Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 15, 2014, 02:31:39 PM

Title: Custom Map #92: Next Level. By: Pawel345
Post by: AutoPost on January 15, 2014, 02:31:39 PM
This topic is for discussion of map #92: Next Level
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=92)

Author: Pawel345
Size: 50x256

Desc:
A series of 3 small islands, one activating after the other. When you nullfy the first 2 emitters be prepared for a rush assault! The assault on the last island can be a bit long as you need to clear a landing spot first. There are severe unit limits. Dificulty: medium/hard. #void #islands #digitalis #unit limits #CPRL
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: Clean0nion on January 15, 2014, 05:11:44 PM
Quote from: AutoPost on January 15, 2014, 02:31:39 PM
This topic is for discussion of map #92: Next Level
IMAGE

Author: Pawel345
Size: 50x256

Desc:
A series of 3 small islands, one activating after the other. When you nullfy the first 2 emitters be prepared for a rush assault! The assault on the last island can be a bit long as you need to clear a landing spot first. There are severe unit limits. Dificulty: medium/hard. #void #islands #digitalis #unit limits #CPRL
Seriously?
I made a map earlier today that uses the exact same concept.  :o
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: pawel345 on January 16, 2014, 01:49:46 AM
^^ Then I'm looking forward to your map as I'm not entirely happy about my own :P I think I messed up the last island. :(
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: teknotiss on January 16, 2014, 11:39:52 AM
i love the concept, and the function of the hidden "stages", but i didn't feel it was particularly fun.
the unit limits force the player to play this in a certain way (especially the second stage) and i never like that, but it's a preference thing i guess. good work on the stage effect dude
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: pawel345 on January 16, 2014, 12:42:54 PM
True, my initial plan was to unlock more and more units while maintaining difficulty, so that after you pass a stage you get more units available but I guess I messed up... I will try it again later on.
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: Altren on January 16, 2014, 06:35:25 PM
I liked first two levels and expected something at 3rd as well, but was disappointed with last one, since it mostly a waste of time. Would've been awesome map with better 3rd level.

And btw there is "bug" in levels logic. Even though I cant' see next level I still can send things there, so it is technically possible to get all techs while standing on first island.
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: pawel345 on January 16, 2014, 06:53:08 PM
yes I know, but to get them you would have to fly your CN over, and the initial island would get overrun in the mean time. You can use the guppy but you can't see that it is there. And sorry for the 3rd level, I kind of ran out of ideas. I made a terrain generator and that opens up some new interesting options, as now having the entire level in a CRPL script it should be possible to make a map that increases the map area after some initial conditions are fulfilled.
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: hbarudi on July 25, 2014, 12:37:40 AM
Ok, tried this map, got to the 3rd stage where the inhibitor is and unless I can blindly nullify the inhibitor at the beginning, I can't fight its creeper with such limits on the last island.
Title: Re: Custom Map #92: Next Level. By: Pawel345
Post by: hbarudi on December 21, 2017, 12:59:36 PM
still no comments on this map on how to take the inhibitor?