Full mission maps
8 months ago
Indiana, USA

I've had this game on my radar for a while, and just happened to check this board a few days ago... so I made a thing you might find useful, or maybe someone will. The blue crosshair is where the base placement cursor starts before each mission.

It's at game resolution, so open the image in a new tab or download it.

(This post has been updated, and the maps should now be 100% accurate, as well as now showing marine starting weapons, where blue is NORMAL, yellow is AT-MMR, and red is AT-POD.)

편집한 사람 작성자 6 months ago
guiboardsynth 이것을 좋아함
Canada

I love it, thank you so much!

I already have 2 comments on it, I mean no offence.

1- Is there a way to distinguish between dummy bases and the real base? I have notes on my plans and I can tell you that level 14 Zihard and level 17 Marlion have 2 dummy bases. Just an idea, you could use opposite (negative) colors for the dummy bases?

2- On level 20 you are missing one radar, somewhere between the 2x3 hill and the "Super Weapon" (no spoiler haha!)

If I make another filmed run I will credit you for your work, thanks again!

GuiboardSynth

Indiana, USA

Glad you enjoyed it! I'll address your points, then update my progress on this project.

1- I have done routing but have not tested my strats for Zihard and Marlion, so I didn't know those were dummy bases. Up to recently, these maps had been made from a decent page on Gamefaqs, which was made in 2006. The worst error in that guide is that it claims a marine dropship takes eight AAs to be shot down, when it really only takes six.

Regarding dummy bases, I have them mapped as "D" on other missions, such as the southwest "base" in Eurostorm III. So I had been marking dummies, but was just unaware of the ones you mentioned. A relief, since it makes the strats for those missions shorter, thanks!

EDIT: All dummy bases have been updated to show properly on these maps. I did a slow test run-through of the game to check things, so unless you have any requests, this should now be the final version of this image.

2- Yep, I had noticed that radar when watching some random youtube video, this was missing from the maps in the FAQ, which also had lots of other small inaccuracies, including two more missing radar on Zihard and Artemis.

Sooooo... suffice to say, I was not happy at all with the accuracy of that FAQ, and over the past week I've been going through every single square of every mission by hand, updating my map. I just finished it today and updated the first post of this thread. I've also added the starting weapon type for every marine, the color boxes match the colors of the projectiles:

Blue = NORMAL (like the laser shot)

Yellow = AT-MMR (like the machine gun muzzle flash)

Red = AT-POD (like the explosion)

This has also been in the process of doing my own routing, which I hope I can demonstrate soon... I kinda feel bad, since I put off running this game for so long! I guess it took someone else starting the project to motivate me, but it was also a huge coincidence that the first time I checked this board was right after your first post, ha! You may have some competition soon... I found a very interesting tactic for Sunrise that I think you will enjoy using!

Below I will post more of my findings, which you may or may not find useful. I've not just been mapping, but also doing extensive testing of every game mechanic I could think of... there aren't that many in this game of course.

편집한 사람 작성자 7 months ago
guiboardsynth 이것을 좋아함
Indiana, USA
  1. Build times - I had planned to also test for factories, but found it was unnecessary as factories are awful. These are in ingame seconds.

3 sec - Landmines

12 sec - Build Up (for all three buildings)

16 sec - Missile, Gunpod, Dummy Base and Unit

20 sec - Missile reload

21 sec - Metal Marine

26 sec - AA Missile, Radar, Supply HQ, Energy Plant, Factory

  1. AA Missile mechanics
  • Six AAs will destroy a marine dropship.

  • Base chance is 25% to hit, increased by a flat 10% for every radar present anywhere on the map.

  • AA turrets can reach three rows to either side. They will reach three columns forward to hit a marine dropship, but can only reach one column forward to intercept missiles.

Table of chances for a dropship to be destroyed, based on radar present and AA Missiles in range:

편집한 사람 작성자 7 months ago
guiboardsynth 이것을 좋아함
Canada

Hello johannhowitzer,

I noticed one gun-pod missing on level 10 Artemis. I made a quick youtube video as well as give you a screenshot of my run. I also want to reference you for your hard work and contribution, how do you pronounce your name? Is it Johann like Joe or more like Yohann? Him or her?

Screenshot of the North-East base, it has a symmetrical gun-pod layout.

Last thing, I am uploading a new World Record of 1h57m on my Youtube, check out GuiboardSynth!

Game On!

Canada

Another note, do you care much about the sea limits? It only matters in level 12 and level 20 but this game has physical limitations as to where you can land your marines and missiles. I don't need you to do any updates for my runs, but I wanted to discuss it with you.

Thanks again ✌️

Indiana, USA

Yeah, I had noticed that pod too in my practice, for some reason I think it wasn't there in my map testing. There were also a few missing friendly marine starting weapons, so I'll update the big maps soon.

Name is "yohann" like the German name, although I'm not German, it was just a nickname I had growing up since I play the piano. You can call me however you like :)

Regarding the sea limits, I did consider putting those in the maps, but they are so rarely relevant. Beyond our own speedrunning purposes, I don't think people would care, and it's a lot of work to test the boundaries and reframe the whole image, didn't seem worth it.

In other news, I did my first run today...

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