Custom Map #11455: A Creeper World. By: kaiden

Started by AutoPost, April 01, 2025, 08:34:34 PM

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This topic is for discussion of map #11455: A Creeper World


Author: kaiden
Size: 120x120

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Wait, this isn't right.

Sof1705

I like this map ... but it's too hard and you're too vulnerable to the mobs - two arriving from the same direction at the same time and you're toast. And not enough time/space to build up a base with sufficient energy/snipers/beams.

Sof1705

I made it through - but only by keep saving the map, and restarting 10-15 times after mobs teamed up on me and broke through my defenses. It seems like 75% of the map is about getting started and getting the first couple of powerzones + forge updates - from there it's pretty simple. I'd suggest making a larger platform to start from and maybe make some ore available. Also, maybe just remove the two bottom/center emitters - that would give an easier start, but would take the advantage of the power zone.

Johnny Haywire

Nice challenge! I can see how newer players would really struggle with this one.

After I saw exactly what the mobs do, I decided to start in the lower-left corner because of the quick access to two power zones. From there, pretty much the only thing you need to be concerned with is upgrading range (assuming you have enough energy).

Hints for increasing range more quickly: Why not use one of those CN's to pop over to another totem and get some tech?

Bonus hint: While you're flying that CN around, try landing it and see how the mobs attack it but then guess what? The CN can fly, right? HA HA HA - missed me!

Double bonus hint: The mobs can only destroy terrain, so once it's level 1 they just explode. So once terrain is level 1 you can fly your CN wherever you want and it won't mess up the floor.

Triple bonus hint: One flying CN isn't enough, you say? Well, good thing you have TWO spare CN's!

Kaiden, this is a really cool idea! I hope you don't get discouraged by players who say it's too difficult. There are people who say climbing Mount Everest is too difficult so what do they know?

Dunno how difficult it would be to randomize the effects of the mobs - like it might explode creeper, or a huge volley of spores or just explode. Dunno if that would make it better or worse, honestly. But thanks for introducing this new, cool mechanism to the game!

Thanks for the map!! =)
You disagree with this sentence, don't you?

Kaiden

Quote from: Johnny Haywire on April 02, 2025, 03:59:29 PMDunno how difficult it would be to randomize the effects of the mobs - like it might explode creeper, or a huge volley of spores or just explode. Dunno if that would make it better or worse, honestly. But thanks for introducing this new, cool mechanism to the game!

Thanks for the map!! =)

It's not too difficult to pull off something like that, especially considering I've done more complicated random scripting events before.

Johnny Haywire

Cool! I look forward to trying more of your maps.
You disagree with this sentence, don't you?

Martin Gronsdal

I had to restart this map as well, but once I realized the mobs don't alter Terrain 1, I discovered you can safely rely on just the bottom platform. A few well-placed mortars and cannons will hold the Creeper at bay, while a strong contingent of snipers handles the mobs. Use additional CNs to supply the totems and extend your range-you'll be secure before you know it.

Lore

#7
Bonus tip, you have enough time to land and destroy both spore towers at the start and still have a spare CN to land south.

You can also cheese the mobs a little by just landing CNs on their heads every 30s.

Johnny Haywire

Quote from: Lore on April 04, 2025, 06:41:04 AMBonus tip, you have enough time to land and destroy both spore towers at the start and still have a spare CN to land south.

You can also cheese the mobs a little by just landing CNs on their heads every 30s.

Good call with the spore towers. I didn't find the spores to be much of a threat, but killing them early saves energy later on.

As for the landing the CN's on their heads - you can actually keep two CN's doing that constantly if you fly to another spot before they hit. Maybe my earlier hint wasn't clear enough, but you can basically eliminate the threat that way if you like to pause the game from time to time.
You disagree with this sentence, don't you?

Lore

Quote from: Johnny Haywire on April 04, 2025, 02:25:10 PMAs for the landing the CN's on their heads

Sorry, yes you are right. I just found it easier to near instantly drop them where I needed them and then let them go on cooldown. Same thing, different method.

@Kaiden Perhaps in future maps disable CN targeting? or limit to 1 CN. The mobs were certainly more threatening if not neutralized with sacrificial pawns (the spare CNs performing the role excellently).

I also wonder what the mobs would be like if they prevented units from being able to be lifted to avoid the explosion.

Martin Gronsdal

Alternatively, you could have the mobs randomly alter the terrain—adding or removing height at random. This would prevent CNs from being deployed in creeper more than once. Additionally, the map could be designed without enough flat space for CN landings unless it's terraformed first.