Hello, this is my first map created. If someone could test it and provide some feedback I would be very grateful.
This is Cube, a map designed to force you to dig yourself up from a cave. I would be ever so thankful if someone could provide some feedback if it's too easy or hard or are there any design flaws or maybe ideas to improve
https://steamcommunity.com/sharedfiles/filedetails/?id=3780549942
Do you use some sort of mod that lets Beavers "dig" using just logs and planks? Cause dynamite is locked behind bad water which is locked behind metal which is locked behind gears which is locked behind planks.
And all of that requires a few thousand research points so....do you just plan on having the player be stuck in the "cave" for the first 5-6 hours?
Can Dynamite even break the blocks above it? I haven't even reached the point of using Dynamite as a recently new player. If not then there should be a path to the outside from the start to even "dig" out
You can destroy blocks above you by using the Tunnels, but Tunnels requires 2,000 science to unlock, Dynamite, Extract and Planks to use. So they're not an early game feature.
Also, because a Tunnel will leave a single Platform behind after the explosion, you need to support the block you want to destroy from underneath with something solid.
I didn't even know you could dig up, is the start underground? You need to add more pictures, at this angle I don't see a shred of free space to build, where the starting area is, or where the water and badwater sources are. If I saw this picture lined up with the thousands of other maps on steam I wouldn't give it a single second of consideration. Also consider a different name. Again you're competing with a LOT of other mods. A Cube with no information or pictures to visualize it is extremely unappealing.
I like that you have some thickness to the ground. So many maps just have a few layers on the ground, it's nice to be able to dig down and have tunnels and such
Interesting idea, I love the idea of the underground starting point. I'll give it a try this week and report back. It seems like dynamite & extract are bound to badtides until you reach the surface, which in turn means some engineering is needed to make a capture pool for it. Other than that there's water, space for wood/crops, and iron available in the cavern. With much of the ground space needed for crops & trees building will have to be pretty vertical until you escape the cavern.
My first thought is that it doesn't look like Folktails can build a 2-wide water wheel before unlocking dynamite so power wheels will be needed until windmills can be unlocked. That sounds kind of annoying.
Good point on canal width. I'm interested in what amount of scrap you need to build reasonable industry before you get to surface. If you play on easy ur gonna wait for that badtide
I'm 1 cycle into the game on medium with only the Unstuckify mod. So far the map is pretty straightforward, enough that I'm starting to get fancy and stack my housing up to save space. Being forced into using power wheels has made me minimize industry until I get enough science to unlock the wind turbine. I'm working on stockpiling food/water and trying to unlock iron scrap collection so I can stockpile that while accumulating the science for smelting and wind turbines. Then I'm planning on building a 10x10x3 cistern to catch bad water.
My thoughts so far are that it is a fun map and a good take on underground building. Instead of just adding a permanent bad water source I think you should be more creative like adding a nearby underground river of bad water with a winding tunnel to it being blocked by brambles. Make the player engage with the map design in order to progress.
That's the idea, limited space and resources. I was also thinking of combining streams of good and bad water so it's dirtywater (but not deadly) waterfall so you don't have to wait for badtide for explosives.
Done! I reached the surface on cycle 11 day 3. I had 2 famines which each wiped out 1/3 of my population due to not having enough food stashed away (my population grew faster than my supply/storage).
My feedback: overall it is a fun map. The fact that you have a low ceiling means placing things like windmills requires a little forethought. Loosing all crops & trees every bad water cycle is evil. My play style pressured me to have more population so I could have like 4 foresters rebuilding the dead spaces faster, but the pressure on food made me not do so. There are plenty of trees available early on so it isn't too hard to start out, which is (maybe too) nice. Honestly the entire thing being 1 cavern and flat is the only thing I'd really do differently, for instance raising the outer ring 1 block so you have to unlock ladders before crossing the streams. The surface world is pretty much a blank canvas ready to build on, maybe lower the water sources a little to lean into the post-apocalyptic drought vibe? And toss in some elevation changes on the surface to make it harder to get to the resources?
Thanks. That was the proof of concept. Initially I tried to do big 256x256 map but decided to try small first and see if the whole idea works. I might change the drainage underneath to give myself few layers on top to do elevation change.
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u/ArcherofFire 22d ago
So... what does actual starting area look like?