things you already know so I'll head off now. I'm sure you'll do pretty awesome changes in the near future.

Good night!


Oh, also don't forget to add a Nano Shower! :D
HisDarkestFear  [author] 21 Apr, 2016 @ 11:23am 
@PeterComputer, thanks for the comments!

Sadly, I don't know if I can make the waves too much harder, due to the size of the map and only being able to choose pre-defined wave presets. One possibility, I guess, would be to require Volts to access some shops and have less spread-out enemy spawns. I will definitely be looking into this, after all, Survival is all about the challenge!

There is, indeed, a bit of annoyance getting from the ground to the higher sections of the map. I'm currently trying out some rafts in the water and might attach something bouncy to one. =)

Your support is greatly appreciated!
Have a great day,

Darkest~
PeterComputer 21 Apr, 2016 @ 11:11am 
(Continuation)

Although, the biggest problem I see with this map is the mobility. Throughout the game, I often felt difficulty in trying to get from the temple to the village or vice versa, specially in the early-game. I got around it by buying a pair of jet thrusters though on the second or third round. I understand that all those platforms and the bridge are there to give the map character and to make it more fun but I think it just makes it slighty frustrating when an enemy is in the lake and you have to go all the way down just to climb back up when you're done. An easy fix to this would be just to simply place a couple of bouncy pads around the map.

But in no way is this a bad map. For a Beta, this is a really good concept. (GOD, I love that bridge so much.) Anyways, this map has a lot of potential and I can't wait to see it develop! Have a nice day! :D
PeterComputer 21 Apr, 2016 @ 11:10am 
As of right now, this is a really nice survival map: Cool setting, nifty paths, well built areas, etc.
But, of course, it's not problem free.

While the enemies are reasonable, they get really easy towards the mid/endgame and it can feel grindy to get through the waves. I get that the mushroom people are there most likely because of the map's theme but I think if you're willing to sacrifice a bit of your map's design to make more enjoyable enemies, it would be way more fun.

Also, a minor problem I have experienced is the Mechs drowning themselves in the lake. It kind of takes away the fun from killing a Mech single-handed when you can just lure them into the lake.

(Continues...)
HisDarkestFear  [author] 20 Apr, 2016 @ 9:02pm 
The bridge has been added again, in a much better way and with some better girders beneath. It shouldn't be as annoying and is now much more rewarding to jump across the girders.
HisDarkestFear  [author] 20 Apr, 2016 @ 1:20pm 
A recent update temporarily removes the rope and box bridge. I'm currently working on making it much better though!

On top of this I'm working on videos for Rocket Dojo and this map, expect to see those some time soon if all goes well! (I try to play with another person for much better clips for the reel, might have to wait a week or two!)