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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 07, 2014, 08:03:00 PM

Title: Custom Map #543: no cammand nodes. By: DAVID SNYDER
Post by: AutoPost on May 07, 2014, 08:03:00 PM
This topic is for discussion of map #543: no cammand nodes
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=543)

Author: DAVID SNYDER
Size: 20x30

Desc:
#no cammand nodes
Title: Re: Custom Map #543: no cammand nodes. By: DAVID SNYDER
Post by: Jerdog on May 07, 2014, 09:32:29 PM
Not a challenge, but an interesting idea.
Title: Re: Custom Map #543: no cammand nodes. By: DAVID SNYDER
Post by: asmussen on May 07, 2014, 09:44:04 PM
This is a similar concept to a map I've been thinking about trying to build for a while. No command nodes, and you have to complete the map with only the energy stored in the pre-built guppies, although I was planning on making something a little larger scale.
Title: Re: Custom Map #543: no cammand nodes. By: DAVID SNYDER
Post by: Randomgold on May 08, 2014, 07:34:50 AM
If I remember correctly, having a map with no command nodes has actually been done before.  I think it was long ago in the days before CS was open, so if you want to find it, you'll have to do some forum digging.  It basically provided some CRPL areas where your units could be placed to recharge, including guppies and sprayers and the like.  It was an interesting challenge, to be sure. 
Title: Re: Custom Map #543: no cammand nodes. By: DAVID SNYDER
Post by: Michionlion on May 08, 2014, 09:49:14 AM
The very first 'command node free' map was made by me, called Little Gleise.  It is in my alpha sector as well as early CS.  It was made when we were bouncing the idea around in beta, thinking of interesting things.  I'd be interested to see how maps like this develop, being a cross between a normal and a puzzle map.