Knuckle Cracker

Creeper World 2 => Code Mission Discussion => Topic started by: MadMag on June 15, 2011, 04:47:46 PM

Title: Code Maps Hard/Fun/Special
Post by: MadMag on June 15, 2011, 04:47:46 PM
Please post Hard/Fun/Special Code Maps here: (Red = Map - Green = Setting)

Code Map: Norges Kamp medium/high (Everyting connected after a while)

Code Map: blue to by large/high (Not so difficult, but fun and weird terrain)
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on June 15, 2011, 04:52:37 PM
some go once medium/high Extremely hard map, involves almost all aspects of code maps (it is possible to beat, and you don't need to use the LS distraction to deal with the drones either).

grass car three small/high No true threat in terms of losing - but you need to be very good at using energy efficiently to be able to win (it is entirely possible - albeit very long)
Title: Re: Code Maps Hard/Fun/Special
Post by: Nemoricus on June 15, 2011, 05:24:38 PM
or'easter large/high - Holds the honor of having the highest intensity emitter I've seen so far, at 627.3 M.
Title: Re: Code Maps Hard/Fun/Special
Post by: Fisherck on June 15, 2011, 07:49:42 PM
Funny shoe is sick w small/high
hooblah!! small/high
hooblah!!!!!!!!!!!!small/high(medium if you want a titan emitter.

All fun maps that will give you a challenge. ;)
Title: Re: Code Maps Hard/Fun/Special
Post by: Mare on June 15, 2011, 09:17:44 PM
Flok High

Named after the map that one of my favorite authors made, it has an emitter on the surface and requires some good skill to complete. I advise getting the red crystal in the beginning.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMurphy on June 15, 2011, 10:32:05 PM
June 6, 1944   Large/High


This map is a lot of fun gives you enough time to set up at the start
Title: Re: Code Maps Hard/Fun/Special
Post by: eudrick on June 16, 2011, 12:16:01 AM
Odin's Lost Eye  Lrg-Med/High   Watch out for that emitter on the top left  
by song to  Lrg/High If you like long slogs (like me) this one's for you.  3 MASSIVE pools of creeper.
Title: Re: Code Maps Hard/Fun/Special
Post by: J on June 16, 2011, 05:12:18 AM
Walk chair funny Large/High
Wath out for the right side (I failed the map because I forgot that)
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on June 16, 2011, 06:42:23 AM
ring party it large/high

Not really a hard map, but it's pretty funny - it has a path all the way from the top to bottom with a gateway at the very bottom of the map.

EDIT: think once toy medium/high *LOTS* of drones - surface gateway, decaying terrain to 19 health drones, and more decaying terrain to 6 health fast drones. You'll want to get a maker on at least 1x production as fast as possible to help manage the drones, and use lots of shields when there are lots of drones coming at once.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on June 16, 2011, 08:52:39 AM
This was a hard nut to crack..

Code Map: where walk ask large/high
Title: Re: Code Maps Hard/Fun/Special
Post by: Fisherck on June 16, 2011, 09:48:36 AM
red find table small/high

Very fun map. Limited space, and if you don't get your defences up, you will not be able to hold back the drones. If you don't get enough energy, you won't be able to handle the drones... 8)
Title: Re: Code Maps Hard/Fun/Special
Post by: CobraKill on June 16, 2011, 11:57:08 AM
Good Luck! Large/High

Not very hard. But just fun. Features experimentals, 19 health drones, 10 phantom runs, and a 600 Million+ Intensity Emmiter. Good map to just mess around with experimentals on. If you don't use I don't think you can win  :P
Title: Re: Code Maps Hard/Fun/Special
Post by: mopa42 on June 16, 2011, 12:09:54 PM
I found a code map that's empty - no emitters or anything in it.
a ask letter small/high
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on June 16, 2011, 12:35:10 PM
Quote from: mopa42 on June 16, 2011, 12:09:54 PM
I found a code map that's empty - no emitters or anything in it.
a ask letter small/high

Yes, it can happen. Not a bug. call it a "feature" if you wish.  :)
Title: Re: Code Maps Hard/Fun/Special
Post by: knucracker on June 16, 2011, 12:56:38 PM
Consider these "null" maps possible inspiration for future custom maps.  You could save one and then add your own emitters in the future.
Title: Re: Code Maps Hard/Fun/Special
Post by: xing on June 16, 2011, 02:15:50 PM
Quote from: virgilw on June 16, 2011, 12:56:38 PM
Consider these "null" maps possible inspiration for future custom maps.  You could save one and then add your own emitters in the future.
ok - daft question time then - how do you export a code map to the (future) editor ?
Title: Re: Code Maps Hard/Fun/Special
Post by: ontheworld on June 16, 2011, 02:32:12 PM
Quote from: xing on June 16, 2011, 02:15:50 PM
Quote from: virgilw on June 16, 2011, 12:56:38 PM
Consider these "null" maps possible inspiration for future custom maps.  You could save one and then add your own emitters in the future.
ok - daft question time then - how do you export a code map to the (future) editor ?

Save it and propably load a save into the editor (not sure though)
Title: Re: Code Maps Hard/Fun/Special
Post by: Tempest on June 16, 2011, 02:47:59 PM
HEAVEN Large/High

Max Emitter only goes up to 608.9 million but that top emitter makes the beginning extremely hard.  Haven't got past it yet myself.
Title: Re: Code Maps Hard/Fun/Special
Post by: crazyone76 on June 16, 2011, 03:00:37 PM
day red to large/high

kudos to the one that beats this one
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on June 16, 2011, 03:21:22 PM
Quote from: xing on June 16, 2011, 02:15:50 PM
Quote from: virgilw on June 16, 2011, 12:56:38 PM
Consider these "null" maps possible inspiration for future custom maps.  You could save one and then add your own emitters in the future.
ok - daft question time then - how do you export a code map to the (future) editor ?

The Map Editor loads .cw2 files.  So any saved map can be laoded in the editor. All in-game maps have been made with the editor. So you can, for instance, save any map, at any time and use it as the basis for a new custom map in CW2.

I suspect this will unleash a torrent (sic) of crappy maps and hopefully some really good/fun maps.
Title: Re: Code Maps Hard/Fun/Special
Post by: warutel on June 16, 2011, 05:04:07 PM
boo large/medium

Amazing beginning: 0G + emitter in the center of the top row = bubble of evil creeper, quick phantoms and reeeally narrow space to operate or dig in the first two minutes, as you are surrounded by more emitters

It is possible to beat, try it! The downside is that after the beginning is totally easy. A few adjustments with the future map editor would make a great map :)

boo large/high is plain impossible though.
Title: Re: Code Maps Hard/Fun/Special
Post by: ontheworld on June 16, 2011, 05:11:04 PM
Quote from: warutel on June 16, 2011, 05:04:07 PM
boo large/medium

Amazing beginning: 0G + emitter in the center of the top row = bubble of evil creeper, quick phantoms and reeeally narrow space to operate or dig in the first two minutes, as you are surrounded by more emitters

It is possible to beat, try it! The downside is that after the beginning is totally easy. A few adjustments with the future map editor would make a great map :)

boo large/high is plain impossible though.

upperKEES, fish, kithros, get here! I know you guys can beat anything!  ;)
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on June 16, 2011, 06:16:56 PM
Code Map: 36 07 96 54 50 +4 59 medium/high (very fun map!)
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on June 17, 2011, 07:26:16 AM
Code Map: quadr medium/high (also a fun one!)
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on June 17, 2011, 10:14:34 AM
Code Map miato freaudus allimant Go palat small/high   <--- Pure Evil, just look at it.
Title: Re: Code Maps Hard/Fun/Special
Post by: crazyone76 on June 17, 2011, 01:02:28 PM
someone sticky this?

loz oot 3d will not let me play cw2 code maps :(
Title: Re: Code Maps Hard/Fun/Special
Post by: Sammygood on June 17, 2011, 03:29:00 PM
1111111111111111111111111111111111111111111 large/high This is quite difficult at the beggining as loads of drones come out of a gateway right next to the surface. So annoying  :P
Title: Re: Code Maps Hard/Fun/Special
Post by: Cotters on June 17, 2011, 03:48:18 PM
"special" just flower toy - mid/mid or high/high- one of the less-common maps with all-direction building, and upward gravity with an appreciable gravity(3.7). Its special because unlike other up-g maps, it feels like the creeper's moving toward you, instead of the level just being reversed.
Title: Re: Code Maps Hard/Fun/Special
Post by: Grun on June 17, 2011, 05:54:04 PM
A map i stubled across is called
C++   med/high
been working on some uni work in C++, or havnt as case may be so came up with this.

Still working on it myself, think it deffently posible, some interesting creeper fields in place, looked at large but it dont seem to add much other than dragging it out.

Im sure some pro will come across and complete in 12 seconds :P but think it deffently a challange and not imposible like boo :P

Grun

ps hi guys new to forums here just thought this map worth a shout out, will post any others i may find.
Title: Re: Code Maps Hard/Fun/Special
Post by: alanrc on June 17, 2011, 08:57:43 PM
000000 is very cool!
Title: Re: Code Maps Hard/Fun/Special
Post by: burguertime on June 17, 2011, 09:38:34 PM
Upside-Down map is one where the building direction is down and gravity pulls to the surface.

candy L/H
Title: Re: Code Maps Hard/Fun/Special
Post by: alanrc on June 17, 2011, 10:15:10 PM
q is a cool map  Hard/Large!
Title: Re: Code Maps Hard/Fun/Special
Post by: burguertime on June 17, 2011, 10:31:34 PM
Quote from: MadMurphy on June 17, 2011, 12:42:24 PM
Code: July 4, 1776  Large / High

This map was a lot of fun to play takes a lot of focus because of how dense the creeper can get but it is possible.

I got a video of my play on it. http://www.youtube.com/watch?v=Y05pYAxl2Do (http://www.youtube.com/watch?v=Y05pYAxl2Do)

My score was 8287 in 52min 24.4 sec.

Good luck

Did it in 17 minutes using 3 dark beams and some conversion bombs.
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on June 17, 2011, 11:09:23 PM
I was looking for a map no one else would have found, this was what I found, it was fun!
vv.,,lfkdxbmkorogmldbfmtojs[portjyhotryjsl;fkg
Title: Re: Code Maps Hard/Fun/Special
Post by: haloguy48 on June 18, 2011, 02:22:45 PM
Shake a stick at it...? Large/High

Not the best at cw2(but getting better) Pretty fun map with decent collectables in the beginning. I'd say it'd be rated an average to some, maybe a little harder to others.

Time: 53:56 ( I did some afk work here... But not much)
Score:7831
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on June 18, 2011, 02:50:15 PM
here for to Large/High

It has a surface emitter and gateway.. sort of?
Title: Re: Code Maps Hard/Fun/Special
Post by: Sammygood on June 18, 2011, 03:33:33 PM
V small/high 0g with surface emmiter stopping you building and a few drones. On other sizes there is still surface emmiter but no drones at beginning
CW small/low An easy map which is fun to just mess about in - no danger of loosing, plenty of ore and energy, and experimentals. Really fun(like CW :D)
Title: Re: Code Maps Hard/Fun/Special
Post by: haloguy48 on June 19, 2011, 03:52:26 AM
Smoke some of this dudes! Its crazyyyy High/Large

took me over an hour... But that is because I like making sure I don't get over-run.   :P The drones were NOT that hardest part, more like the bottom left corner emitter.
Title: Re: Code Maps Hard/Fun/Special
Post by: Grabarz on June 19, 2011, 09:47:16 AM
tweeter High/Large
This one is quite weird. Gravity goes right, build direction is left and there is an emitter placed right in a gateway.
Title: Re: Code Maps Hard/Fun/Special
Post by: TonyP2000 on June 19, 2011, 10:11:51 AM
Quote from: mopa42 on June 16, 2011, 12:09:54 PM
I found a code map that's empty - no emitters or anything in it.
a ask letter small/high
I have actually started a whole thread just so people can show maps that are instant win. Join the club!  :D

http://knucklecracker.com/forums/index.php?topic=7245.0
Title: Re: Code Maps Hard/Fun/Special
Post by: J on June 19, 2011, 03:16:48 PM
blue may not escape High
Small is may harder then medium
Large has one H... (find out by yourself)
Title: Re: Code Maps Hard/Fun/Special
Post by: Grabarz on June 19, 2011, 05:29:53 PM
know boat flower High/Large
Not hard at all, but pretty fast fields and looks nice overall.
Title: Re: Code Maps Hard/Fun/Special
Post by: haloguy48 on June 19, 2011, 07:43:15 PM
SuperSecret Raining Level High/Large

Pretty damn hard.(it does not rain  :P) I cannot beat this. Using repulsers I can hold till ~11minutes in. But after that I crack and creeper kills me.

A hint if your having a hard time:
Spoiler
Build 4 shields over where the creeper comes from, it slows it down a ton.
[close]

What I did:
Spoiler
the spoiler above, moved ship over just 1 square above the ground and mined for the gems. After I got the first one built a phantom coil and collected the other while getting 3-4 reactors and repulsars up. Keep building down and moving coils as needed along with more repulsers. I was in Deficit for 90% of this game.
[close]
Title: Re: Code Maps Hard/Fun/Special
Post by: snowmaker (JM) on June 20, 2011, 11:50:08 AM
Try this one, named after my wife  :) Everything is fine until you get to the big emitter.

Kimberly High/Large
Title: Re: Code Maps Hard/Fun/Special
Post by: alanrc on June 20, 2011, 11:29:13 PM
Quote from: snowmaker (JM) on June 20, 2011, 11:50:08 AM
Try this one, named after my wife  :) Everything is fine until you get to the big emitter.

Kimberly High/Large

Can anyone Beat this?  The bottom left emitter is Super strong!.  I would love to see someone beat it.  I have a saved game at 70 mins.  Your wife is one tough cookie!
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on June 21, 2011, 12:03:29 PM
cropper large high

gravity is up, build direction is down, surface emitter, drone spam, and phantoms.  lots of fun!
Title: Re: Code Maps Hard/Fun/Special
Post by: BoostBreed75 on June 21, 2011, 01:57:35 PM
Fibonacc-0,1,1,2,3,5,8,13,21,34,55,89,144,233,377,610,987 Large/high

Two surface emitters and a gateway that spams 4/4 drones, 0 phantoms, experimentals, 0 gravity + all build direction, 186.8 mil avg emitter strength, 764.6 max emitter strength. (not beaten by me) Very Difficult to get established.
Title: Re: Code Maps Hard/Fun/Special
Post by: shoeface on June 21, 2011, 03:30:36 PM
Quote from: alanrc on June 20, 2011, 11:29:13 PM
Quote from: snowmaker (JM) on June 20, 2011, 11:50:08 AM
Try this one, named after my wife  :) Everything is fine until you get to the big emitter.

Kimberly High/Large

Can anyone Beat this?  The bottom left emitter is Super strong!.  I would love to see someone beat it.  I have a saved game at 70 mins.  Your wife is one tough cookie!

Done it, it is not really that hard, just build a massive amount of blasters and launchers and put them in the hole in the bottom.
Title: Re: Code Maps Hard/Fun/Special
Post by: eudrick on June 21, 2011, 05:32:27 PM
little window were Large/High  This one's FUN!  Right High Gravity and Left build.  Due to the terrain you're forced to attack from underneath (Right side) and work your way 'up'.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on June 24, 2011, 06:24:28 PM
Epic battle  is interesting, though it certainly doesn't live up to its name even on large/high. (Gravity up plus fields in the upper half of the single large creeper chamber (starts as 2 but eroding terrain connects them quickly) makes this a dig to the bottom and fight up map.

Title: Re: Code Maps Hard/Fun/Special
Post by: florrat on June 24, 2011, 09:53:07 PM
from find walk Large/High - A very hard map. You have to deal with the first (surface) emitter quickly, because the titan emitter is working its way to the surface. And there's not much ground to build on. Medium and small seem nice too. I haven't tried the yet, but small also gives you some starting drones XD
Title: Re: Code Maps Hard/Fun/Special
Post by: eudrick on June 25, 2011, 04:03:40 PM
door the isLarge/High:  May be impossible on a medium setting.  Power generation is the bottle neck here.  That, and a 'mild' emitter  that you can prevent breaking out to the surface but eats a ton of terrain during your build up.  
Title: Re: Code Maps Hard/Fun/Special
Post by: florrat on June 25, 2011, 05:18:12 PM
Two other hard maps:

3.141592653589793238 Large/High
from find walk Small/High
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on June 27, 2011, 06:49:26 PM
'ring floor make' on large/high - this map actually has 2 titans without experimentals, I didn't realize that was even possible until now - it isn't actually very hard though in any case since you can easily clear out all the rest of the map before worrying about either titan.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on June 28, 2011, 12:10:29 AM
Quote from: eudrick on June 25, 2011, 04:03:40 PM
door the isLarge/High:  May be impossible on a medium setting.  Power generation is the bottle neck here.  That, and a 'mild' emitter  that you can prevent breaking out to the surface but eats a ton of terrain during your build up.  

Not even difficult on medium/high. First screenshot is at the point where the attack on the first pool/emitter was no longer in doubt.

As a side note; this same map has a gateway and emitter in the same space. (Bottom right emitter.) (second screenshot)
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on June 28, 2011, 09:23:42 PM
cheesecakeLarge/High A really tough start; with one gateway (drones) open to the surface immediately, and a second with lots of fast drones soon open to surface through two openings. Fields will also cause creeper to pour from one of these openings intermittently. These two top chambers grow into one huge chamber reaching clear across the map with very little building room, and creeper on the left side sloshing around with fields.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on June 30, 2011, 03:41:51 PM
Code Map: coat when cake small/high  (Fun and hard)
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on June 30, 2011, 07:45:56 PM
fail large/high

Surface emitter, a steady stream of drones, and phantoms. Then limited build space before you have to engage a large chamber with 14 or 19 HP drones. (your choice which to attack first.)  ;)

The start on this leaves no room for error. The first drone arrives at the starting LS location before you can build a blaster, so it is necessary to do three things at once. Grab a crystal, move the LS, and build that first blaster to cover the spot you move to.
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on June 30, 2011, 08:09:50 PM
Quote from: Katra on June 30, 2011, 07:45:56 PM
fail large/high

Surface emitter, a steady stream of drones, and phantoms. Then limited build space before you have to engage a large chamber with 14 or 19 HP drones. (your choice which to attack first.)  ;)

The start on this leaves no room for error. The first drone arrives at the starting LS location before you can build a blaster, so it is necessary to do three things at once. Grab a crystal, move the LS, and build that first blaster to cover the spot you move to.


I'd say the start has plenty of room for error personally - but these were my first 33 seconds:

Spoiler
(http://i.imgur.com/OIeUs.jpg)
[close]

It's a pretty standard surface gateway map - except that the fields on the emitter can make for a very easy nullify if you know what you're doing. Lots of gems, you can easily loot the gems in the emitter room thanks to the field - if you were planning to play it normally, deal with it the same way as any other surface gateway - use shields early on, pick up gems, mass reactors the farthest from the emitter as possible (usually, but not always) then use the smallest number of blasters possible to deal with the drones (in this instance I think 1 blaster would be fine) once you're out of room for shields, and just build up the reactor farm from there - but personally I just went with killing everything off.
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on June 30, 2011, 09:13:58 PM
blackberry high/large
Title: Re: Code Maps Hard/Fun/Special
Post by: Zircon on July 01, 2011, 09:27:35 AM
ground where when high/large

rly nice map <3 <3 <3
Title: Re: Code Maps Hard/Fun/Special
Post by: billybob on July 01, 2011, 06:57:34 PM
easy large/hard
a nicely placed map with easy energy at the begging ( if you can handle the surface emitter) has experimentals for those who like them and has a titan emitter of 710.5 also has some weak drones and some phantoms to look out for
Title: Re: Code Maps Hard/Fun/Special
Post by: burguertime on July 03, 2011, 08:49:57 AM
three song away Medium / Hard

get these blasters up ASAP, because its drone galore.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 03, 2011, 09:18:50 AM
That was a fun map.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 03, 2011, 04:33:08 PM
neptune  large/high   limited build space near the surface, phantoms, and a big chamber with a bunch of fast 7hp drones makes for a nice exercise in strategy.
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 06, 2011, 11:50:33 AM
Iraq high/large

I don't think there was any thing overly hard about this map, it was fun though
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 07, 2011, 09:21:47 AM
babydoll high large
This map is really hard I can't get a foot hold, any ideas?
Title: Re: Code Maps Hard/Fun/Special
Post by: Fisherck on July 07, 2011, 10:06:45 AM
Quote from: Eric on July 07, 2011, 09:21:47 AM
babydoll high large
This map is really hard I can't get a foot hold, any ideas?

All you have to do is grab the crystals, and dig down, protecting yourself with repulsers until you have a dark beam built. :)
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 07, 2011, 11:24:00 AM
Thanks, I think I was doing things in the wrong order and could not dig fast enough. I'll keep at it

btw this map was named for one of my cats...
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 07, 2011, 02:30:19 PM
axil foly high/large

Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 07, 2011, 02:59:01 PM
Code Map: pwotugdmnbxørewtoiumd small/high (very fun map)
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 07, 2011, 07:29:50 PM
hippo high/large

this was very challenging to start but once you are set up you can have fun with the experimentals.
Title: Re: Code Maps Hard/Fun/Special
Post by: Grun on July 07, 2011, 09:03:33 PM
as table away        small

just a random one i came across befor i went to bed.

I looked and thought easy but hard resource management, although that could be coz i was tired.

After a quick one try it out

Grun
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 07, 2011, 10:57:48 PM
Third Earth  large/high  This one has a shaft leaving drones a path from a gateway at the bottom edge of the map free access to surface. A second set of drones will join them after a while as ground erodes. This can be played brute force (shoot your way straight down the shaft) or with strategy..
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 08, 2011, 07:34:12 PM
round party as high/large

this is hard...
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 08, 2011, 07:37:52 PM
Fun map in the beginning, but not hard..
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 08, 2011, 08:43:54 PM
I just beat it, and I think your right I guess I should have said its hard to start
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on July 09, 2011, 07:18:04 PM
find it not high large

this was fun, there are fast drones held back by decaying ground.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 10, 2011, 06:30:37 PM
Cardassia Large/high A constant stream of drones open to surface from beginning (with two routes once one layer of ground decays) little room to build, and phantoms.

Tax Large/high  Gravity up, build down, and creeper plus many fast drones held back by only one layer of decaying ground. Plus phantoms.

zzzzzzzzzzzzzzzz (That's 16 z s.) large/high 5.03 G down left. And fields in the open to surface creeper chamber that change direction every 3 seconds. Has anyone seen one with higher gravity?
Title: Re: Code Maps Hard/Fun/Special
Post by: Mare on July 10, 2011, 06:47:07 PM
Quote from: Katra on July 10, 2011, 06:30:37 PM
Cardassia Large/high A constant stream of drones open to surface from beginning (with two routes once one layer of ground decays) little room to build, and phantoms.

Tax Large/high  Gravity up, build down, and creeper plus many fast drones held back by only one layer of decaying ground. Plus phantoms.

zzzzzzzzzzzzzzzz (That's 16 z s.) large/high 5.03 G down left. And fields in the open to surface creeper chamber that change direction every 3 seconds. Has anyone seen one with higher gravity?

I saw a map with about 6.5 G, But I forgot which map it was. Never attempted since the field was on the surface. (Too scared of fields+SE)
Title: Re: Code Maps Hard/Fun/Special
Post by: mthw2vc on July 10, 2011, 07:27:29 PM
6.5G is impossible in a code map. The theoretical cap is at ~5.6568 Gs, and even that can only occur with diagonal gravity.
Title: Re: Code Maps Hard/Fun/Special
Post by: Mare on July 10, 2011, 08:05:39 PM
Quote from: mthw2vc on July 10, 2011, 07:27:29 PM
6.5G is impossible in a code map. The theoretical cap is at ~5.6568 Gs, and even that can only occur with diagonal gravity.

Huh? I must have seen it in another mission...anyway ignore my comment about the Gravity.

I wanna see a 100G Gravity on a level, think of how fast it would be.
Title: Re: Code Maps Hard/Fun/Special
Post by: mthw2vc on July 10, 2011, 08:26:15 PM
Less fast, more strong. Day 20 has the strongest gravity available in the normal maps.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 11, 2011, 11:19:15 AM
look bread hill large/high (Just alot of emitters. 14)
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 11, 2011, 03:19:14 PM
Let's blow this thing and  large/high 84.8m surface emitter and very limited space to dig in. Then 11 emitters and 2 gateways to clear. (Yes it has experimentals. Clearing large areas of open space with one dark beam and a blaster or three was an interesting exercise.)
Title: Re: Code Maps Hard/Fun/Special
Post by: eudrick on July 14, 2011, 12:16:47 PM
to water after L/H A tough nut to crack (for me) but I'm sure some of the whiz kids will make short work of this
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 14, 2011, 01:58:56 PM
32871431687578148408031871083171803 large/high (Fun and hard map)
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 14, 2011, 10:41:00 PM
Enceladus  large/high  After ground decays you end up with one huge chamber with a steady supply of drones.
Title: Re: Code Maps Hard/Fun/Special
Post by: Drakenkorin on July 15, 2011, 07:06:09 PM
""""""""""""""""""""""""""""""""""""""""""""""" Large/High
the biggest emitter with no experimentals (180.4M) I've seen
Title: Re: Code Maps Hard/Fun/Special
Post by: LanceChristophr on July 15, 2011, 08:42:34 PM
Got this one today... went to play on Small and Low... definitely caught me off guard!!  ;D


"jump think way"
Title: Re: Code Maps Hard/Fun/Special
Post by: cclloyd9785 on July 16, 2011, 02:04:34 AM
abcdefghijklmnopqrstuvwxyz Large/Any

Was fun experimental map mainly cause of a chamber that spans almost the whole map.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 16, 2011, 05:55:12 PM
mudhole large/high Has a large chamber across entire width near top; with a field that changes direction every 2 seconds.
Title: Re: Code Maps Hard/Fun/Special
Post by: CreeperAddict on July 18, 2011, 05:29:59 AM
Quote from: crazyone76 on June 16, 2011, 03:00:37 PM
day red to large/high

kudos to the one that beats this one

Spoiler
(http://i1101.photobucket.com/albums/g424/Creeperaddict/8.png?t=1310981355)
[close]

  I has a Dark gun...  :P
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 18, 2011, 11:16:45 AM
fall down large/high   5.14G up left, with emitter and gateway open to surface. The open chamber has a fairly fast field. I think it's beatable; but I haven't yet had time to find the winning strategy.

edit: I beat it. You have the choice of starting at left side under the (initially intermittent) waterfall of creeper or the right with very little building space. I went left.
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 18, 2011, 11:37:42 AM
must be wrong code.
Title: Re: Code Maps Hard/Fun/Special
Post by: Katra on July 18, 2011, 10:46:13 PM
Now I see what happened. I accidentally put 2 spaces between fall and down.
Title: Re: Code Maps Hard/Fun/Special
Post by: CreeperAddict on July 19, 2011, 03:21:36 PM
party the of 70% of the map is vacant space...
Title: C++ map?
Post by: Grauniad on July 20, 2011, 08:20:51 PM
Somewhere someone mentioned the map C++ medium/high. I've been trying this map for a few days now. I'm always *this* close, but then I get beat. Anyone else had any success? It is those 12 drones at 39 second intervals that seems to best me.
Title: Re: C++ map?
Post by: Fisherck on July 20, 2011, 08:47:40 PM
Quote from: Grauniad on July 20, 2011, 08:20:51 PM
Somewhere someone mentioned the map C++ medium/high. I've been trying this map for a few days now. I'm always *this* close, but then I get beat. Anyone else had any success? It is those 12 drones at 39 second intervals that seems to best me.

It is not too difficult if you can grab both the red and silver gem. You put up two shields to grab the silver gem, and you could probably even get a shield right next to the emitter in the beginning if you so desired. Actually, I just checked, and you can. ;)

Also, I think you meant phantoms, not drones. :)
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on July 20, 2011, 08:50:02 PM
Quote from: Fisherck on July 20, 2011, 08:47:40 PM
It is not too difficult if you can grab both the red and silver gem. You put up two shields to grab the silver gem, and you could probably even get a shield right next to the emitter in the beginning if you so desired. Actually, I just checked, and you can. ;)

Also, I think you meant phantoms, not drones. :)

Crud. :(  I tried for the red and green gems, never considered the silver gem.
Title: Re: Code Maps Hard/Fun/Special
Post by: Fisherck on July 20, 2011, 08:52:41 PM
Quote from: Grauniad on July 20, 2011, 08:50:02 PM
Quote from: Fisherck on July 20, 2011, 08:47:40 PM
It is not too difficult if you can grab both the red and silver gem. You put up two shields to grab the silver gem, and you could probably even get a shield right next to the emitter in the beginning if you so desired. Actually, I just checked, and you can. ;)

Also, I think you meant phantoms, not drones. :)
Crud. :(  I tried for the red and green gems, never considered the silver gem.
Always try the impossible. Most of the time it isn't... ;)

Quote from: CreeperAddict on July 19, 2011, 03:21:36 PM
party the of 70% of the map is vacant space...
That is a very strange map. I have never seen one like it, and what little land there is is strangly blocky. Hmmm....
Title: Re: Code Maps Hard/Fun/Special
Post by: mthw2vc on July 20, 2011, 09:14:28 PM
It's most likely caused by that map's seed value causing the pseudorandom number generator used to construct the terrain to output values that are anything but "random." I've seen a few other maps that showed repetitive patterns in the terrain that could likely be attributed to that effect.
Title: Re: Code Maps Hard/Fun/Special
Post by: Flameo326 on July 20, 2011, 10:55:18 PM
hey i just noticed but is party the of  even possible because of beacon range right now im on it and im not sure if i can beat from range     

nevermind just beat it heres how
Spoiler
you have to put the liberation ship down in the hole to beat it for beacon range cant reach it
[close]
Title: Re: Code Maps Hard/Fun/Special
Post by: mthw2vc on July 20, 2011, 11:10:39 PM
You could always just fly the LS down there ;)
Title: Re: Code Maps Hard/Fun/Special
Post by: Ebon Heart on July 20, 2011, 11:32:50 PM
Quote from: mthw2vc on July 20, 2011, 11:10:39 PM
You could always just fly the LS down there ;)
I already told him that in chat. :P
Title: Re: Code Maps Hard/Fun/Special
Post by: Flameo326 on July 20, 2011, 11:41:07 PM
i just edited it in in the spoiler
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on July 21, 2011, 05:59:10 PM
one big once large/high (9 connected emitters (all), 3 surface emitters, 2 gateways with strong drones, phantom count 12) Fun :)
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on July 21, 2011, 11:06:30 PM
Quote from: Fisherck on July 20, 2011, 08:47:40 PM
It is not too difficult if you can grab both the red and silver gem. You put up two shields to grab the silver gem, and you could probably even get a shield right next to the emitter in the beginning if you so desired. Actually, I just checked, and you can. ;)

Finally. I lost count of how many times I had to restart this map.  My energy management sucks.

I learnt a lot about split-second-timing, pausing and saving - although, by the time I saved the game frequently enough, I only needed one restart from a saved game file. :(
Title: Re: C++ map?
Post by: BoostBreed75 on July 23, 2011, 03:21:10 PM
Quote from: Fisherck on July 20, 2011, 08:47:40 PM
Quote from: Grauniad on July 20, 2011, 08:20:51 PM
Somewhere someone mentioned the map C++ medium/high. I've been trying this map for a few days now. I'm always *this* close, but then I get beat. Anyone else had any success? It is those 12 drones at 39 second intervals that seems to best me.

It is not too difficult if you can grab both the red and silver gem. You put up two shields to grab the silver gem, and you could probably even get a shield right next to the emitter in the beginning if you so desired. Actually, I just checked, and you can. ;)

Also, I think you meant phantoms, not drones. :)

How do you get a shield next to the emitter in under 12 seconds I tried excavating to it but by the time a path is opened the creeper comes out just too far to get a shield in place. Immediately after the map begins the creeper is dense enough to be on the other side of the emitter where as in your screenshot it is only on the left side.
Title: Re: Code Maps Hard/Fun/Special
Post by: Fisherck on July 23, 2011, 03:37:18 PM
Quote from: BoostBreed75 on July 23, 2011, 03:21:10 PM
How do you get a shield next to the emitter in under 12 seconds I tried excavating to it but by the time a path is opened the creeper comes out just too far to get a shield in place. Immediately after the map begins the creeper is dense enough to be on the other side of the emitter where as in your screenshot it is only on the left side.

I did not have any problems. I was able to build the shield by 13, and the fields don't move until 17. I don't know why yours would be any different... ???
Title: Re: Code Maps Hard/Fun/Special
Post by: BoostBreed75 on July 23, 2011, 03:45:18 PM
Well I was able to overcome the emitter from the left with repulsors and a blaster but I am still curious as to why on mine my emitter has one extra subcell of creeper lol. Oh well guess we'll never know. Thanks for the quick response.
Title: Re: Code Maps Hard/Fun/Special
Post by: cclloyd9785 on July 24, 2011, 02:07:03 AM
January 1st, 19 large/high

Not too hard, and you have a sense of urgency because theres ground that breaks releasing 12/12 drones, and then eventually all connects into one big chamber.  (Also much more ground to break on the right releasing the main chamber).
Title: Re: Code Maps Hard/Fun/Special
Post by: Colin on July 25, 2011, 12:23:15 AM
This map Spartan Large/High was very interesting, I had to restart a couple times because the pocket of drones kept overwhelming me.

DO NOT UNDERESTIMATE THEM.
Title: Re: Code Maps Hard/Fun/Special
Post by: mpete on July 27, 2011, 05:33:50 PM
6925any/high
first time i have seen crossing fields.
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on July 28, 2011, 03:06:13 PM
Just a weird layout:

1538   medium/medium
Title: Re: Code Maps Hard/Fun/Special
Post by: mpete on July 30, 2011, 06:17:19 PM
ring box one any/any

seems like party the of
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on July 31, 2011, 02:30:56 AM
snow from for medium/high

Extremely hard non-experimental map - mostly because of the ridiculous shortage of build space. If I knew what I was doing ahead of time I could vastly improve my time, but there's decaying terrain almost everywhere along with an extremely annoying field that rotates quickly and covers almost the entire map along with 2 gateways both spawning high health drones.

EDIT: Found a *much* faster way to go about this map - it's extremely obscure though and involves LS drone evasion for long periods of time.
Spoiler
(http://i.imgur.com/EXhhh.png)
[close]
Title: Re: Code Maps Hard/Fun/Special
Post by: Eric on August 01, 2011, 08:48:09 AM
Quote from: Grauniad on July 28, 2011, 03:06:13 PM
Just a weird layout:

1538   medium/medium

"jump a tree" is too
Title: Re: Code Maps Hard/Fun/Special
Post by: Akirasip on August 01, 2011, 01:48:33 PM
12 21 2012  Large/High

Not very hard, but kinda funny when 'titan creeper emmiters' connects to each other. Making large amounts of creeper with their power 'combined'. Not so often can see that  :) .
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on August 04, 2011, 12:04:30 PM
ibuxparacetibuxparacetibuxparacetibuxpar large/high (nice layout)
Title: Re: Code Maps Hard/Fun/Special
Post by: Mazer on August 04, 2011, 03:45:52 PM
"and flower flower" (any size [small is "easiest"]) - I had no chance try it

- Mazer
Title: Re: Code Maps Hard/Fun/Special
Post by: MadMag on August 04, 2011, 03:49:09 PM
So, what's fun hard or special about it?
Title: Re: Code Maps Hard/Fun/Special
Post by: Ben on August 05, 2011, 03:50:23 PM
Solution To Life's Probl Medium/High  (nearly impossible, if your dark beam isn't running steadily at 3:30 you'll have to try again)

- akaBen
Title: Re: Code Maps Hard/Fun/Special
Post by: Evil Roc on August 06, 2011, 12:46:18 PM
189 Large/High

Got there while doing numbered missions, fun map as 2 surface emitters flood you quickly (actually only one of them), also drones attacking from the were start from surface gateway. Weird gravity not helping.

Took me a good dozen tries to manage and get a foothold, it is fair straightforward after that, but start is fun and challenging.
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on August 06, 2011, 01:03:21 PM
Quote from: Evil Roc on August 06, 2011, 12:46:18 PM
189 Large/High

Got there while doing numbered missions, fun map as 2 surface emitters flood you quickly (actually only one of them), also drones attacking from the were start from surface gateway. Weird gravity not helping.

Took me a good dozen tries to manage and get a foothold, it is fair straightforward after that, but start is fun and challenging.

Interesting at the start - but as you said it looks like it'll be pretty boring after that so I didn't really play through it. I was considering rushing the left emitter but decided against it because of the other emitters buried beneath it, and just played defensively instead.
Spoiler
(http://i.imgur.com/GwHq4.jpg)
[close]

Need to build some more blasters eventually, but this will last long enough to build more than enough reactors.
Title: Re: Code Maps Hard/Fun/Special
Post by: Evil Roc on August 06, 2011, 01:49:11 PM
Nice, better approach to start compare to mine I think. I had success with more defensive start, digging in 4 squares deep with LS and sealing myself with row of repulsors and couple blasters from creep and drones above, then had built a lot of reactors and other stuff underground and attacked later in full force.

Tried somewhat similiar start with wall of few shields + few blasters early but I guess I was doing it wrong as it had not worked for me so well.
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on August 06, 2011, 02:03:47 PM
Quote from: Kithros on August 06, 2011, 01:03:21 PM

Interesting at the start - but as you said it looks like it'll be pretty boring after that so I didn't really play through it. I was considering rushing the left emitter but decided against it because of the other emitters buried beneath it, and just played defensively instead.

I just can't figure out what you did to get that established. I can't build more than 5 shields and the creeper comes curving down behind it. As well as drones in quick succession.
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on August 06, 2011, 02:15:10 PM
Quote from: Grauniad on August 06, 2011, 02:03:47 PM
Quote from: Kithros on August 06, 2011, 01:03:21 PM

Interesting at the start - but as you said it looks like it'll be pretty boring after that so I didn't really play through it. I was considering rushing the left emitter but decided against it because of the other emitters buried beneath it, and just played defensively instead.

I just can't figure out what you did to get that established. I can't build more than 5 shields and the creeper comes curving down behind it. As well as drones in quick succession.
I built the shields at pretty much the last second - I only started building them as soon as I had picked up the first red gem. I think I only started building the blasters after taking the second red gem, or just before finishing the white gem (and I think I started off by building 6 or 7 shields when I took the red gem - in that picture some of them have already been destroyed towards the top). The creeper that went over the top of the shields never went low enough to threaten anything, it just puddled over to the right.
Title: Re: Code Maps Hard/Fun/Special
Post by: deathsandwich on August 06, 2011, 10:23:01 PM
impossible?? ?? ?? ?? ? large/high
(No spaces between the question marks...  ???)

It looks really strange for some reason. (very easy and simple to play though)

X4 large/high

The whole map will eventually be connected together, and it isn't that simple either. (Also, if you just watch the map at the start, to me it looked as though the creeper punched the LS)

Split route large/high

Looks much harder unless the first emitter can be nullified early. Almost the whole map will become connected pretty quickly and that results in a LOT of high power drones!
Title: Re: Code Maps Hard/Fun/Special
Post by: Colin on August 07, 2011, 03:54:16 PM
Highest emitter I've ever seen on non-experimental!

234161578178492afgas4f3g1g12d2a2 Large/High

I'm playing it right now, don't know if 201M is even
possible to nullify without experimentals . . .
Title: Re: Code Maps Hard/Fun/Special
Post by: Grauniad on August 07, 2011, 03:57:50 PM
Quote from: Colin on August 07, 2011, 03:54:16 PM
Highest emitter I've ever seen on non-experimental!

234161578178492afgas4f3g1g12d2a2 Large/High

I'm playing it right now, don't know if 201M is even
possible to nullify without experimentals . . .

This topic (http://knucklecracker.com/forums/index.php?topic=7226.0) would suggest there are mush tougher emitters out there. About beating them, IDK.
Title: Re: Code Maps Hard/Fun/Special
Post by: Colin on August 07, 2011, 04:05:19 PM
with dark beams and conversion bombs 201m would
be a piece of cake, but just blasters/launchers?  ???
I don't know, I stopped after I had build 5 layers of shields . . .
Title: Re: Code Maps Hard/Fun/Special
Post by: Evil Roc on August 07, 2011, 04:28:46 PM
195 Large/High

Another amuzing map from my numbered missions pack. It is 0g and with experimentals, tricky part is again start as powerfull emitter open to surface pumps crrep into open air from the very start. There is only one gem available (I think) - weakest type (red) and burried fair deep so every single enery unit matters. And do not forget 12 fanthoms which come soon and require attention as well.

Map is beatable (I had completed it) but it was really interesting to work out the tactic for the start. Took me some brainstorming and still a few failed tries while polishing the timing.
Title: Re: Code Maps Hard/Fun/Special
Post by: Kithros on August 07, 2011, 05:18:57 PM
Quote from: Colin on August 07, 2011, 03:54:16 PM
Highest emitter I've ever seen on non-experimental!

234161578178492afgas4f3g1g12d2a2 Large/High

I'm playing it right now, don't know if 201M is even
possible to nullify without experimentals . . .

It's not all that hard, mass shields and launchers until you have the creeper density under control, then move in a bunch of blasters/launchers afterward while going for the nullify (and of course burst anti-creeper with makers - you should always burst it over time though rather than bursting all at once)


Spoiler
(http://i.imgur.com/q8fyV.jpg)
[close]

Title: Re: Code Maps Hard/Fun/Special
Post by: Colin on August 07, 2011, 07:11:35 PM
89 Small/High Try it, and you will know why I put it here.
Title: Re: Code Maps Hard/Fun/Special
Post by: cclloyd9785 on August 10, 2011, 01:54:00 AM
Is it cause it's all connected with little build space?

come find night large/high

Semi-challenging map.  You have to make sure you have blasters ready to face the drones because they break out eventually, and once they do, the whole map is connected, excluding a 4M thick pool to the right.  Sadly, that pool is also where the phantom gateway was.
Title: Re: Code Maps Hard/Fun/Special
Post by: TonyP2000 on August 10, 2011, 10:42:53 AM
Someone try box funny a small medium

This map is different to say the least.
Title: Re: Code Maps Hard/Fun/Special
Post by: Measure on August 10, 2011, 05:17:11 PM
Kind of an intersting start, got it on my second try... at least I'm 90% certain I'm on a path to victory now.

Spoiler
(http://i.imgur.com/Km0Ex.png)
[close]
Title: Re: Code Maps Hard/Fun/Special
Post by: weekendgamer on August 12, 2011, 10:19:54 AM
4566543153773671756677667876471676567756697715Large/High
this has got to be one of the easiest maps ever(with the exception of creeper-free maps)
Title: Re: Code Maps Hard/Fun/Special
Post by: Colin on August 12, 2011, 03:00:11 PM
I found a rather interesting map, two coat table Large/High

Be prepared for a fight if you aren't going to dig in.
The Titan is open to the surface in the large chamber
to the left, digging down the middle gives you about
30 energy or so. (not upgraded)