This topic is for discussion of map: Peas Bees Two (http://knucklecracker.com/creeperworld/mapcomments.php?id=5980)
(http://knucklecracker.com/creeperworld/thumb.php?id=5980) (http://knucklecracker.com/creeperworld/mapcomments.php?id=5980)
Author: Dad (http://knucklecracker.com/creeperworld/viewmaps.php?author=Dad)
Desc:
A long awaited version of my map 'Peas Bees' but without the constant requirement to sustain survivors. However, with the bees still needed to fly a little and emitter intensity increase the Hard category had to be kept.
Help, please. >:(
Help where? (I know I have a ridiculous time (mainly down to slow on the uptake as to how to cap an emitter with mortars) - but I did manage to complete)...
I can't seem to get started. Can't keep enough energy to the mortar before it gets flooded.
But it's a Dad map. I usually get too annoyed to bother with them anyway...
As Dad maps go - this one is not that annoying (relatively speaking)
Some tips:
Spoiler
all my upgrades went in the red category, starting with move speed
Spoiler
not running into too much deficit is crucial for keeping mortar to the right of OC happy
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Later, a second mortar (to in due course be placed where you put your first collector) will be needed - once you have a link to bottom left emitter/blaster - the corresponding upgrade is range
(
Spoiler
you can also run 1 or 2 runs kamikaze style with yr blasters, to temporarily keep the top pool manageable while you build second mortar
)
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from there on you have the choice of either capping an emitter with mortars (pain) - or forming a circle and getting the blaster tech (long)
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either way, will need loads of nukes and speeds.. so build tight
I refer to CtopherMI's (no slouch at CW1) comment for version 1.
Here is my early position in the game.
Spoiler
I chose build-quicker upgrade first cuz you want reactors and you need 'em quick.
Then once the blasters have capped the first emitter (swap twice, i think) move the empty one out of the way so it doesn't fill up taking valuable power. This won't be needed 'til you get into the first pool proper.
Then i chose increase-fire-rate upgrade cuz you gonna need this to cap the central emitter with just mortars.
Now control the fire rate from the 2nd mortar until first reactor is built then it should be ok to keep it firing.
Once there's enough power i sent some full mortars to the top right to help keep the big pool from flooding. (No need to kamikaze).
Swap a few times until into first pool when 'right hand lane' puts big pool in range.
(No need for range upgrade).
Or I can just skip it. Thanks anyway.
aww ... dude! :D (seriously, quite a satisfying map (if you don't care about cr*p times)..
Never mind Anonymeus, wait 'til he sees bacura's latest, ho ho.