Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on August 12, 2014, 04:08:55 PM

Title: Custom Map #1033: Saving Humanity Pt 3 final. By: HiggsBoson12
Post by: AutoPost on August 12, 2014, 04:08:55 PM
This topic is for discussion of map #1033: Saving Humanity Pt 3 final
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1033)

Author: HiggsBoson12
Size: 256x256

Desc:
Finally! The completed version of part 3. This manifests all of my scripting work up until the present, and I hope everyone enjoys it. I hope to make this my highest rated map ever! Stay tuned for part 4, and play parts 1 and 2 if you haven't already.
Title: Re: Custom Map #1033: Saving Humanity Pt 3 final. By: HiggsBoson12
Post by: PMouser on August 13, 2014, 01:04:08 AM
how do you deal with those places where the creeper seems to come out of the ground like it does emitters? i see i cant nulify the spots. thanks
Title: Re: Custom Map #1033: Saving Humanity Pt 3 final. By: HiggsBoson12
Post by: NFITC1 on August 13, 2014, 12:44:30 PM
Quote from: PMouser on August 13, 2014, 01:04:08 AM
how do you deal with those places where the creeper seems to come out of the ground like it does emitters? i see i cant nulify the spots. thanks

Get rid of the thing in the lower right and the ground emitters will stop.

Spoiler
This would be a LOT harder if the runner nest was a but closer to the emitter at the lower right. As it is it can be eliminated before any runners come out.

Because of the lack of runners, the island with the spore towers was easy to eliminate. After that it's basically clean up.
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