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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 09, 2014, 02:57:38 AM

Title: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: AutoPost on September 09, 2014, 02:57:38 AM
This topic is for discussion of map #1124: Trenched In (1.4)
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1124)

Author: Jaxome
Size: 256x130

Desc:
This map is still being tweaked and I haven't put in any story yet. Let me know if you have any suggestions or if you would like to help me improve it. Updates: Added; Spore Tower, More Digitalis, Runner Nests, Emiters, More Tech artifacts, More Ore Deposits, Tweeked; Spore Output and delay, Runners, Emiter Output, Terain, Anti-Air Zones, Ore Packet Special Thanks to, neoexdeath and Khotekki, on the forum for their ideas and feedback.
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: AbrahamC on September 09, 2014, 02:59:59 AM
Jaxome is an alias that I use to post my "maps in progress".
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: teknotiss on September 09, 2014, 11:24:21 AM
my comment on this post http://knucklecracker.com/forums/index.php?topic=17105.msg122206#msg122206 applies to this one too
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: Asbestos on September 09, 2014, 06:52:36 PM
You're not supposed to put unfinished maps on Colonial Space. You have to post them to the forums first if you want feedback.
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: warren on September 10, 2014, 09:51:55 PM
Normally I do not like large maps, but I played 1.0 and found two flaws.
1) You can steal the techs at the beginning. Especially the two key ones.
2) On such a large map, I want a challenging wave of creeper at the end.
  Building that Inhibitor will go a long way to that end. So will that extra digitalis.
  Remember: inhibitors automatically make anything behind them irrelevant.
   Edit: Those emitters near the inhibitor should probably go up to 60 or even 100.
3) I hate only having one terp on a map that needs terraforming.
Edit: That four second spore tower made me finally turn off those alert game features. (which are generally more annoying than helpful anyway. Someone should make a silent run high speed spore tower CRPL.)
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: PMouser on September 13, 2014, 05:08:58 AM
Hi, how to shoot down all those spores on so little energy, otherwise how to do this. this map is too hard the way it is.
Title: Re: Custom Map #1124: Trenched In (1.4). By: Jaxome
Post by: PMouser on September 29, 2014, 04:10:13 PM
help please, this is too hard. thanks