This topic is for discussion of map: Alcatraz (http://knucklecracker.com/creeperworld/mapcomments.php?id=5762)
(http://knucklecracker.com/creeperworld/thumb.php?id=5762) (http://knucklecracker.com/creeperworld/mapcomments.php?id=5762)
Author: Dad (http://knucklecracker.com/creeperworld/viewmaps.php?author=Dad)
Desc:
I tried to make this as 'bridge' proof as possible as i'm sure those maetros will cut this to down size as usual.
Anyhow, see what you think of my latest effort, lol.
hey dad...it's puzzle time, merry christmas ! ;D
Oh cheers! And the same to you young sir and have fun escaping :)
Well you
've got had me confused.
Spoiler
You can move the two blasters.
This map was the most intense map I ever played. I've no idea how to make it under 22 minutes. You always lake on energy or have to much. Really heavy.
Yes, this one kicked my butt the first few times. You've added some clever tricks, really forces you to do this in a specific order, and you really need to maximize your space to build one heck of a reactor farm to keep going. I didn't do any intentional bridging, and my time can be beat now that I know the tricks.
This was actually rather good...
Spoiler
Can anyone verify that the pods on the left don't die if left alone? I kept sending a "paratrooper/kamikaze" in to relieve them as the creeper level made me nervous. Not having to do so might lead to the times in the 20 mins range (plus not overbuilding; on my 2nd attempt I made sure every available inch was covered by reactors, prolly could have done with fewer...)
Quote from: Anonymeus on December 01, 2012, 04:51:34 PM
This was actually rather good...
Spoiler
Can anyone verify that the pods on the left don't die if left alone? I kept sending a "paratrooper/kamikaze" in to relieve them as the creeper level made me nervous. Not having to do so might lead to the times in the 20 mins range (plus not overbuilding; on my 2nd attempt I made sure every available inch was covered by reactors, prolly could have done with fewer...)
Spoiler
I think you can leave them alone. And I don't think you can overbuild this one - I made sure collectors were placed where they wouldn't waste any space and then built reactors and speed in every empty space.
Hi guys and glad you 'enjoyed' it!
Where a map uses crazonium or where, as in many maps like this one, crazonium must be used - to make it totally bridge proof would take up too much room.
I any case, i think, any intentional MANUAL bridging is fine and certainly any accidental bridging is a bonus in my book. (I've heard there exists some sort of AUTO bridging script jiggery-pokery that i think rather undermines CW.)
Spoiler
The guys in the left hand cells do not need to be 'rescued' beforehand as these would only 'blow' if you were to allow the creeper from the upper wall to overflow into there but by that time i think perhaps Odin would be overwhelmed too.
Heck of a good map.
hard but fair