Custom Map #1616: TinyPACland. By: J

Started by AutoPost, January 16, 2015, 01:52:25 PM

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AutoPost

This topic is for discussion of map #1616: TinyPACland


Author: J
Size: 64x42

Desc:
One of the best #Tinyland maps now as #PAC map! #Jmaps #PlayAsCreeper

mzimmer74

Nice!  Took a while to figure out how to advance, and remained a challenge until the very end.
Omnipotence doesn't mean the ability to do what is logically impossible. It's possible, therefore, for God to create beings with the kind of free will that can choose between good and evil, but he can't also force those creatures to choose good. If he forced their choice, it wouldn't be free.

yui56

A very nice change of pace from the large PAC maps.  This one relied more on tactics than on building up an overwhelming mass of creeper.  Thanks for making it.

I was stumped for a while on how to advance until I tried this counter-intuitive tactic:
Spoiler
The ore mines aren't strong enough to support 2 PZ sprayers.  So rather than trying stay out of their range, I dove in as far as I could go.  I was able to keep them both distracted with digitalis so that they stayed depleted and much less dangerous.
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pawel345

Really fun map^^

Spoiler
You can destroy the shield with your spore tower even if you only have one.
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Hubs

Dang, tough puzzle map!

Spoiler
Once I got digitalis between the left emitter and spore tower so nullifiers couldn't build, I let the right emitter go. Building digitalis over to the top sprayer helped a lot to deplete AC resources. Then I slowly moved in (you can take out the shield after about 6 or 7 hits). Take out PZ reactors to cut their power.
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UrMawMah

Man, that one was fun.  Also I did it exactly like hubs.

J

Thanks for playing and commenting!

Spoiler
You can leave the right emitter in burst mode, that will destroy the nullifier and keep one of the sprayers busy. I often had more AC on my digi network than creeper, but digi is already a strong weapon by itself (but twice as much AC (if you let the right emitter go) would make it too hard). Sometimes it is even better to have no creeper on your digi so that the cannons will shoot at creeper somewhere else.
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yui56

Quote from: J on January 17, 2015, 09:22:53 AM
Spoiler
(but twice as much AC (if you let the right emitter go) would make it too hard
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Well now I feel dumb, because that's exactly what I did!  Still managed to beat it eventually, but sounds like I made it harder on myself than necessary.

Xeos

That was brutal but I did it in the end - Phew !
A child of 5 could beat this map ... Go fetch a child of 5 !

hbarudi

Totally stuck, if shield need 7 spores to die, then it get rebuilt, covering lots of stuff, also shields are defended by beam.
got digitalis around shield, but that's it unable to progress at all.

J

Once a shield is destroyed and rebuilt, it won't have enough ammo to completely stop the spores, so you can keep firing in range of that shield, creeper will still land and after 7 hits the shield should be destroyed again. Try to grab the PZ's that are in range of only one shield. Also don't let the right emitter go, leave it in burst mode to keep it safe and it will drain energy and AC.

florrat

A single spore tower can take out a shield? Dammit, if I knew that it would be much easier!  :)

Fun map though!