Knuckle Cracker

Creeper World 2 => Custom Map Discussion => Custom Map Comments => Topic started by: AutoPost on September 10, 2012, 01:01:03 AM

Title: Custom Map #1413: Run (first map)
Post by: AutoPost on September 10, 2012, 01:01:03 AM
This topic is for discussion of map #1413: Run (first map) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=1413)
(http://knucklecracker.com/creeperworld2/thumb.php?id=1413) (http://knucklecracker.com/creeperworld2/viewmaps.php?mapid=1413)

Author: Uki (http://knucklecracker.com/creeperworld2/viewmaps.php?author=Uki)

Desc:
Title: Re: Custom Map #1413: Run (first map)
Post by: SmileyCoder on September 10, 2012, 03:32:37 PM
Interesting map. I would like to hear how people manage to get <4 min times.
Title: Re: Custom Map #1413: Run (first map)
Post by: SmileyCoder on September 10, 2012, 03:41:38 PM
Well got mine down to 4½. Good enough for me. Interesting map with several viable plays.
Title: Re: Custom Map #1413: Run (first map)
Post by: teknotiss on September 10, 2012, 04:56:53 PM
finally saw what i was missing, pretty sure i can do faster too!

one to replay, cheers author  ;D
Title: Re: Custom Map #1413: Run (first map)
Post by: ea3401 on September 10, 2012, 05:54:34 PM
Quote from: SmileyCoder on September 10, 2012, 03:32:37 PM
Interesting map. I would like to hear how people manage to get <4 min times.

Maybe the key is to build as less as possible to save energy for the dark beam. At the end you have to keep some creeper until the last gem is picked up. Very good first map!
Title: Re: Custom Map #1413: Run (first map)
Post by: Uki on September 10, 2012, 06:48:48 PM
Quote from: ea3401 on September 10, 2012, 05:54:34 PM

Maybe the key is to build as less as possible to save energy for the dark beam. At the end you have to keep some creeper until the last gem is picked up. Very good first map!


I am quite impressed by what you did there !

Thank you everyone.
Title: Re: Custom Map #1413: Run (first map)
Post by: chwooly on September 10, 2012, 08:08:18 PM
I down arrowed this map for the simple fact that there is no room for error, You have to be absolutely perfect in your timing or you lose. There for that sucks any pleasure from playing the game. I was 2 seconds from being able to win when because I couldn't hit pause fast enough I ended up losing.

Title: Re: Custom Map #1413: Run (first map)
Post by: teknotiss on September 10, 2012, 08:16:13 PM
Quote from: chwooly on September 10, 2012, 08:08:18 PM
I down arrowed this map for the simple fact that there is no room for error, You have to be absolutely perfect in your timing or you lose. There for that sucks any pleasure from playing the game. I was 2 seconds from being able to win when because I couldn't hit pause fast enough I ended up losing.
well i wasn't massively precise, and i built 4 makers before the Dbeam (i was actually pretty wasteful compared to the Zen CW2 players), but i know what you mean.   :D
this one took a while for me to work anything out, but i think this may even be do-able even without the DBeam, if you can run to the far right bottom (as far as possible) corner, you can set up shields to allow you to grab all the lower crystals and get an an AC shield going with a few blasters, launchers and repulsors then theres plenty of time to power up.
personally i find rage quitting a few times can make me come to love a map when i finally nail it!  ;)
Title: Re: Custom Map #1413: Run (first map)
Post by: Uki on September 10, 2012, 09:17:03 PM
Quote from: chwooly on September 10, 2012, 08:08:18 PM
I down arrowed this map for the simple fact that there is no room for error, You have to be absolutely perfect in your timing or you lose. There for that sucks any pleasure from playing the game. I was 2 seconds from being able to win when because I couldn't hit pause fast enough I ended up losing.

Fair enough... I wanted to maintain the player under constant stress until the ship reaches the bottom, so I couldn't leave much margin for error.
Title: Re: Custom Map #1413: Run (first map)
Post by: Helper on September 11, 2012, 06:12:48 AM
Quote from: teknotiss on September 10, 2012, 08:16:13 PM
personally i find rage quitting a few times can make me come to love a map when i finally nail it!  ;)

That sums it up nicely. It took several tries to figure this one out and was very satisfying to finally post a score.
Very clever map - especially impressive as a first try.

Title: Re: Custom Map #1413: Run (first map)
Post by: Bongo on October 03, 2012, 08:40:51 PM
I liked it. Very challenging. I could never get the ship to the bottom no matter what I did so I had to use a dark beam 'wall' up top to beat it. Great first map.