Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on July 29, 2014, 01:14:01 PM

Title: Custom Map #957: Remote Control. By: malibo29
Post by: AutoPost on July 29, 2014, 01:14:01 PM
This topic is for discussion of map #957: Remote Control
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=957)

Author: malibo29
Size: 201x83

Desc:
Where is the Remote Control?! Ah.. there it is! Read the Dialogs, it will help! #CRPL
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: PMouser on July 29, 2014, 02:22:57 PM
hlep please, i need spoiler on this, i cant keep up with the spores because of the energy
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: DestinyAtlantis on July 30, 2014, 01:35:37 AM
I haven't yet played the map, but something i noticed graphically, is that the small wall-covered segmets in the upper part are the exact same shape as the terrain on the lower part, nice design.
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: malibo29 on July 30, 2014, 03:23:12 PM
Quote from: PMouser on July 29, 2014, 02:22:57 PM
hlep please, i need spoiler on this, i cant keep up with the spores because of the energy


In the lower part you can produce a huge amount of reactors and energy right to the beginning because you cannot go forward for the moment.
In the upper part start building collectors and use the ore/ac it is quite cheap compared to cannons. two mortal, one cannon and a spayer will do to keep the creeper behind the wall and you should have enough time to buld reactors in the upper part too.
a forge can be a good idea too.

Hope this helps :)  ;D
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: PMouser on July 30, 2014, 05:52:28 PM
what about the no build areas below because of the remotes, creeper grid? thanks
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: malibo29 on July 31, 2014, 11:25:51 AM
Quote from: PMouser on July 30, 2014, 05:52:28 PM
what about the no build areas below because of the remotes, creeper grid? thanks

This should be clear by the conversation. you can make "non-build-areas" in the south to "save-build-areas" by "using" (terraforming) the remote-controls in the north.
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: PMouser on July 31, 2014, 03:38:24 PM
can you please give me a step by step process of how you beat this? thanks
Title: Re: Custom Map #957: Remote Control. By: malibo29
Post by: Loren Pechtel on February 19, 2017, 12:25:45 PM
For those that the instructions in the game are inadequate:

The level 10 walls up top match up with areas down below.  Terp the insides up and the areas below become safe.  Beware that the AI will keep trying to terp them down.  The AI terps are invulnerable, all you can do is keep terping the land back up.  It's a pain.

It is impossible to advance in the south in any area you haven't terped in the north.

The initial spores are dangerous, after that they're just a pest.

Hint:  Once you have control of territory up north don't put terps on the PZs--they're too good.  They'll terp the land back to where it's supposed to be and stop, letting the AI terp push it back down again.