Custom Map #2735: Circular Attraction. By: J

Started by AutoPost, October 27, 2015, 12:11:07 PM

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This topic is for discussion of map #2735: Circular Attraction


Author: J
Size: 161x161

Desc:
Something terrible happened to Mistet, and it is your task to claim it once more. It won't be as easy as last time... #Magnetar #Jmaps

radd

Nice challenge!

Looks like I'm a bit slower than everyone else. I may go back and improve my time since I made a few mistakes.

D0m0nik

Wow J, this is an incredible map! It is spectacular to look at and a really great challenge to play with some really interesting elements, love it!

J

Thanks for the comments!

For anyone ready for an extra challenge: Find a way to nullify the lower-right emitter (most powerful normal emitter), put a terp on the PZ and take the central island. I managed to do it on an earlier version of the map but I couldn't do it (yet) in this version.

D0m0nik

#4
There is a much easier way!

Spoiler
There is one square to the left of the island, you can fly a terp and a blaster across to it, clear the square and then land a carefully timed terp in place.
[close]

Skills as usual form Alter Old!

J


ak


Loren Pechtel

What are you supposed to do here besides die?

There are very few places you can set the CN down, all get quickly overrun by more creeper than you can defend against.

J

If you can't keep your CN safe, you have to move it...
Terps are enabled

Loren Pechtel

Quote from: J on November 01, 2015, 05:05:46 PM
If you can't keep your CN safe, you have to move it...
Terps are enabled

There are very few places you can move it without terping and even if you terp a spot that doesn't keep it free of creeper--that ball drags a lot of it along.

D0m0nik

Hey Loren

I initially thought this impossible but was not too bad once I had worked out a strategy.

Spoiler
I took out the left two emitters, used one PZ for a beam and one for a terp. If you are quick you can build a retaining wall both sides of your base and hold it for the first wave with just a couple of mortars and a cannon for each wall. You have time until the next wave to build up power.
[close]

Unless you start fairly quickly you cannot beat this map.

J

Those PZ's are indeed the key. Get at least 2, preferably 3, before going into a defensive state (not sure if you can survive with only one). Don't be afraid to change the unit on the PZ after some time. There are more options than D0m0nik listed (in fact, I put neither of those on a PZ).

D0m0nik

Yeah to be fair, I did a lot of juggling on PZs, beam for mortar etc. I think I may have had a reactor on one to boost building at one point. The best maps always have loads of options and this is certainly on of them!

Loren Pechtel

Quote from: D0m0nik on November 02, 2015, 11:06:20 AM
Hey Loren

I initially thought this impossible but was not too bad once I had worked out a strategy.

Spoiler
I took out the left two emitters, used one PZ for a beam and one for a terp. If you are quick you can build a retaining wall both sides of your base and hold it for the first wave with just a couple of mortars and a cannon for each wall. You have time until the next wave to build up power.
[close]

Unless you start fairly quickly you cannot beat this map.

And I'm no good at doing things fast.

yum-forum

WOW J, so fascinating concept!

Bravo and thanks for your work!  :)
1560 maps in CW2, CW3 and PFE till now
last