Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 16, 2014, 06:55:51 PM

Title: Custom Map #674: Pillar. By: Snakey
Post by: AutoPost on June 16, 2014, 06:55:51 PM
This topic is for discussion of map #674: Pillar
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=674)

Author: Snakey
Size: 128x128

Desc:
Work outward from the center.
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Courtesy on June 16, 2014, 07:11:40 PM
Meh.
Even having taken out three of the towers before snakey probably expects you to, this map is a super slog. No extra energy, no aether* and no anti-creeper until after you don't need it.

Beating it right now because I have nothing better to do :P
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Helper on June 16, 2014, 08:18:26 PM
Quote from: Courtesy on June 16, 2014, 07:11:40 PM
Meh.
Even having taken out three of the towers before snakey probably expects you to, this map is a super slog. No extra energy, no aether* and no anti-creeper until after you don't need it.

Beating it right now because I have nothing better to do :P

Gently please :)
Someone put time and effort into giving us something to do - even if only because we 'have nothing better to do'.
:)

I haven't started yet, but are you sure there is no Aether? I'm looking at two Totems.
H
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Courtesy on June 16, 2014, 08:40:07 PM
Oh my apologies. I most certainly do not mean to be rude.
Yeah there is totems down there, but if you fail to claim the bottom zone in an early push you're left with no access to aether or ore for a vast majority of the level. It just felt a bit needlessly grindy. I still sat through to completion, so it couldn't be that terrible though. It was interesting as a survival map.
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Jerdog on June 16, 2014, 09:28:36 PM
It didn't take that long.  I wouldn't call it a slog
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Helper on June 17, 2014, 08:08:37 AM
Quote from: Courtesy on June 16, 2014, 08:40:07 PM
Yeah there is totems down there, but if you fail to claim the bottom zone in an early push you're left with no access to aether or ore for a vast majority of the level.

I was able to take out both Towers and Runners Nests right at the start, and got my Forge working pretty quickly. Made a couple of dumb tactical mistakes (as usual), but got through the whole thing fairly quickly.
H
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Courtesy on June 17, 2014, 01:46:52 PM
I wasn't quick enough for that. I only could get rid of the two towers and a single runner nest. But it's also relatively clear this isn't something the map maker expected.
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Helper on June 18, 2014, 06:43:39 AM
Quote from: Courtesy on June 17, 2014, 01:46:52 PM
I wasn't quick enough for that. I only could get rid of the two towers and a single runner nest. But it's also relatively clear this isn't something the map maker expected.

This took me about 4-5 re-starts to get the timing right. The clock time is 1:29.8

Spoiler
(http://i58.tinypic.com/2i6i3wj.jpg)
[close]
Title: Re: Custom Map #674: Pillar. By: Snakey
Post by: Grayzzur on June 18, 2014, 12:04:45 PM
I was only able to take out the spore towers before falling back and building up. It was a little bit of a slog on the initial push, but it picks up quick once you get a PZ Bertha firing. The totems do help speed up the last push a little bit. I do like this map.

I think it might be a more interesting challenge if it were not possible to take out any towers right at the start, but to compensate for that there'd need to be a totem and some ore near the center or it would turn into a slogfest.