Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 19, 2014, 04:35:51 PM

Title: Custom Map #128: The asteroids with no name. By: MadMag
Post by: AutoPost on January 19, 2014, 04:35:51 PM
This topic is for discussion of map #128: The asteroids with no name
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=128)

Author: MadMag
Size: 140x100

Desc:
A cold asteroid cluster that will crash into the sun if you do not remove the creeper from the surface...
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Helper on January 19, 2014, 09:09:11 PM
Excellent game - as always.
A lone Totem off in the middle of nowhere would have been sweet.

...I rode through the desert on an asteroid with no name...(nah, that doesn't work).
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Flabort on January 19, 2014, 09:40:00 PM
Try this instead: "I road through the vacuum in a ship with no name".
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Helper on January 20, 2014, 06:00:04 AM
Quote from: Flabort on January 19, 2014, 09:40:00 PM
Try this instead: "I road through the vacuum in a ship with no name".

Excellent!
(http://knucklecracker.com/forums/Themes/default/images/post/thumbup.gif)
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Asbestos on January 20, 2014, 02:18:50 PM
I can't get past the first island other than the one with all the ore. The creeper is just way too dense.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Helper on January 20, 2014, 02:33:13 PM
Spoiler
I started lower left and worked counter-clockwise.
From the base island (lower left), I focused on nothing but Reactors and Beams for about 8 minutes.
Then I built some Strafers, a Bertha, and about a dozen PC's - then did a Combined Arms Assault.
I thought about using Guppies to run down and defend Ore Island, then start harvesting...but that seemed too complicated for me.
I would have been nice to have Sprayers and Bombers in the assault.
[close]
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: ak on January 24, 2014, 02:31:56 PM
Here is a related question: If I want to build ore mines on that island and set up a sprayer, can I do that without guppying my ore back and forth to the command node?
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Helper on January 24, 2014, 05:52:07 PM
Quote from: ak on January 24, 2014, 02:31:56 PM
can I do that without guppying my ore back and forth to the command node?

You'll have to send Power Guppies down there to (1) power your defense, and (2) build Ore Guppies to haul back to the CN.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: planetfall on January 24, 2014, 11:34:35 PM
I must have tried this map seven or eight times. The last time I used CN#3 instead of 1, and beat it fairly easily (top right emitter was a doozy, though). That's now my lucky node.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: ak on January 25, 2014, 08:15:42 PM
Quote from: Helper on January 24, 2014, 05:52:07 PM
Quote from: ak on January 24, 2014, 02:31:56 PM
can I do that without guppying my ore back and forth to the command node?

You'll have to send Power Guppies down there to (1) power your defense, and (2) build Ore Guppies to haul back to the CN.
But then you can't get the AC back to the island without putting it in a sprayer or a bomber, right?
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Asbestos on January 25, 2014, 09:32:08 PM
Just use an AC Guppy. They're in the newest update.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: MadMag on January 25, 2014, 10:02:36 PM
map made much easier with the new patch
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Clean0nion on January 26, 2014, 08:36:55 AM
We should be able to disable AC guppies in our maps, at the very least, but they really should be off by default.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Helper on January 26, 2014, 08:52:21 AM
Quote from: Clean0nion on January 26, 2014, 08:36:55 AM
We should be able to disable AC guppies in our maps, at the very least, but they really should be off by default.

We can disable them and they are off by default.
The default cargo for Guppies is "Packets".
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Clean0nion on January 26, 2014, 09:03:13 AM
Quote from: Helper on January 26, 2014, 08:52:21 AM
Quote from: Clean0nion on January 26, 2014, 08:36:55 AM
We should be able to disable AC guppies in our maps, at the very least, but they really should be off by default.

We can disable them and they are off by default.
The default cargo for Guppies is "Packets".
I mean, when making a map.
"Allow AC guppies"
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: pawel345 on January 26, 2014, 10:16:02 AM
More like disable them it maps made before 1.67. If you want to disable guppies you can do it just like with another unit. And you can't disable PC fire on digitalis mode.
Title: Re: Custom Map #128: The asteroids with no name. By: MadMag
Post by: Johnny Haywire on December 03, 2016, 08:40:48 PM
Just going through MadMag's maps... some pretty cool stuff here!

Thanks for the maps! (If you're still around that is)

;D