Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 18, 2014, 06:24:45 PM

Title: Custom Map #239: Arrakis Prime II. By: First
Post by: AutoPost on February 18, 2014, 06:24:45 PM
This topic is for discussion of map #239: Arrakis Prime II
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=239)

Author: First
Size: 193x193

Desc:
Arrakis Prime - The Spice Planet. Protect the Harvesters from the Sandworms while Spice is loaded aboard. 30 min game time. This is a smaller, easier warm up Arrakis Prime (hard mode map). Click View Topic and leave a comment!!!
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: planetfall on February 18, 2014, 07:48:24 PM
"Um... OK... what exactly am I supposed to do?"
*sees terrain*
Well, so much for those pants.
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: First on February 18, 2014, 08:21:29 PM
Protect the Harvesters from Sandworms until they complete the Spice harvest. The worms appear after about a minute. They're under the sand, you have to look closely.

Nullifiers will kill the worms, mostly.
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: planetfall on February 18, 2014, 08:31:08 PM
Maybe I should have said... *sees MOVING terrain*

The point is, I got the point, just that I'm absolutely terrified of what you have made. Great job! :D
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: Asbestos on February 18, 2014, 11:29:02 PM
ARGH! A sandworm appeared next to my base maybe 30 seconds in and I nullified it right next to my unprotected collectors!
And then of course, the next time I played I didn't use any Beams to destroy the spores that came out of the next sandworms.
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: Captain Ford on February 22, 2014, 12:22:27 PM
Fun map. It actually took me a while to realize I could build nullifiers anywhere (is that normal? I don't know!) even though the intro text mentioned it (not having played the first one, I didn't know what the limit was that was being released).

Once I realized that, though, this happened:
Spoiler

(http://i62.tinypic.com/315d1z4.jpg)
[close]

All those wonderful upgrades. :)
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: teknotiss on February 22, 2014, 02:09:51 PM
Quote from: Captain Ford on February 22, 2014, 12:22:27 PM
Fun map. It actually took me a while to realize I could build nullifiers anywhere (is that normal? I don't know!) even though the intro text mentioned it (not having played the first one, I didn't know what the limit was that was being released).

Once I realized that, though, this happened:
Spoiler

(http://i62.tinypic.com/315d1z4.jpg)
[close]

All those wonderful upgrades. :)

lol love that approach  :D if you're going overboard go way overboard  ;)
in the map editor you can choose to allow "Free Build Nullifier" this DOES NOT make nullifiers free of cost, but as you see in this map, free to place and await an enemy they can kill.
it's in the unit limits list at the bottom.
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: Flabort on February 22, 2014, 02:35:36 PM
THAT'S what that option does?! Awesome!
Title: Re: Custom Map #239: Arrakis Prime II. By: First
Post by: Katra on February 22, 2014, 09:19:04 PM
My solution was pretty much the same except my defended area was significantly smaller. (And I used all cannon and beams except for 1 sprayer to fill the AC lake.) After about 15 minutes I was pretty much running at 4X and watching; just replacing what got expended killing worms.