Well, I'm running out of themes, so I just went through a list of constellation names looking for some decent maps. Enjoy!
A few useful links:All Tournaments (wiki) (http://knucklecracker.com/wiki/doku.php?id=cw2:weekly_5_map_tournament)
Code Map Scoreboard (http://knucklecracker.com/creeperworld2/viewscores.php)
Tournament Score Tool (http://knucklecracker.com/forums/index.php?topic=7477.0)
Theme:Constellations
Map Name: | Size: | Complexity: |
Boötes | Medium | Medium |
Caelum | Medium | High |
Cassiopeia | Large | High |
Centaurus | Small | Low |
Pisces | Large | Medium |
Results Per Player
Rank | Name | Boötes | Caelum | Cassiopeia | Centaurus | Pisces | Total Score | Total Time |
1 | asmussen | 12040 | 11205 | 11994 | 11684 | 11935 | 58858 | 35:04 |
2 | dt42 | 11900 | 11120 | 11951 | 11631 | 11756 | 58358 | 38:56 |
3 | Martin | 11686 | 10662 | 11604 | 11545 | 11983 | 57480 | 45:53 |
4 | Marley | 11082 | 10454 | 11358 | 11558 | 10919 | 55371 | 64:33 |
5 | DougB | 11393 | 9982 | 11137 | 11408 | 11104 | 55024 | 66:45 |
6 | inept_celt | 11283 | 9576 | 10399 | 11540 | 10816 | 53614 | 80:31 |
7 | dhc | 9832 | 8157 | 9623 | 10877 | 9040 | 47529 | 157:41 |
8 | MizInIA | 11218 | 9790 | 10415 | 11055 | | 42478 | |
9 | Overbyte | 9288 | 8233 | 9928 | 10842 | | 38291 | |
10 | Atomicfrog | | 11353 | 12370 | | 11973 | 35696 | |
11 | ctuna | | 11114 | 12052 | 11671 | | 34837 | |
12 | J | 11881 | | | 11570 | | 23451 | |
13 | dssdba | 9418 | | | 9947 | | 19365 | |
14 | ea3401 | | | | 11927 | | 11927 | |
15 | c'est moi | 11433 | | | | | 11433 | |
16 | sept1973 | 11201 | | | | | 11201 | |
17 | Boötes | 11044 | | | | | 11044 | |
Scores recorded at 2013-07-21 08:14:33 forum time.
So many zero gravity and all build direction maps this week. I wasted probably 20 minutes (mostly paused) on one map trying to build the 'optimal' reactor pattern from here:
http://knucklecracker.com/forums/index.php?topic=6149.15 (http://knucklecracker.com/forums/index.php?topic=6149.15) (page 2)
http://knucklecracker.com/forums/index.php?topic=7162.0 (http://knucklecracker.com/forums/index.php?topic=7162.0)
Also, when there are strong emitters and experimentals, I get lazy and just shoot the dark beam at the emitter to destroy it :-\
Wow! Good for you. If there is plenty of terrain to build in, I generally get lazy and just dig paths 2 wide to fill with reactors. If there's not much terrain, then I try to get more efficient t shapes...
I've been trying to practice with experimental techniques which is why I put those maps in. I don't have the patience for some of the turn the beam/reflectors on and off techniques, but I like trying to figure out a good path that clears spaces for nullifiers quickly and using conversion bombs as well.
I usually only try to approach the optimal build pattern when there is limitted space available. If you have enough space that it isn't going to be a problem, then the main thing is to select a build pattern that allows you to build a reactor in nearly every space that you excavate, so that you aren't wasting energy digging out more spaces than you need to hold the reactors you are building. There is probably also a small mathematical advantage to building in the optimal pattern because it means that your reactors on average can be closer to the LS, minimizing packet travel time during the excavation and building, but I'm not sure that it's that large of an advantage. I usually don't go quite that far when optimizing. I find that the levels of optimizing that it takes to get the really high end scores takes a lot of the fun out of most of the maps. That's just me, of course. Some people love that level of optimizing.
Quote from: deety42 on July 18, 2013, 01:55:19 PM
... I don't have the patience for some of the turn the beam/reflectors on and off techniques ...
You do not need much patience, when you are using the keyboard shortcuts. See attached test-map.
Pause with 'p', when beam is running and then
klick on 2nd mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
klick on next mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
klick on next mirror, press 'q', 'n', 'q', 'n', 'q', 'n' and klick again,
and so on
...
(sometimes the last 'n' isn't necessary)
If you want to know of something *really* tedious to get higher scores on maps consider this:
You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.
EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.
Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:
You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.
EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.
Oh, now that's just evil... :)
I replayed 3 of the maps to get better scores, and on each one of them my 2nd time ended up landing exactly on an even minute with no seconds, completely by accident! That's a 1 in 216,000 shot right there. Weird... :)
Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:
You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.
EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.
Ok, I knew I was an amateur, but I really had no idea just how far I had to go.
Or don't have to go. Is it still fun when you do that kind of stuff?
Quote from: Marley on July 21, 2013, 06:05:55 PM
Quote from: Kithros on July 18, 2013, 07:34:55 PM
If you want to know of something *really* tedious to get higher scores on maps consider this:
You can have shields last twice as long by deactivating them every other frame. Creeper only moves every 2 frames (well, strictly speaking half of the map moves on each frame, so if the shield is in the middle of the map this might not work), but shields take damage every frame. This means that if you deactivate shields on the frame creeper isn't moving, it won't take damage and won't die.
EDIT: Also worth noting that a similar idea can be used with repulsors to cut their energy cost in half. In a very awkward edge case it's even possible to have a repulsor point both up and down at the same time and push the creeper back on both sides, if it happens to be in the middle of the map.
Ok, I knew I was an amateur, but I really had no idea just how far I had to go.
Or don't have to go. Is it still fun when you do that kind of stuff?
I've actually never used either of those strategies - I rarely use the frame by frame playing, but it is possible to improve on times with strategies like these. Most of my times have a lot of room for improvement despite how far ahead they are of most peoples. I do however have a pretty good idea of what's *possible* to do in the game still, even if I don't necessarily use it.
Final standings:
Results Per Player
Rank | Name | Boötes | Caelum | Cassiopeia | Centaurus | Pisces | Total Score | Total Time |
1 | asmussen | 12040 | 11205 | 11994 | 11684 | 11935 | 58858 | 35:04 |
2 | dt42 | 11900 | 11120 | 11951 | 11631 | 11756 | 58358 | 38:56 |
3 | Martin | 11686 | 10662 | 11604 | 11545 | 11983 | 57480 | 45:53 |
4 | Marley | 11247 | 10454 | 11358 | 11558 | 10919 | 55536 | 63:06 |
5 | DougB | 11393 | 9982 | 11137 | 11408 | 11104 | 55024 | 66:45 |
6 | inept_celt | 11283 | 9576 | 10399 | 11540 | 10816 | 53614 | 80:31 |
7 | dhc | 9832 | 8157 | 9623 | 10877 | 9040 | 47529 | 157:41 |
8 | ctuna | | 11211 | 12052 | 11671 | 11765 | 46699 | |
9 | MizInIA | 11218 | 9790 | 10415 | 11055 | | 42478 | |
10 | Overbyte | 9288 | 8233 | 9928 | 10842 | | 38291 | |
11 | Atomicfrog | | 11353 | 12370 | | 11973 | 35696 | |
12 | J | 11881 | | | 11570 | | 23451 | |
13 | sept1973 | 11201 | | | 11304 | | 22505 | |
14 | dssdba | 9418 | | | 9947 | | 19365 | |
15 | ea3401 | | | | 11927 | | 11927 | |
16 | c'est moi | 11433 | | | | | 11433 | |
17 | Boötes | 11044 | | | | | 11044 | |
Scores recorded at 2013-07-22 00:03:06 forum time.