This topic is for discussion of map #248: Foxglove Station
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=248)
Author: planetfall
Size: 151x151
Desc:
[PF #7] I wonder how this station got its name... #CRPL #CustomEnemy #Digitalis #NoSpores #Runners #Void #PFSeries
Haha, nailed it by way of influencing the decision! :P
Now to play the map.
Awesome map.
I guess it is too hard for many players, that's why it have relatively low rating.
By the way, LCtrl + E gives outdated description for Ptero-Former tech shrine: it says that you need Guppy+Strafer+Bomber instead of three Strafers.
Also after reading message I thought it is Terp + 3xStrafers, but not Terp + 3xStrafers + Terp.
Yikes, it's hard to deal with both these missiles and these runners at the same time. This is a picture of my fourth attempt so far.
Although I had fun with the map, I can understand why the rating is fairly low.
There were some really frustrating moments. Those runners were super annoying and with fairly tight spaces to squeeze and force your way through, it made the map quite tricky to beat.
I still liked it nonetheless, no harm in throwing in a tricky map now and then. I think if it didn't have those annoying Level 10 terrains then it would've been a bit easier as they got in the way of my cannons and made destroying the digitalis and runners really difficult
Quote from: Flabort on February 23, 2014, 03:17:25 PM
Yikes, it's hard to deal with both these missiles and these runners at the same time. This is a picture of my fourth attempt so far.
Tips:
Upgrades
I spent the initial aether on rangex2 and energy productionx4. Not sure what you used it for, but that's probably the best for killing missiles while building more reactors.
Beams
Four superbeams and two regular beams should be good against the missiles until the launchers around the edge of the map activate. One or two might land on the message artifact but as long as the ground there doesn't get turned to void you should be OK. The amount of beams you have in that picture will starve you for energy and not produce as much AC.
Snipers
Station snipers on lv10 terrain at the N/S/E/W entrances. Those are the only points where runners can enter the middle ring, and if your snipers are on lv10 they can shoot over the "median" at runners on the other side, and weaken them before they can damage you.
Flamethrowers
The flamethrowers can't reach into your base unless A. they are on the lv10 terrain on the middle ring, and then they can't shoot much past the front edge of the circular wall you start with, or B. you let the digitalis grow into the base, in which case I suggest you turn off your beams and witness an awesome death. Therefore, don't put weak units in front of/on the wall. If you have to put units there, use durable ones like mortars and snipers, and put the collectors/relays to supply them behind the wall.
Totems
You can nullify the four totems around your base with ease once you have decent energy production. This will cripple the corrupted Forge's upgrade speed and, perhaps more importantly, not spawn black hole missiles right next to your base. You can also use them for aether if you want, but the connecting collector/relay has a tendency to be killed by flamethrowers. I think guppies are immune to flamethrowers, so maybe you can use them, but don't quote me on that.
Powerzones
Use a pteroformer to access the power zones in space left by the middle ring's missile launchers. But of course you probably thought of that already.
Quote from: Jamz on February 23, 2014, 03:44:13 PM
Although I had fun with the map, I can understand why the rating is fairly low.
There were some really frustrating moments. Those runners were super annoying and with fairly tight spaces to squeeze and force your way through, it made the map quite tricky to beat.
I still liked it nonetheless, no harm in throwing in a tricky map now and then. I think if it didn't have those annoying Level 10 terrains then it would've been a bit easier as they got in the way of my cannons and made destroying the digitalis and runners really difficult
Yeah, this one turned out way harder than I first intended, but I left it this way because I didn't yet have a really super hard map. I'll probably make an easy version once I get all my scripts into not-screwed-up shape. (the indicator-less terp beacons...)
Great map. Probably would have been more fun with the missiles at 10 seconds instead of 8 seconds.