Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 24, 2018, 01:18:40 PM

Title: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: AutoPost on June 24, 2018, 01:18:40 PM
This topic is for discussion of map #6003: CSM-11 SG-7
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=6003)

Author: yum234
Size: 144x100

Desc:
Cornucanis Style Map. Huh! It was interesting to create this new Stargate game! Hard game. Especially start and finish. Be careful when playing and enjoy, please! #BravoCornucanis #GoodLuck
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: chwooly on June 25, 2018, 12:47:08 AM
Very Fun map.

Took me a few retry's to get it. The reds are still a pain but I am figuring them out.

Looking forward to more.

Cheers
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 25, 2018, 03:26:32 AM
Thanks for comment!  :)

In this game red Spore Tower more easy to localize than in previous maps.

Spoiler
You can build walls with heights=9. Usually I mark some terrain (still under creeper) by "=9" and put near it terp. When this part of terrain will be under anti-creeper immediately will builds wall.
[close]
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: Ralkai Shagtten on June 25, 2018, 09:18:58 AM
Quote from: yum-forum on June 25, 2018, 03:26:32 AM

Spoiler
You can build walls with heights=9. Usually I mark some terrain (still under creeper) by "=9" and put near it terp. When this part of terrain will be under anti-creeper immediately will builds wall.
[close]

I tried this but...

Spoiler

I build height 9 walls, but the AC flood them anyways and the red tower goes online. I've also tried with height 10 walls, but the rever automatically to height 9 >.<
[close]
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 25, 2018, 09:39:15 AM
Thanks for comment!  And very big pleasure for me that it was your first post in our forum! :)

Yes. You are right. Way I suggested in spoiler helps for limited time. But during this time you can achieve big progress in game!
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: chwooly on June 25, 2018, 10:07:48 AM
Quote from: Ralkai Shagtten on June 25, 2018, 09:18:58 AM
Quote from: yum-forum on June 25, 2018, 03:26:32 AM

Spoiler
You can build walls with heights=9. Usually I mark some terrain (still under creeper) by "=9" and put near it terp. When this part of terrain will be under anti-creeper immediately will builds wall.
[close]

I tried this but...

Spoiler

I build height 9 walls, but the AC flood them anyways and the red tower goes online. I've also tried with height 10 walls, but the rever automatically to height 9 >.<
[close]

Spoiler
on the towers on the main land there is an emitter next to each, Put the walls around both make sure they have not turned. This keeps the AC from overflowing them for a lot longer.  I ignored the tower on the little island to the lower left, I couldn't save that 1.
[close]
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: Ralkai Shagtten on June 25, 2018, 10:26:03 AM
I will try again again, thanks.

BTW, that endless creeper spawning on the top left island is normal? It even goes over the level 10 wall when it reaches deep 2000... (A count-down maybe?)
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 25, 2018, 11:01:12 AM
Quote from: Ralkai Shagtten on June 25, 2018, 10:26:03 AM
I will try again again, thanks.

BTW, that endless creeper spawning on the top left island is normal? It even goes over the level 10 wall when it reaches deep 2000... (A count-down maybe?)

Ha ha!  :) Endless creeper spawning on the top left island is not normal.
It is because yellow color gates (semiconductor anti-creeper) type brings a lot of creeper from other yellow gates in other part of map where high density of creeper.
So working scripts now. And I used this "wrong behavior" in gameplay...  ;)
In near future scripts will be improved.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: Ralkai Shagtten on June 25, 2018, 12:06:53 PM
Well, I'm starting to think that the map may be a "bit" over my skill level...  Time to train ::)
(I thought the "white" gates only sent AC through them, and the "blue" ones only creeper)
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 25, 2018, 12:46:41 PM
Quote from: Ralkai Shagtten on June 25, 2018, 12:06:53 PM
Well, I'm starting to think that the map may be a "bit" over my skill level...  Time to train ::)
(I thought the "white" gates only sent AC through them, and the "blue" ones only creeper)

Yes. "White" gates only sent AC and the "blue" ones only creeper!
But they send creeper (or anti-creeper) to SUM of all the same color gates and then RESULT SUM  divided to all gates and go out from each gate!
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: chwooly on June 25, 2018, 12:46:56 PM
Quote from: Ralkai Shagtten on June 25, 2018, 12:06:53 PM
Well, I'm starting to think that the map may be a "bit" over my skill level...  Time to train ::)
(I thought the "white" gates only sent AC through them, and the "blue" ones only creeper)

My understanding is that white and blue gates start inactive, they pass all creeper but will only open if white is covered by ac and if blue is covered with creep. Now, I don't know if they go inactive if they are not in the correct creep.

I leave the yellow in the top left alone, until I can need the the guppy to win the map, You don't need to use guppy's at all to win and you can bridge across to the top right before the creep overflows.

Spoiler
For this map I start with just the lander and then build 1 terp. get the first tower below the CN, then I start to head up. Once the upper emitter is destroyed I go right for the towers, then get the other emitter by the CN. I send 1 terp across to the upper right get those towers and start opening the emitters above the CN. Also start building reactors and the forge on the area to the left. Start heading down once you have the upper right and upper left emitters turned. make sure to block the 3 towers and an emitter to keep them blocked. I then open all blue that is not connected to yellows. Check between red and pink to see which has the lowest amount  of crep and start to open them. The is a tower in middle that if you have enough creep coming from pink you can then open the red and get it also. Keep raising and lowering around emitters to try and build up AC to destroy them, This was crucial for me in the bottom center, But remember to watch the tower there as well to keep it turned off, If at some point it will be time to open greens and then once the right side is clean you can watch the creep evaporate in the upper left and get the last guppy
[close]
I hope this makes some sense and helps a little. My times are never the fasted but part of that is because most of the time I am in 4x mode and don't pause as I move around the map to terp different areas. None of these maps are very hard for me, (YET) but interestingly enough I find them therapeutic, maybe cathartic might be a better word, Either way,these are the first maps that I find my self coming back after I have finished to replay 
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 25, 2018, 01:11:52 PM
Quote from: chwooly on June 25, 2018, 12:46:56 PM

My understanding is that white and blue gates start inactive, they pass all creeper but will only open if white is covered by ac and if blue is covered with creep.


This is correct.

Quote from: chwooly on June 25, 2018, 12:46:56 PM

Now, I don't know if they go inactive if they are not in the correct creep.


Inactive in terms that "can't send creeper or anti-creeper to the SUM of all gates with the same color". But part of SUM go out (pass) through its.

P.S. Maybe Cornucanis can explain better...  :-[
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: Loren Pechtel on June 26, 2018, 01:16:54 AM
I don't see how you can keep the evil towers blocked for any length of time.

And this map has me stumped.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: chwooly on June 26, 2018, 02:20:42 AM
Quote from: Loren Pechtel on June 26, 2018, 01:16:54 AM
I don't see how you can keep the evil towers blocked for any length of time.

And this map has me stumped.


Spoiler
There are 3 towers on the same land as the CN, The 1st tower has a flip emitter to it's left, Leave the walls alone on the 3 sides of the emitter and build up the wall on the bottom of the tower to 10 then lower the wall in the middle to 1, You should be able to reach that wall by using a terp in the pz below the CN. I put the terp instructions as soon as the terraform button is available before unpausing. You might need to upgrade range by 1 first.  The next tower is too the right of the 1st tower. The emmitter is to the left again wall of 10 around both and lower the wall between. depending on where you are in the game you might have to lower the wall between the emitter and the green hole. The 3rd tower is the 1 on the bottom. There are 2 emitters, you can use either 1 I tend to use the 1 below, Again 10 all around, then 1 on the wall that seperates the emitter and the tower. Also later the game if needed I will extend the wall I built so I will have 2 rows of 10. Good Luck
[close]
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: flaac on June 28, 2018, 06:00:18 PM
How did the tower work? Is there a way to see the field? Some emitters are protected even if not surrounded by wall.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: D0m0nik on July 12, 2018, 02:40:16 PM
Enjoying these maps Yum but I am not good at them! I think I am still missing a few tricks. Or are people using the singularity?
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on July 12, 2018, 02:57:51 PM
Quote from: D0m0nik on July 12, 2018, 02:40:16 PM
Enjoying these maps Yum but I am not good at them! I think I am still missing a few tricks. Or are people using the singularity?

All CSM designed so that surely possible to win without singularity weapon.

P.S. Very glad to see you here!  :)
P.P.S. By time score it seems that RrR used singularity weapon.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on July 12, 2018, 03:01:44 PM
Quote from: flaac on June 28, 2018, 06:00:18 PM
How did the tower work? Is there a way to see the field? Some emitters are protected even if not surrounded by wall.

Each tower activated by some level of anti-creeper. As standard  "-4", but sometimes can be setting of more high level of anti-creeper.

Good luck!  :)
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: D0m0nik on July 12, 2018, 05:15:58 PM
They are a lot of fun, remind me of PAC in a way, nice to sit back and relax with them whilst slowly pushing out.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: RrR on July 13, 2018, 06:02:38 PM
Quote from: yum-forum on July 12, 2018, 02:57:51 PM
P.P.S. By time score it seems that RrR used singularity weapon.

I didn't.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on July 14, 2018, 03:42:02 AM
Quote from: RrR on July 13, 2018, 06:02:38 PM
Quote from: yum-forum on July 12, 2018, 02:57:51 PM
P.P.S. By time score it seems that RrR used singularity weapon.

I didn't.

THE GREAT!  8)
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: D0m0nik on July 14, 2018, 07:53:19 AM
Any tips RrR? I can't figure out how to get fast times on these.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: RrR on July 14, 2018, 05:39:04 PM
Quote from: D0m0nik on July 14, 2018, 07:53:19 AM
Any tips RrR? I can't figure out how to get fast times on these.

From memory

Spoiler
Main tricks are to prioritise friendly towers, and build walls to isolate hostile towers, and to focus attacks
Spoiler
1- build syphon
2- build reactors west of base and terp
3 - Flood hostile emitter NE of base
4 - while flood clears, send terp to mid north to liberate some flip emitters
5 - go south of base, taking care to protect hostile towers
6- don't open stargates until you can dominate them
[close]
[close]
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: D0m0nik on July 14, 2018, 06:31:09 PM
Cheers

I think I need to work on my use of stargates, I think I have been triggering them too early.
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on January 09, 2019, 05:52:48 AM
Video from FATMAN about this game:

https://www.youtube.com/watch?v=lf1a7sfqLog
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: marvinitfox on January 26, 2019, 04:10:52 PM
Ok, i give up.
What is the victory condition for this map?

I've flooded absolutely everything with anticreep.
Just incase there was a funny corner somewhere that mattered, I terraformed **everything** down to level 1
Victory still does not trigger?
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: cornucanis on January 26, 2019, 08:26:56 PM
Quote from: marvinitfox on January 26, 2019, 04:10:52 PM
Ok, i give up.
What is the victory condition for this map?

I've flooded absolutely everything with anticreep.
Just incase there was a funny corner somewhere that mattered, I terraformed **everything** down to level 1
Victory still does not trigger?

Have you collected all the tech artifacts?
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on March 22, 2020, 06:10:43 AM
Video of this game from BRNK:

https://www.youtube.com/watch?v=GCHq3wvcm-Y&t=153s
Title: Re: Custom Map #6003: CSM-11 SG-7. By: yum234
Post by: yum-forum on June 06, 2022, 01:52:47 AM
Fresh video from Dr Gorgee:

https://www.youtube.com/watch?v=WpvsnBBdCsc