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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 04, 2014, 03:37:30 PM

Title: Custom Map #531: Phoenix. By: stewbasic
Post by: AutoPost on May 04, 2014, 03:37:30 PM
This topic is for discussion of map #531: Phoenix
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=531)

Author: stewbasic
Size: 100x100

Desc:
The emitters on this world pack a nasty surprise. Fortunately your units will rise from the ashes and return for revenge. Thanks to teknotiss and Gameboytm101 for early feedback. #CRPL #Spores #Void
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: Gameboytm101 on May 04, 2014, 03:57:59 PM
You're welcome. Can't wait to see your next map! :)
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: Asbestos on May 04, 2014, 06:38:46 PM
Amazing graphics, great idea, but way too hard for me. Not only are all of your units sent to orbit when you nullify an emitter, but the entire map gets choked with creeper?
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: Gameboytm101 on May 04, 2014, 08:25:14 PM
Asbestos, it's much easier to clean up. Just build a bunch of spare blasters and mortars,then when you nullify an emitter, all of these will get sent into space. You can just orbital calldown them back along with your command nodes and your starting area will be cleaned up in no time. :) This works even better when you throw down one of the convert AoOs first.
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: exostum on May 04, 2014, 08:45:35 PM
So I completed this map, this was fun

Here come a screenshot just after I nullifies the last one

Tip : nullifies the spore tower first so you don't have to worry about spores.

Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: Gameboytm101 on May 04, 2014, 09:07:21 PM
Here's an image of me partly through the Beta version of this map:

(http://fc09.deviantart.net/fs71/f/2014/124/8/1/creeper_world_3__phoenix__beta__by_motherseriesfan-d7h68hc.png)

I've found that digging trenches around the emitters really helps to cap them off.
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: TimeWeaver on February 17, 2015, 10:14:09 PM
I found it handy to build a level 10 wall one unit wide around an area big enough for my forge and a command center.  After the place fills with creeper, drop a load of blasters and mortars to clean the space out, then move 'em out and drop a command center in the nice clean spot.
Title: Re: Custom Map #531: Phoenix. By: stewbasic
Post by: Johnny Haywire on April 14, 2020, 04:17:22 PM
Hey, this is a cool idea! I know this is an old map but there seems to be some potential with this mechanic. Perhaps not rigging EVERY emitter to shoot out the giant wave, but maybe two or three... yanno, to keep the suspense going.

QuoteI found it handy to build a level 10 wall one unit wide around an area big enough for my forge and a command center.  After the place fills with creeper, drop a load of blasters and mortars to clean the space out, then move 'em out and drop a command center in the nice clean spot.

Yeah, you can also terp down to 1 around the level 10 terrain and that'll make it much easier. But I just took out the 4 emitters on the right as soon as I started the map. That way you have 4 pz's to blast away with.

Note: It's really tough not to pause on this one when the wave kills everything. But other than that you can play this one at max speed and just tinker with stuff.

Thanks for the map, stew! Cool concept  ;D