Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 04, 2014, 07:15:25 PM

Title: Custom Map #622: The Holy Moley. By: brainspank
Post by: AutoPost on June 04, 2014, 07:15:25 PM
This topic is for discussion of map #622: The Holy Moley
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=622)

Author: brainspank
Size: 96x96

Desc:
my learning map for #CRPL. that's no ordinary mole. it's got a vicious streak a mile wide.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: mike1011031 on June 04, 2014, 07:32:37 PM
nice map. Also, cred for the reference
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Jerdog on June 04, 2014, 10:34:14 PM
Very cute.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: PMouser on June 05, 2014, 12:25:34 AM
i had to give up, how to do this? thanks
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Asbestos on June 05, 2014, 01:40:46 AM
Where's that holy hand grenade of Antioch when you need it?
The creeper quickly took most of my network out with the large amounts of creeper, then the spores caught me off guard and ruined the rest of it.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: stdout on June 05, 2014, 11:03:58 AM
Extremely challenging opening. It took me 14 minutes just to start feeling comfortable. That was a great map, thanks!

My strategy:

Spoiler
Immediately connect your siphons and then build at once a forge and 2 sprayers. Get as many collectors as possible out there but you will lose them eventually; they'll help in the early game, though. Then start building mortars and reactors when possible. I didn't use cannons until I had the map under a bit of control. Upgraded energy and ore mining, then weapon range.
[close]
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Helper on June 05, 2014, 02:07:32 PM
Excellent fun.
Save early and often.
Plan on re-starting from a saved game - probably not your most recent one.
H
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: brainspank on June 05, 2014, 04:55:36 PM
thanks for the feedback.  the map is kind of silly, but it was fun to make.  I think I tuned it pretty tight at the beginning - I had to restart several times myself to get out of desperation mode.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Helper on June 06, 2014, 06:13:41 AM
Quote from: PMouser on June 05, 2014, 12:25:34 AM
i had to give up, how to do this? thanks

This worked for me.
I lost the far left and far right Collectors to Creeper and changed the center (bottom) Collector to a Sprayer.
The key to survival from this point was building Reactors, Cannons, and Sprayers.
I pushed all the way to the left on the lowest elevation, protected it and filled the whole area with Reactors.
You're going to be fighting Creeper surges all the way through, so make sure you can protect what you build.
H
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: stdout on June 06, 2014, 11:27:32 AM
Quote from: Helper on June 06, 2014, 06:13:41 AMchanged the center (bottom) Collector to a Sprayer.

I see in your screenshot that the center bottom collector is disabled. What do you mean that you changed it to a sprayer? Why is it disabled in the screenshot?
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Helper on June 06, 2014, 12:25:02 PM
Good question. I sometimes use Collectors (or other pieces) as place-holders during the landing phase. It helps to make sure I have the spacing right.
I realized (after several re-starts) that the Sprayer was going to be much more valuable than a single Collector.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: stdout on June 06, 2014, 12:28:26 PM
I see. So you never built it, actually, which is why it shows as disabled. I like your idea of using them as placeholders.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Loren Pechtel on December 15, 2014, 08:26:45 PM
Quote from: Helper on June 06, 2014, 06:13:41 AM
Quote from: PMouser on June 05, 2014, 12:25:34 AM
i had to give up, how to do this? thanks

This worked for me.
I lost the far left and far right Collectors to Creeper and changed the center (bottom) Collector to a Sprayer.
The key to survival from this point was building Reactors, Cannons, and Sprayers.
I pushed all the way to the left on the lowest elevation, protected it and filled the whole area with Reactors.
You're going to be fighting Creeper surges all the way through, so make sure you can protect what you build.
H

It didn't work for me.  I simply can't power enough.
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Helper on December 16, 2014, 05:47:31 AM
@LP -
I was going to do some more screen grabs for you, but I deleted my 'game saved' files months ago.
If I get a chance later, I'll replay this and post some help.
H
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Helper on December 16, 2014, 06:57:57 PM
@LP -
Sorry - I've tried over a dozen time today and cannot beat this thing.
I might give it a go again tomorrow.
H
Title: Re: Custom Map #622: The Holy Moley. By: brainspank
Post by: Stave on December 16, 2014, 11:19:07 PM
Right away, nullify the AC emitter and replace it with a reactor. Also start out with a sprayer (to use up the ore deposit) and a forge, for those aether deposits. Forge upgrades should be energy efficiency. Build a bertha very early on, set to auto-target. Much earlier than you'd consider a bertha on a regular map. Like, when you only have two cannons and a mortar up. It's the best way to deal with the mole hopping around. Once you've got that started, you can begin to turtle-terp your way out. Reclaim the original four ore mines, push forward towards the totems, a few more berthas, etc.