Custom Map #1113: Very long road. By: warren

Started by AutoPost, September 07, 2014, 02:59:48 AM

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This topic is for discussion of map #1113: Very long road


Author: warren
Size: 128x128

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Are you gonna take the long road or try to find a shortcut? Hard start. #CRPL: Super walls, disarmable traps, selectable bonus.

EEderle

This map looks like lots of fun, but the start is so hard, that I lost fun.

Any hints?

RrR

Start is tight. You need a lot of power before the first spore wave.
Spoiler

Recommend 2 CN at start. Build lots of reactors and nullify nearby spores. PZ reactor, beam, cannon and later bertha (maybe 2 if you have enough energy. 2 Cannon is initially enough to defend in the north, but need to ramp up defence soon. Red things can be nullified (or send a guppy to them if they are remote). I chose the anti-emitters from the green things, but they don't help till the south east corner.

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warren

#3
That is a pretty good start recommendation. What I did was a little simpler.

Spoiler
1) tap both energy resources and connect north CN with south CN.
2) nullify those spores right away.
3) invest in two sprayers, one to guard the north and one that eastern hole
4) build two reactors on those power zones
5) invest in a cannon at the east and and a mortar to the north.
6) you can probably wait right up to the 30 second mark to build your six beam towers.
7) finish putting reactors in the PZs.

I did the above while also building a forge. This is probably optional.
[close]

In order to make good time after you will further need to:
Spoiler
1)Build a sea of reactors. An army of terps can help.
2)replace those original reactors with four berthas.
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edit: Honestly I'm thinking now I should have put 30 more seconds on the spore clock, but 2:30 seemed like a normal amount.