Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on July 05, 2014, 08:50:32 PM

Title: Custom Map #793: Cryz Torri. By: Flabort
Post by: AutoPost on July 05, 2014, 08:50:32 PM
This topic is for discussion of map #793: Cryz Torri
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=793)

Author: Flabort
Size: 180x118

Desc:
A pattern emerges. Perhaps the crystal planets originate from somewhere? #FlipEmitters #SlipEmitters #Spores #Digitalis #NoVoid
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: Asbestos on July 05, 2014, 09:44:49 PM
You can actually land a CN next to the terp and get the tech before having to fight your way over. But it doesn't matter, because the fortress gets overrun by creeper anyway in less than a minute.
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: Flabort on July 05, 2014, 10:36:46 PM
Quote from: Asbestos on July 05, 2014, 09:44:49 PM
You can actually land a CN next to the terp and get the tech before having to fight your way over. But it doesn't matter, because the fortress gets overrun by creeper anyway in less than a minute.
Oh? Do you mean that it's possible to beat without the free energy in the fort?
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: Asbestos on July 05, 2014, 11:13:27 PM
Well, it's barely possible even with the free energy. When I start getting things set up, suddenly a whole bunch of spores pop out, and then they either crash right into my network or suck the energy out of my beams, and then the slipmitters break through the walls because my blasters and mortars are busy getting rid of the spore creeper, and then it all goes downhill from there.
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: planetfall on July 06, 2014, 12:07:39 AM
You spelled reverse wrong in the intro. *eye twitch*

And missing a period in the terp collect text.

Also, it would be nice if there was a way to see the output levels from the slip emitters, and which emitters control them.

Overall, though, considerably more possible than your previous map. :P
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: Helper on July 06, 2014, 04:20:16 PM
I suggest that you avoid trying to get the Terp at the start. There is no need for it in any part of playing the game.
Use your Siphon to grab the energy and build a couple of Cannons and a Mortar. That will defend your fort and you can play a normal game from that point.

@Flabort - I really enjoyed playing this - a lot - but the unknown connection between the real Emitters and the flip/slip is a PITA. My approach is to neutralize them with whatever weapons it takes and go after the next real Emitter in line.

Again - lots of fun, but I don't see any reason for the layout of the fake emitters.
Thanks,
H
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: Loren Pechtel on July 29, 2014, 03:08:02 PM
Bugged:  When you flip an emitter it still grows digitalis.


Bugged #2:  Even when every emitter is flipped some of the slip emitters are still emitting creeper.  Where is it coming from???
Title: Re: Custom Map #793: Cryz Torri. By: Flabort
Post by: toolforger on January 29, 2025, 05:04:14 PM
I didn't observe Bug #2.

Annoying: No fun in having flippable emitters if flipping one will just make some strong creep somewhere in your network.
In the end, it's easier to just nullify the emitters than flip them.