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Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on September 25, 2011, 06:01:01 AM

Title: Custom Map #233: 1.9 Corvus Temple
Post by: AutoPost on September 25, 2011, 06:01:01 AM
This topic is for discussion of map #233: 1.9 Corvus Temple (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=233)
(http://knucklecracker.com/creeperworld2/thumb.php?id=233) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=233)

Author: Link327 (http://knucklecracker.com/creeperworld2/viewmaps.php?author=Link327)

Desc:
The Final Battle began. The first of three Parts fighting Corvus. Good Luck...
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: zerithos on September 25, 2011, 04:45:16 PM
wow good map haven't beat it yet good work ;D
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: DethbyIT on September 25, 2011, 06:19:19 PM
Anyone up for giving a 'slight' hint?
I've been beating on this 3rd chamber for over 13 minutes and still not making a dent in the Creeper.
Maxed out on all Techs and have tried a variety of weapons to no avail.
Picture of current game attached.
Thanks,
dbit
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: snowmaker (JM) on September 25, 2011, 06:22:44 PM
Quote from: DethbyIT on September 25, 2011, 06:19:19 PM
Anyone up for giving a 'slight' hint?
I've been beating on this 3rd chamber for over 13 minutes and still not making a dent in the Creeper.
Maxed out on all Techs and have tried a variety of weapons to no avail.
Picture of current game attached.
Thanks,
dbit

Use the endless supply of anti-creeper ... I think I was pulling about 400 at anyone time  ;)
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: DethbyIT on September 25, 2011, 06:36:52 PM
Thanks JM - I tried a heavier concentration of Makers in one of my other combinations - but obviously I must have been half-stepping.

Real glad we now have the 'Save' function, I'll back up and re-group.
dbit
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: DethbyIT on September 25, 2011, 07:36:43 PM
JM,
Still no joy.
Did you have more makers than this?
dbit
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: snowmaker (JM) on September 25, 2011, 10:42:06 PM
Quote from: DethbyIT on September 25, 2011, 07:36:43 PM
JM,
Still no joy.
Did you have more makers than this?
dbit

I wouldn't worry about ore extractors... I used two mortars to keep that center area from coming up too much. I would try to maximize your energy production (less digging). I hardly used any blasters at this point, a couple of more shields. And I can into that center section from both sides, using charged makers to drop a lot of AC. So I did have alot more makers.

Don't rely on so many blasters... they eat up your energy fast  ;)
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: DethbyIT on September 26, 2011, 09:44:29 AM
Quote from: snowmaker (JM) on September 25, 2011, 10:42:06 PM
... I used two mortars to keep that center area from coming up too much.
Don't rely on so many blasters... they eat up your energy fast  ;)

Not sure how you managed that center area with two Mortars/Launchers. I had 16 above there and still got overwhelmed by the Creeper. There may be some kind of trigger that I dug through - or I just took too darn long.

I ended up with 50 Makers on each side, but still not able to break through into the third chamber and attack those upper 3 Emitters. Might have to give it a rest and try again some other day.

Thanks for the tips.
dbit
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: Link327 on September 26, 2011, 09:46:47 AM
well,what snowkamer said was just right.
Im using, what i would call a "AC-BOMB"
I used, rly, over 60 makers. All with the full 60 Millions of AC charged. it is important to use the CHARGE mode, NOT the produce mode.
Shield the room wiht this dense Creeper as much as possible, so you have almost no chance to get the bombed ac out of it(you dont want it to flood your own rooms right?), it doesnt matter if the makers are destroyed, mainly their bombs drop.
AND! You dont have to push it taht hard at the beginning. It is enough if you get as much pushing to dig towards the emitters. There you put some shields, launchers, maybe 2 or 4 blasters and then open it up - and - you guessed it, launch anotehr AC Bomb inside. Shield the emitter so it cant destroy the nullifier youre building.
Boom! Emitter 1/3 killed. Go that way for the other side, then you should be able to hold the room(1/3 as much Creeper, and a way higher energy production.) Hint: Go for the left side first. I had some problems with the fields when creating it, and i never fixed it. There is a room with some diggable terrain below the left emitter. use it for more reactors, right side there is NOT taht problem, there is the same room, but already in decayed version (less building space)
That middle emitter is a bit tricky, since it can destroy nullifiers and shields almost immediatly. Build masses of launchers around the room, at right side, at left side, they will bomb it. Shield it at the top of this "tube", launch a little acbomb in it, and that is also done. Top one is pretty easy, there is enough to build some repulsors, launchers and blasters, build two nullifiers, one to kill the two lower emitters, one for the central one. From here on downwards you have over 60 energy production,(i had +127, here the reason)
DO NEVER collect both crystals at the beginning. Keep one for after finishing that room i just told about. Then care for never having larger consumption as production, and you can use all your reactors, not only the limit of 60. In the end i did the final room with 7 dark beams. You could never supply them without having(without using) crystals.
Hope it helps ;)
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: DethbyIT on September 26, 2011, 10:24:05 AM
"All with the full 60 Millions of AC charged. it is important to use the CHARGE mode, NOT the produce mode."

Thank you for that tip. I've never used the CHARGE mode, but will play around with it. If nothing else, it will be fun to see what happens when that much AC hits a wall of Creeper.

"In the end i did the final room with 7 dark beams."
No thanks - LOL!
This one is way beyond my skill-set, but it was a good use of several hours of playing time.

Thanks again for all the games you put together.
dbit
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: crazyone76 on October 01, 2011, 02:42:47 PM
holy *BEEP* that was hard
veryveryvery nice map
good job  ;)
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: UmberGryphon on October 02, 2011, 08:11:05 PM
The best time anyone's ever set on this map is 48 minutes 21 seconds.  That's the BEST anyone's ever done.  The next-worst map has a best time of 39 minutes 31 seconds, making this map the hardest CW2 map in existence by almost 9 minutes.

You don't need to leave the second gem until later, but I wish I had.  Probably would have taken me less than 2 hours to solve this map if I had.   :o

UmberGryphon
(who will remember the power of "anti-creeper bombs")
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: mthw2vc on October 02, 2011, 08:20:21 PM
Length =/= difficulty.
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: Link327 on October 02, 2011, 10:55:35 PM
Quote from: mthw2vc on October 02, 2011, 08:20:21 PM
Length =/= difficulty.

i agree. It isnt that hard, since your LS is NEVER really in danger (except the first little Creeperwave, just 3 shields and da job is done. You cant lose anymore
So its not rly hard.
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: Katra on October 09, 2011, 12:20:45 AM
I took that center chamber by attacking from both sides with launchers, a few blasters, and a handful of charged makers. (I don't think I ever had more than 10 at once on this entire map.) Don't be impatient; it took quite a while for the launchers to kill enough creeper to advance into the chamber. Then the hard part begins; clearing out the chamber with fields throwing balls of dense creeper at you from three sides. ;)) I found the proper placement of shields and repulsors to be the key. (And charged makers let me get a shield close enough to the emitter to place the nullifier.)

As for the final chamber I needed three dark beams to create a drone killing net. May try again from my last save; I took too long trying it with one.

edit: Had to make that next to last save (just before I got the dark beam tech.) Took 5 minutes off my time and moved up 3 spots on the score list.
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: bweenie on February 17, 2012, 02:11:54 AM
Great map. I probably could shave some time if I didn't screw around so much trying to figure out how to get into the chambers with the moving creeper.

Spoiler
Keep pounding on the dense creeper with missile launchers. You'll find that it suddenly breaks. And, make strategic use of shields.
[close]
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: Ebon Heart on February 17, 2012, 10:50:24 AM
I've sort of developed a phobia for this boss fight for this series. lol. It's way late already....
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: koker93 on August 22, 2012, 09:16:13 PM
I've been going back and playing older maps and have to say - this one is one of my favorites.  Awesome use of balance between creeper and anti creeper.
Title: Re: Custom Map #233: 1.9 Corvus Temple
Post by: jeanmiwan on July 12, 2014, 10:18:57 AM
It's just tiring to me how I can't go down the third room, even while applying the advices here by the letter.
Behing my shield, the anti-creeper density goes from 60,000K to 1,500K in about 1 second.
Note that I had more than 60 full "AC bombs" to get to that density.

Call me a wuss if you like, it's just impossible to me and I stop wasting my time on this.

I don't feel using the editor to diminish the emitter strength in order to pass this map : cheating isn't part of my way of playing a game.