This topic is for discussion of map #827: Hold on
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=827)
Author: DonPepe
Size: 256x100
Desc:
Interesting challenge but I really would like terps rather than having to work over all those badlands.
How in the world are people getting the low times???
I felt like without the terps it became a delicate balancing act along the ridge to collect the nullifier, which was cool. If we had the terps available, it would be become more of a slog, I think.
Great map, by the way.
Quote from: stdout on July 12, 2014, 01:36:07 PM
I felt like without the terps it became a delicate balancing act along the ridge to collect the nullifier, which was cool. If we had the terps available, it would be become more of a slog, I think.
Great map, by the way.
I didn't see it as a balancing act. You can still push forward, stay clear of the biggest emitters while doing so. It's just annoying fitting everything in over the badlands.
Quote from: Loren Pechtel on July 11, 2014, 06:40:23 PM
Interesting challenge but I really would like terps rather than having to work over all those badlands.
Sorry, but i think the usage of terps would make this map way to(o?!) easy. I attempt to create decent until difficult maps where u can (or have to) learn new strategies to become better.
If its ur wish, i could try to do a "terp-only" map but this has to wait a little bit. So many concepts for encounters. :) I wish i could understand this script-language :(
Thanks a lot for this ideas and ur opinions as well from the other maps/threads.
DonPepe
PS: English wasnt my best subject in school. Okay, my worst ...
PPS: For those experts: using terps and getting low times cannot coincide right?!
The availability of a Terp or several of them, would have made this map too easy. For those who need it, perhaps setting the tech module near the South East corner? The prebuilt Forge, Beams and Pulse Cannons are appreciated!