Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 08, 2014, 01:57:26 PM

Title: Custom Map #1122: Area 256 Remake. By: Backtrace
Post by: AutoPost on September 08, 2014, 01:57:26 PM
This topic is for discussion of map #1122: Area 256 Remake
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1122)

Author: Backtrace
Size: 256x256

Desc:
A tribute to the area 256 map with a little twist. Hope you enjoy it.
Title: Re: Custom Map #1122: Area 256 Remake. By: Backtrace
Post by: Helper on September 09, 2014, 06:55:20 PM
I think this would have been more fun if it was about half the size and at least twice the intensity.
No danger at any point of being overrun, and after taking out the Spore Towers (first priority) it was a matter of going after the Emitters.
Many players do like this type of game - lots of playing time - but no real tactics involved.
Thank you for making it.
H
Title: Re: Custom Map #1122: Area 256 Remake. By: Backtrace
Post by: Karsten75 on September 14, 2014, 11:05:28 PM
This map left a bad taste in my mouth. It was no fun, it was no challenge. I cannot imagine why a good map would be subject to such a terrible, toothless and pointless "remake". It was large, yes, but at no time was I in any danger. I think if I had waited several minutes before dropping down my CNs I would still have been able to beat this map.

Please don't do it again.
Title: Re: Custom Map #1122: Area 256 Remake. By: Backtrace
Post by: teknotiss on September 15, 2014, 06:30:31 PM
Quote from: Helper on September 09, 2014, 06:55:20 PM
I think this would have been more fun if it was about half the size and at least twice the intensity.
No danger at any point of being overrun, and after taking out the Spore Towers (first priority) it was a matter of going after the Emitters.
Many players do like this type of game - lots of playing time - but no real tactics involved.
Thank you for making it.
H

constructive comment. thank you for making it Helper  :)

Quote from: Karsten75 on September 14, 2014, 11:05:28 PM
This map left a bad taste in my mouth. It was no fun, it was no challenge. I cannot imagine why a good map would be subject to such a terrible, toothless and pointless "remake". It was large, yes, but at no time was I in any danger. I think if I had waited several minutes before dropping down my CNs I would still have been able to beat this map.

Please don't do it again.

un-constructive comment. please don't do it again Karsten75  ;)

i sort of enjoyed this map, it wasn't hard, or really pretty, but it took a lot of terping (which i like) to make my base fit my ocd plan. and of course i could use strafers a lot too, which is also nice.  8)
Title: Re: Custom Map #1122: Area 256 Remake. By: Backtrace
Post by: Loren Pechtel on October 30, 2014, 05:23:08 PM
Quote from: Helper on September 09, 2014, 06:55:20 PM
I think this would have been more fun if it was about half the size and at least twice the intensity.
No danger at any point of being overrun, and after taking out the Spore Towers (first priority) it was a matter of going after the Emitters.
Many players do like this type of game - lots of playing time - but no real tactics involved.
Thank you for making it.
H

Agreed.  No challenge.  I just keep sending out the strafers and a guppy.  By the time it was over I had three strafer packs and was targeting three at once.  I did pre-emptive strikes on all but one spore tower and I was able to hold the one in the NW and turn it into a secondary base with a bunch of PZ berthas--and a few of those really keeps the creeper down.  (I didn't even try to hold the second, as soon as the nullifier went off I moved the CN to the upper left for a bit of extra power.)