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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 13, 2014, 06:22:35 AM

Title: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: AutoPost on April 13, 2014, 06:22:35 AM
This topic is for discussion of map #424: Abraxis, Former Rambo. (fixed 2)
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=424)

Author: Vanguard
Size: 128x128

Desc:
Reuploaded map with deactivated dialogue. I won´t continue this series, seeing that I cannot bring to life the character I envisionied without the use of certain elements of storytelling. I understand that this does not reflect poorly on the community, which do a tremendous job of keeping the game accessible for everybody, but rather on my abilities to tell a story for which I am sorry. Thanks for everybody´s helpful feedback in getting this map rolling. Cheers :)
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Karsten75 on April 13, 2014, 07:26:28 AM
There wasn't anything wrong with the story. Many mapmakers enjoyed great success with a story line maps. Just keep the dialog g-rated and the story is fine :)
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 13, 2014, 07:28:19 AM
No drama, but he´s just not the kind of duke-nukem style tough guy he should be without *beep*  ;D

Looking into doing something entirely different. I have an idea already.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Helper on April 13, 2014, 07:29:36 AM
Razzzlefratz!
Can't figure out the start - but not looking for help yet.
Very interesting use of game pieces.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Karsten75 on April 13, 2014, 10:15:42 AM
I suspect some vital clues got lost in removing the dialog?

Spoiler

Spore towers do not target CNs, Sprayers, Beams or Nullifiers. Additionally, a Sprayer can operate without being connected to a network, providing it sits in a pool of creeper and is enabled to "dispatch excess AC". Weird, but that's what it will do. :)
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Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Helper on April 13, 2014, 10:38:21 AM
Aha!
Thanks much.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Karsten75 on April 13, 2014, 10:49:09 AM
I added one more hint to prev spoiler.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 13, 2014, 01:06:02 PM
Quote from: Karsten75 on April 13, 2014, 10:15:42 AM
I suspect some vital clues got lost in removing the dialog?

Negatory. It is all summed up in the first new dialogue. North builds spore towers, South builds mines. You don´t get any more information from the dialogue that was included originally and even the mine dialogue fired after you built the first one.

Tips
Spoiler

- I found the placement of beams to be most efficient where they cover most of your collectors, so basically as close as you can to the spore towers
- Get the Middle/west emitter first and use that PZ to place a beam there
- Use spare energy to create additional relays so you always have backup routes for your packets
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Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Helper on April 13, 2014, 01:46:50 PM
Finished, but don't know how.
Spoiler
I took out that Middle/west Emitter and then built the 6 Sprayers and worked my way around.
Not sure where all that AC came from, but was glad to have it.
It was a 'win', but an ugly win.
[close]

Very clever use of the capabilities of the game.
H
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 14, 2014, 08:35:15 AM
Thank you, Helper. I am glad you found it enjoyable. Comments like yours make mapping a true joy.  ;D
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: tornado on April 14, 2014, 08:44:12 AM
whats that thing that conects to your networ(the red thingiy)
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 14, 2014, 06:45:19 PM
Quote from: tornado on April 14, 2014, 08:44:12 AM
whats that thing that conects to your networ(the red thingiy)

That´s a simple CRPLcore with default image, I just fiddled the RBG and alpha values to make it look more distinct. It looks a bit like a rusted factory, so I didn´t go out of my way to make a custom image.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Asbestos on April 14, 2014, 08:10:16 PM
Quote from: Vanguard on April 14, 2014, 06:45:19 PM
Quote from: tornado on April 14, 2014, 08:44:12 AM
whats that thing that conects to your networ(the red thingiy)

That´s a simple CRPLcore with default image, I just fiddled the RBG and alpha values to make it look more distinct. It looks a bit like a rusted factory, so I didn´t go out of my way to make a custom image.
I think he meant what it does.
What does it do, anyway?
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 14, 2014, 08:42:10 PM
Oh, I am sorry I misunderstood the question. It is kind of obvious if you play the map.

It takes in Anti-Creeper and then produces ore mines at 250,500 and some other values I now forgot. It caps at 4 additional mines, so you can have a total of five plus two in the north.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: tornado on April 15, 2014, 08:41:11 AM
ah

odly it didnt pull in ac when i had it
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 15, 2014, 09:56:05 AM
I just replayed the mission from Colonial space. All is fine.

The CRPLcore connects to your network and draws AC. At 250 it constructs first ore deposit.

Have you connected it to your network?

For me, everything works fine.  ???
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Loren Pechtel on April 25, 2014, 10:05:46 PM
How do you deal with the insane number of spores that come your way?  My beams are hopeless against them, they run dry.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 26, 2014, 09:17:01 PM
A few map hints for your question.

Spoiler

- The key is to get a Beam as quickly as possible onto a power zone.
- You should always have multiple routes built with excess energy, since relays are available unlimited. Providing more targets for the spores is also a good side effect of creating a huge relay network. The AC rain should take care of any spores hitting your base.
- Focus your first assault on the western Powerzone. After that it is cakewalk.
[close]

Good luck  ;)

Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Loren Pechtel on April 27, 2014, 12:02:14 PM
Quote from: Vanguard on April 26, 2014, 09:17:01 PM
A few map hints for your question.

Spoiler

- The key is to get a Beam as quickly as possible onto a power zone.
- You should always have multiple routes built with excess energy, since relays are available unlimited. Providing more targets for the spores is also a good side effect of creating a huge relay network. The AC rain should take care of any spores hitting your base.
- Focus your first assault on the western Powerzone. After that it is cakewalk.
[close]

Good luck  ;)



The problem with the beams is them running dry.  A beam can only kill 4 spores before needing more ammo.
Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: Vanguard on April 28, 2014, 04:13:05 AM
That is true. Until you
Spoiler
Establish a beam on the powerzone, you need to create a big relay network. The relay network needs to work at all times to fuel your advance and they act as target dummies. The AC Rain should protect your base most of the time from bad damage, so you can mop it up after having been hit.
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Title: Re: Custom Map #424: Abraxis, Former Rambo. (fixed 2). By: Vanguard
Post by: chwooly on April 28, 2014, 04:44:24 AM
Spoiler
i didn't worry about beams to much, Just built collectors fast then once I could build a few mortars and cannons I moved them around to use them as spore attractors until I could move my base close enough to build up a nullifier and start to take out the spores, The AC from above ends up being enough to allow that
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