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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on June 23, 2014, 09:45:23 AM

Title: Custom Map #697: Nuhages #2. By: Nuhages
Post by: AutoPost on June 23, 2014, 09:45:23 AM
This topic is for discussion of map #697: Nuhages #2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=697)

Author: Nuhages
Size: 200x200

Desc:
Second map I build as titled. No Units limits. No Berta limit. Have Fun. Please Feedback on forum and rate. Next map should be CPRL (still learning).
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Nuhages on June 23, 2014, 09:51:04 AM
Hey All

This is a fast edited map.

Please feel free to give feedback.
I'll take any advice for future maps.
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: PMouser on June 23, 2014, 10:13:43 AM
I cant figure this out, i see the emitters are too strong, and my relays cant reach , help please
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Nuhages on June 23, 2014, 11:52:58 AM
This was my plan:

Rush spore emiters at east and ouest with guppy's. Build mortar on power up.This will prevent bottom emitter to overflow you.
with relays go to ore field at ouest using the path, you'll need 2 strafer to block incoming creep and creeper. If late you'll need a sniper and a canon :)
Once you got the ore field go Bomber (I made 18) and mini 3 berta.
Once 3 berta go top ouest emiter with all power you got using guppy's to feed tower (8 to 10 gguppy's)...
If you get there you can finish the map.

best tip I can give... Guppy/Packet speed/move speed


Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Dook on June 23, 2014, 12:40:18 PM
I just built 30 or so berthas to pound that bottom emitter into submission. 8 of them power zoned. got an achievement for it  :o
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Helper on June 23, 2014, 12:46:40 PM
In general, I would say that the map is too large and the Emitters are too strong - for no really good reason.
Someone will probably prove me wrong, but the only way I can see to beat this is with huge firepower - and a lot of time.
At no point is there any element of danger, so there is no sense of urgency throughout.
I find the best games to be those where the Creeper is going to overwhelm you without solid play.
Thank you for submitting this and I'll look forward to your next map.
H
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: mzimmer74 on June 23, 2014, 01:02:59 PM
I agree that it is large, but I enjoyed it.  Didn't take a huge amount of time (~36 minutes game time) and while it wasn't significantly difficult to beat, it also wasn't absurdly easy.  I didn't have any trouble with the south emitter once I was ready to attack it.  It was simple enough to put one orbital on each side (with one on the middle island) to take out two spore towers before the game even got going.  Every time I took out an emitter or spore tower I just dropped a PZ bertha there to help take out the other emitters on the North half of the map.  Using the center start island as an energy farm with guppies meant I also had little to no trouble with energy management.  By the time I headed south, it took maybe 2 minutes to clear it out entirely.
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Nuhages on June 23, 2014, 01:04:58 PM
Quote from: Helper on June 23, 2014, 12:46:40 PM
In general, I would say that the map is too large and the Emitters are too strong - for no really good reason.
Someone will probably prove me wrong, but the only way I can see to beat this is with huge firepower - and a lot of time.
At no point is there any element of danger, so there is no sense of urgency throughout.
I find the best games to be those where the Creeper is going to overwhelm you without solid play.
Thank you for submitting this and I'll look forward to your next map.
H

I agree map is too large, and bottom emmiter shoud act more like a bomb with a huge payload envery 90 sec or 60 sec.
True also not that much danger....
It's TOTALY unfinished business...
I'll go smaller on next map.

Again thanks for feedback.
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Helper on June 23, 2014, 02:18:52 PM
Quote from: Nuhages on June 23, 2014, 01:04:58 PM
I agree map is too large, and bottom emmiter shoud act more like a bomb with a huge payload envery 90 sec or 60 sec.

Again thanks for feedback.

That would be cool. I've seen some huge Emitters that "pulse", so that you only have a few seconds to pound the Creeper, then run in and nullify it before it pulses again.

Always great to see some new who is willing to do all the work on these, so that guys like me can enjoy playing.
Thank you for what you're doing.
H
Title: Re: Custom Map #697: Nuhages #2. By: Nuhages
Post by: Loren Pechtel on June 24, 2014, 10:43:02 PM
Quote from: PMouser on June 23, 2014, 10:13:43 AM
I cant figure this out, i see the emitters are too strong, and my relays cant reach , help please

You have multiple command nodes.

I initially dropped all three on the center and a couple of guppies were part of my early construction--I killed the side spore towers before the creeper got to them.  I put a row of Berthas on the center, between them and my strafers I was able to keep the creeper off the runner nest and kill it but I didn't try to hold the area--too small.

At this point I focused on the area above my start.  Between my Bertha fire and my strafers I was able to clear enough area for a terp & guppy, I used that to build an elevated platform, in time I expanded that enough to bring down a command node and place enough defense around it for it to survive--I was bringing in power, though.  I built up a base there and advanced on the emitter, killing it.  The PZ got a Bertha, the rest of the area got power beyond the defenses I needed to keep it secure.

I started north from there and focused my remote fire on the spore towers.  After cutting the east-west connection I was able to clear enough area to nullify the towers (one at a time!) and the spore threat was over--more space for other things.

One Bertha firing on the area of the NE tower was enough to keep the connector clear enough to advance along it despite the vary narrow frontage--I built Berthas as I went.  Meanwhile I focused on the NW emitter.  Berthas & strafers + one bombing run on the steps let me bring in the guppies and a few cannon to support a nullifier.

At this point I walked the Bertha fire south to just beyond the PZ left by the spore tower I killed at the start--one Bertha firing there is sufficient to keep the creep entirely out.  (It won't build up above the terrain before the next shot.)  This meant I didn't have to worry about defending that side.  When the building from the connector reached it I put Berthas on the three PZs and power everywhere else.  Meanwhile I had switched to the NE emitter.  This one was a bit harder because there's nowhere you can put the nullifier.  I had to bring in terps to build a platform for it.  While the platform wasn't entirely safe I could build fast enough I was ok.

Again I walked the Bertha fire south and dropped a bomber run on the NE area.  At this point there wasn't a spec of creep north of the first two spore towers--I was free to smooth it out, place Berthas on all the PZs and plenty of power.  (Turns out I didn't need the extra.)

All Berthas to auto-target, pretty soon about the only creep on the map was around that super emitter.  One bomber run on the raised area north of it (faster than clearing off the thin sheen with strafers) and I started on a third base.  I put a line of cannons on the center raised area, strafers on the emitter, one more bombing run and I could place a nullifier.  Game over.  Alternately, you could corral it with the singularity weapon.

During this mess I almost lost from forgetting that the south emitter was over 500 points--you can't ignore it.  It spilled over into my main base.  (I suspect there's some audio warning.  I didn't have my headset on.)