Custom Map #6038: CSM-14 SG CLASSIC-2. By: yum234

Started by AutoPost, June 30, 2018, 03:41:21 AM

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This topic is for discussion of map #6038: CSM-14 SG CLASSIC-2


Author: yum234
Size: 160x140

Desc:
Cornucanis Style Map. Classic Stargate game with unusual design of gameplay. Don't forget that you can remove walls and you can build walls! #BravoCornucanis #GoodLuck

yum-forum

Tricky start.

Hint:

Spoiler
You can remove or build walls to protect CN and to manage of creeper flow in right direction.

Good luck!  :)

P.S. I can explain more if necessary...
[close]
1560 maps in CW2, CW3 and PFE till now
last

Altren

#2
I love playing your maps, and this series seems to be very popular according to ratings.
I believe that non-classic version is a bit too complex, while I understand white/blue gates mechanics I never actually used them and ignored the fact that some gate is uncommon.

P.S. Also I failed to understand how black gate in this game worked, could you explain mechanics? It was frustrating me and I decided to ignore those by building walls around. Does it invert input flow or something?

chwooly

Another interesting map,

It was not my favorite of this style,

there seemed to be some weird things going on for me, Even when completely closed off I couldn't seem to get the very first emmiter to continually pump AC or go higher in level than 1.  Also it was difficult to keep the 1st tower going due it being on the 2nd level and the first AC emmiter not wanting to produce over level 1 even when blocked off.

This would have been a good map to include a shield or 2.

Not sure what the point of the guppy pickup was. There really didn't seem to be any need for it or for a guppy for that matter.

There are a few things I could have done differently to have a lower time but I am happy to have finished it.

Anyway, Thanks for taking the time make this and I am look forward to your next effort.

Cheers

I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do."
― Robert A. Heinlein

yum-forum

Quote from: chwooly on June 30, 2018, 10:09:55 AM
Another interesting map,

It was not my favorite of this style,

there seemed to be some weird things going on for me, Even when completely closed off I couldn't seem to get the very first emmiter to continually pump AC or go higher in level than 1.  Also it was difficult to keep the 1st tower going due it being on the 2nd level and the first AC emmiter not wanting to produce over level 1 even when blocked off.

This would have been a good map to include a shield or 2.

Not sure what the point of the guppy pickup was. There really didn't seem to be any need for it or for a guppy for that matter.

There are a few things I could have done differently to have a lower time but I am happy to have finished it.

Anyway, Thanks for taking the time make this and I am look forward to your next effort.

Cheers

Big thanks for comment!  :)

1. I don't know how to put screenshots in spoiler. That is why sorry I attached it to my replay. A little tricky way at the beginning to manage direction of creeper flow. Important CSM-14-3 stage where you have to wait a little till level of anti-creeper for easy attack will be about 6.
2. Guppies you can use in down/left part of map fo more easy opening blue colore stargates.

Good luck!  :)
1560 maps in CW2, CW3 and PFE till now
last

yum-forum

Quote from: Altren on June 30, 2018, 08:14:41 AM
I love playing your maps, and this series seems to be very popular according to ratings.
I believe that non-classic version is a bit too complex, while I understand white/blue gates mechanics I never actually used them and ignored the fact that some gate is uncommon.

P.S. Also I failed to understand how black gate in this game worked, could you explain mechanics? It was frustrating me and I decided to ignore those by building walls around. Does it invert input flow or something?

Big thanks for comments!  :)

In this game Black holes have no multiplicators. Just consume creeper or anti-creeper. I hope Cornucanis can explain how they works in details.

Good luck!  :)
1560 maps in CW2, CW3 and PFE till now
last

inspiratieloos

Quote from: yum-forum on July 01, 2018, 03:35:48 AM
Quote from: chwooly on June 30, 2018, 10:09:55 AM
Another interesting map,

It was not my favorite of this style,

there seemed to be some weird things going on for me, Even when completely closed off I couldn't seem to get the very first emmiter to continually pump AC or go higher in level than 1.  Also it was difficult to keep the 1st tower going due it being on the 2nd level and the first AC emmiter not wanting to produce over level 1 even when blocked off.

This would have been a good map to include a shield or 2.

Not sure what the point of the guppy pickup was. There really didn't seem to be any need for it or for a guppy for that matter.

There are a few things I could have done differently to have a lower time but I am happy to have finished it.

Anyway, Thanks for taking the time make this and I am look forward to your next effort.

Cheers

Big thanks for comment!  :)

1. I don't know how to put screenshots in spoiler. That is why sorry I attached it to my replay. A little tricky way at the beginning to manage direction of creeper flow. Important CSM-14-3 stage where you have to wait a little till level of anti-creeper for easy attack will be about 6.
2. Guppies you can use in down/left part of map fo more easy opening blue colore stargates.

Good luck!  :)
Heh, I did it differently. Used a terp to save the enemy emitter at first, then opened a path to the higher emitter and used the AC explosion to flip it, so I had a steady supply of AC to keep the power site going without having to worry about keeping AC in a basin.

D0m0nik

I can't complete this one, all I have left to defeat is the three black holes at the very bottom, everything else is at level 1 and the map is stuck in some sort of equlibrium with the black holes still producing creep.

GoodMorning

#8
The "gates" are not required for victory. Only the Emitters are.

So it sounds like you've either missed an Emitter, or accidentally dismissed the victory popup.

Edit: Or, possibly, not picked up a tech. But a speedrunner like you wouldn't have missed that, I'm sure.  ;)
A narrative is a lightly-marked path to another reality.

yum-forum

#9
This game in youtube:

1560 maps in CW2, CW3 and PFE till now
last

slayerofdonuts

I just discovered the CSM maps and I love them! I'm working through them in chronological order and just got to this one.

I'm puzzled about some of the behavior though.

My opening strategy was similar but not identical to yum's suggestions as shown in the screen shots. But it never worked for me. Every time what would happen is that that first anti-creeper would power up, but then after a few seconds the AC would drain away and it would go off again.

I figured that if I waited long enough, the AC would get deep and the tower would come back on. Since it was on terrain level 2, I figured once the AC got deeper than 20 or so, that would do it. But it seems once that tower turns off it never turns on again. The AC got to depth 25, 30, 35, more. Nothing.

Finally I followed yum's wall-building suggestion EXACTLY and only then would the tower stay on.

Why is that tower so sensitive? Why did the AC drain away so quickly if I have one pixel different from that suggested wall? Why doesn't the tower come back on once it goes off?