Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 05, 2014, 04:15:58 PM

Title: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: AutoPost on February 05, 2014, 04:15:58 PM
This topic is for discussion of map #197: Tri-World
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=197)

Author: bigbuddy2932
Size: 256x256

Desc:
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Helper on February 07, 2014, 11:06:14 AM
Interesting and well-done map.
Definitely worth another go!
H
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Foxcave on February 08, 2014, 04:29:32 AM
Love this map, i love massive attacks so i have to love this one :)
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: bigbuddy2932 on February 13, 2014, 03:37:28 PM
Quote from: Helper on February 07, 2014, 11:06:14 AM
Interesting and well-done map.
Definitely worth another go!
H

Thanks!
This one took a lot more thinking and planing to make than my other maps...
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Katra on February 15, 2014, 10:38:08 PM
Nice map; but it really lived up to my sig line.  ;) At one point I had 160 energy and was running a deficit.
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: teknotiss on February 16, 2014, 11:31:23 AM
i enjoyed this one, interesting start and fun to the finish!
good work dude  8)
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: chaotix14 on March 31, 2014, 01:20:47 PM
This is my kind of map, no spores, just a heavy attrition war with the creeper. The only big downside to the map is that the shield in the north section while vital when building up the defence, it becomes a hassle to work around after you've managed to repell the creeper with a giant army of mortars. A very nice map that brings the fight to you, but can be beaten even if you don't manage to hold a position in the north and/or west.
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Setari on April 28, 2014, 05:54:18 PM
How does one get to that side island with all the goodies on it?
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: teknotiss on April 29, 2014, 11:26:35 AM
Quote from: Setari on April 28, 2014, 05:54:18 PM
How does one get to that side island with all the goodies on it?

the Totem island?  ??? Guppies! :)
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: joe process on October 07, 2014, 03:09:55 PM
beautiful map. had me scratching my head for hours for the correct order of operations with the islands.
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Stave on October 20, 2014, 02:06:40 PM
Quote from: teknotiss on April 29, 2014, 11:26:35 AM
Quote from: Setari on April 28, 2014, 05:54:18 PM
How does one get to that side island with all the goodies on it?

the Totem island?  ??? Guppies! :)

Since I missed it at first, if you're wondering why you can't build guppies,
Spoiler
the guppy tech is hidden beneath one of the large emitters
[close]
.

I had to abuse terps pretty bad for this one. At least, I did for my first go round. Good stuff, I liked the challenge of deciding where to focus my efforts first.
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Khotekki on November 28, 2014, 10:40:13 PM
Great map, though my particular score was horrible.

That being said, it was nice to have a map that was challenging without having to throw 10 spores at me every 30 seconds. 
Thanks for the fun map!
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Lukahna on January 01, 2015, 07:14:01 AM
This is my favorite map. My score was average at best, but the real satisfaction came from taking a few risks that paid off (and probably shaved ten minutes off of my time).

Early on, I misjudged the firepower needed to hold the creeper back in the North and while my attention was elsewhere, it breached the shield started blowing units up in a big hurry. I was able to pull everything back to the high ground and just barely salvage the position. Epic!

Unlike other large maps, the unit limits (which I usually hate) helped to keep it balanced and entertaining right until the end without too much micromanagement, as opposed to one massive steamroll. Great work!
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Xeos on February 06, 2015, 04:57:18 AM
How did someone get this map completed in 10 mins??
Title: Re: Custom Map #197: Tri-World. By: bigbuddy2932
Post by: Grimeripe on August 08, 2016, 11:34:43 AM
Thanks a lot for the map!

I really enjoyed this map. I did consider it quite easy and straight forward, but then again I am a very slow player. A large bunch of mortars and cannons can easily hold off the creeper, while I produce improve efficiency, fire rate and fire range before the assault.

I had a minor setback in the north, but managed to keep the two power nodes.

In my opinion, the perfect map of this kind would force you to surrender one or two flanks to attack. One way to achieve this would be to keep the Totems out of reach until one flank has been beaten.

Balancing would be hard, especially if you want to make all flanks good choices for the first attack, but such a map would be truly epic.