Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on August 06, 2014, 11:48:34 AM

Title: Custom Map #1000: The Archive. By: planetfall
Post by: AutoPost on August 06, 2014, 11:48:34 AM
This topic is for discussion of map #1000: The Archive
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1000)

Author: planetfall
Size: 144x144

Desc:
Who says you need a forge for upgrades? #CRPL #Spores #Digitalis #Runners #TechLimits
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Asbestos on August 06, 2014, 12:53:45 PM
Oh, I bet you waited for #1000 this whole time. At least it wasn't another horrible achievement map.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Karsten75 on August 06, 2014, 01:52:36 PM
Congratulations on achieving the 1,000th upload to Colonial Space. :)
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Flabort on August 06, 2014, 02:11:29 PM
Why are there Aether packets scattered around if there's no forge?
I guess I'll have to play to find out.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: stdout on August 06, 2014, 04:43:31 PM
Is there a way to hide the "Tech Points" green panel in the top-left of the screen? It is obscuring the game.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: planetfall on August 06, 2014, 04:58:14 PM
Quote from: stdout on August 06, 2014, 04:43:31 PM
Is there a way to hide the "Tech Points" green panel in the top-left of the screen? It is obscuring the game.

Click the top part where it shows the number of tech points you have, it will hide the main part of the panel.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Lost in Nowhere on August 06, 2014, 05:50:10 PM
The upgrades that allow you to use more of a unit don't seem to work...
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: DestinyAtlantis on August 06, 2014, 06:18:35 PM
Quote from: Lost in Nowhere on August 06, 2014, 05:50:10 PM
The upgrades that allow you to use more of a unit don't seem to work...
It does work for the Cannons, it doesn't work for Mortars, and i have no idea about snipers (they aren't a priority for me)
Spoiler
You can get most/all of the Tech Points by using guppies, 4 trips with one guppy is enough for every tech point (15 packets before the guppy gets to 5% hp)*4=60
[close]
Btw, how do i make sure that the field on the mortars works?
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: planetfall on August 06, 2014, 06:32:24 PM
Quote from: DestinyAtlantis on August 06, 2014, 06:18:35 PM
Quote from: Lost in Nowhere on August 06, 2014, 05:50:10 PM
The upgrades that allow you to use more of a unit don't seem to work...
It does work for the Cannons, it doesn't work for Mortars, and i have no idea about snipers (they aren't a priority for me)
Spoiler
You can get most/all of the Tech Points by using guppies, 4 trips with one guppy is enough for every tech point (15 packets before the guppy gets to 5% hp)*4=60
[close]
Btw, how do i make sure that the field on the mortars works?

There should be a shield image around landed mortars.

Not sure what's going on with the mortar build limit upgrade. It works for me, anyway... is your game updated to the newest version? That's all I can think of.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: stdout on August 06, 2014, 07:48:36 PM
The mortar limit upgrade worked for me. It was the first one I used. I love the shield upgrade around the mortar.

This is an awesome map. Definitely worthy to be map #1,000. I dread to think what my final time is going to be once I finally finish the map. It's definitely going to get a second play from me.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Helper on August 06, 2014, 08:02:36 PM
I'm up to 5 Tech Points and still no upgrades on any unit.
Trying to limp by with the ridiculous number of units allowed.
Not doing much on the old fun meter.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: planetfall on August 06, 2014, 08:27:13 PM
Quote from: Helper on August 06, 2014, 08:02:36 PM
I'm up to 5 Tech Points and still no upgrades on any unit.
Trying to limp by with the ridiculous number of units allowed.
Not doing much on the old fun meter.

Just to clarify - are you intentionally not getting any upgrades, or have you bought some upgrades and they're not working?
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Helper on August 06, 2014, 08:32:56 PM
Thanks for responding.

Lord help me!
Not limping along on purpose.
How do I 'buy' an upgrade?
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Loren Pechtel on August 06, 2014, 08:38:28 PM
Interesting idea.  Too much of a slog, though.  The best time is over 2 hours.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: planetfall on August 06, 2014, 08:43:11 PM
Quote from: Helper on August 06, 2014, 08:32:56 PM
Thanks for responding.

Lord help me!
Not limping along on purpose.
How do I 'buy' an upgrade?


Each of the pictures in the grid at the top left is an upgrade. At first only the top row is available. Left click on one to buy it and unlock the upgrade below it. (if you hid the panel before, just click it again to re-show it.)
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Helper on August 06, 2014, 09:04:05 PM
Thanks PF - I tried that early on in the game with no result. Left the game and came back, now it works.
Weird science (on my part).
Appreciate the assist.
H
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: DestinyAtlantis on August 07, 2014, 09:01:41 AM
Well, the only thing i can think of is that i need to upgrade the game (Dark Beam map's Dark Beam doesn't work for me, mortars didn't get any visual changes with that repulsion field .....)
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Grayzzur on August 08, 2014, 04:48:23 PM
That. Was. Awesome.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: mzimmer74 on August 09, 2014, 11:09:30 AM
I'm always amazed by the genius ideas PF comes up with.  Another awesome map!
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: planetfall on August 09, 2014, 12:05:42 PM
Quote from: mzimmer74 on August 09, 2014, 11:09:30 AM
I'm always amazed by the genius ideas PF comes up with.  Another awesome map!

I didn't "come up with" this, it's more a throwback to CW1 than anything else. But thanks anyway!
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: ljw1004 on August 09, 2014, 08:38:08 PM
REVIEW: This map starts out great. It's small, and focused, and a challenge, and you have to marshal all your limited sets of units carefully. I love this kind of thing.

The tech upgrades are novel and interesting.

Ultimately the game dragged at the end. I never realized how dependent I've become on "5/5 range and rate-of-fire" upgrades to make the end-game pass quicker. In their absence, the second half of the game dragged - small number of units, having to move them all step by step, but never any real challenge.

It was also a shame that the final three tech upgrades came when I had already basically conquered the map and didn't even need them. I'd have enjoyed playing with them more.
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: mzimmer74 on August 10, 2014, 08:00:07 AM
Quote from: ljw1004 on August 09, 2014, 08:38:08 PM

It was also a shame that the final three tech upgrades came when I had already basically conquered the map and didn't even need them. I'd have enjoyed playing with them more.


There is a way to get them...
Spoiler

You can "charge" them up with guppies so simply drop guppies next to them and send them back to the base right before they blow up.  It will take several trips, but it's a way to get the upgrades without waiting until the end.
[close]
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: tornado on August 10, 2014, 10:05:19 AM
That's cheating
A solution to that is to place anti air towers with the same range as a connection or have the cprl do it automatically
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Flabort on August 10, 2014, 11:18:33 AM
Quote from: mzimmer74 on August 10, 2014, 08:00:07 AM
Quote from: ljw1004 on August 09, 2014, 08:38:08 PM

It was also a shame that the final three tech upgrades came when I had already basically conquered the map and didn't even need them. I'd have enjoyed playing with them more.


There is a way to get them...
Spoiler

You can "charge" them up with guppies so simply drop guppies next to them and send them back to the base right before they blow up.  It will take several trips, but it's a way to get the upgrades without waiting until the end.
[close]
Spoiler
I let mine blow up and then just sent them back when they rebuilt. Did you know that rebuilding them is actually faster then them flying back? Takes less mouse clicks, too.
[close]
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: stdout on August 11, 2014, 01:55:53 PM
Spoiler
I sent my guppies back and forth from one upgrade to the other. They heal while they are in flight so that when they arrived at the next destination they were healed and ready for action again. I had 4 guppies going at once and I played air traffic controller. It didn't feel like cheating at all. In fact, I felt like the solution was very much in keeping with the feel of the map.
[close]
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Lo on August 21, 2014, 05:44:27 PM
Very impressive card, respectful Thank you
Title: Re: Custom Map #1000: The Archive. By: planetfall
Post by: Mexxor on November 08, 2014, 12:47:00 PM
Quote from: stdout on August 11, 2014, 01:55:53 PM
Spoiler
I sent my guppies back and forth from one upgrade to the other. They heal while they are in flight so that when they arrived at the next destination they were healed and ready for action again. I had 4 guppies going at once and I played air traffic controller. It didn't feel like cheating at all. In fact, I felt like the solution was very much in keeping with the feel of the map.
[close]

4 guppies? 2 is the limit though
I usally pause/unpause till the guppy is at exactly zero % health ^^
Also, I don't know from where to where you sent them but when i tried to do the same they would only be at like 50%, not full health  :P

Also, third upgrade for mortars makes every fifth shot a double one, right?
(Tested that and yes it does make every fifth shot a double)
Something interesting (maybe), I powerzoned a mortar, to make the doubleshots more frequent (since the mortar fires faster) and I needed to kill some digi so I put it on digiduty, every fifth shot, one bullet on digi, one on normal creeper.
Anyways, GREAT MAP TO PLAY