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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 19, 2014, 12:33:17 PM

Title: Custom Map #1166: Tinyland 3. By: J
Post by: AutoPost on September 19, 2014, 12:33:17 PM
This topic is for discussion of map #1166: Tinyland 3
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1166)

Author: J
Size: 64x42

Desc:
#Tinyland 3: Only 2 emitters, 2 CN's and 3 landing spots. Can you find the best strategy? #small #noCRPL #noSpores #Digitalis #Jmaps #Miniland
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Grayzzur on September 19, 2014, 05:58:59 PM
Getting a foothold on your tiny maps is always challenging!
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Helper on September 19, 2014, 06:36:29 PM
You always give us a top of the line game.
Good stuff.
H
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: PMouser on September 20, 2014, 07:13:26 AM
no i cant find the stratagy, i had to give up
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Helper on September 20, 2014, 07:57:48 AM
PMouser -
Take a look at these F12 Screen Shots.
They may help.
H

Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: J on September 20, 2014, 08:05:59 AM
Quote from: PMouser on September 20, 2014, 07:13:26 AM
no i cant find the stratagy, i had to give up
You have 3 possible landing combinations with 2 CN's (N/W, W/S and N/S). It might be the best to work out which of those 3 works best first (and which don't work at all).
Spoiler
LZ North has a lot of free energy and ore, but is too close to the emitter to survive. West has a lot of free aether, which is pretty much useless at the start of the map. South has a sort of fort built around it with place for 16 units. Every landing zone has digi growth area on it or next to it. If you only had one CN I would say that the south LZ has the greatest chance of surviving, but you have 2 CN's.
[close]
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: PMouser on September 20, 2014, 07:50:15 PM
this does not work, i still get flooded
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Helper on September 21, 2014, 05:49:53 AM
PMouser,
What is the "this" that doesn't work for you?
Two of us offered you some thoughts.
If you provide more information, maybe we can provide more specific assistance.
H
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: J on September 21, 2014, 06:40:39 AM
Helper approached the map in a different way than I did, so at least there are multiple ways to finish the map (yay!)
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: PMouser on September 21, 2014, 07:38:16 AM
my bottom orbitor still get flooded in the fortress like place, and i cant get enough energy
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: teknotiss on September 21, 2014, 09:39:56 AM
Quote from: PMouser on September 21, 2014, 07:38:16 AM
my bottom orbitor still get flooded in the fortress like place, and i cant get enough energy


Pmouser, in tricky start maps it's even more important to get the energy going as fast as you can.
i recommend playing the game paused and just hold the "n" key to advance the time, this stops time being wasted.
also only build one thing at a time to start with, and your energy shouldn't be more than 1 or 2 in the red during the first few minutes of game time.
if you are up high mortars are most efficient, but if you have digitalis (or creeper on the same level) then blasters are your best option
hope that helps a bit dude  8)
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: J on September 21, 2014, 03:18:08 PM
It might be helpful to post some screenshots of your game so we can give more specific advice. Also remember that when your CN leaves due health problems, you can send it back after 30 seconds to boost your energy with 1.5 for some more time. You need that boost.
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: DestinyAtlantis on September 22, 2014, 04:47:05 AM
Helper, any idea what to do next? I reached your second screenshot by 13:30 (though i could have done better, because from time to time i forgot about the 30 second timer on the CNs).

Note: Set the 2 mortars to digi only to get the 5 spots under the CN, then build the cannons and reset the mortars to target both.

Question: How do i get the guppy to lift-off with half-full cargo?

I managed to start taking the left landing zone with 2 PCs, (it helps to cut-off the digi, by temporarily setting digi-targeting cannons)

Edit: Nevermind, i finished it, thank you very much Helper, and btw nice score, flat 32 minutes.
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Helper on September 22, 2014, 06:08:32 AM
Quote from: J on September 21, 2014, 06:40:39 AM
Helper approached the map in a different way than I did, so at least there are multiple ways to finish the map (yay!)

LOL!
Just looking at those top three scores...and I'm figuring those 'multiple ways' have increased. We have some real outside the box thinkers around here.

@DA - glad you got it. Good stuff!
H
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: J on September 22, 2014, 11:23:01 AM
Quote from: Helper on September 22, 2014, 06:08:32 AM
Quote from: J on September 21, 2014, 06:40:39 AM
Helper approached the map in a different way than I did, so at least there are multiple ways to finish the map (yay!)
LOL!
Just looking at those top three scores...and I'm figuring those 'multiple ways' have increased. We have some real outside the box thinkers around here.
I just tried the north and south landing zone again and shaved almost 4 minutes off my time. Nullified the emitter next to the north LZ before going for the other emitter. Still 5 minutes slower than the best time so my play style can still be improved a lot or there's a better strategy. At least I'm happy with a #5 spot in the scores =J
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: warren on September 23, 2014, 06:59:11 AM
The secret to a really fast time is:
Spoiler
1) Tap that energy pack and build a mortar and three cannons and immediately go after the SE emitter (use relays).
2) You should have just enough juice left in the pack to nullify the se emitter, build an ore mine, and build a reactor on the PZ. Speed is necessary.
3) Don't worry about losing CNs. You need one and have two and securing the pads is expensive. Lose them repeatedly and watch it rain.
[close]
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: ea3401 on September 23, 2014, 04:43:06 PM
Quote from: warren on September 23, 2014, 06:59:11 AM
The secret to a really fast time is:
Spoiler
1) Tap that energy pack and build a mortar and three cannons and immediately go after the SE emitter (use relays).
2) You should have just enough juice left in the pack to nullify the se emitter, build an ore mine, and build a reactor on the PZ. Speed is necessary.
3) Don't worry about losing CNs. You need one and have two and securing the pads is expensive. Lose them repeatedly and watch it rain.
[close]

Oh, that's interesting. I did it in almost the same time with a comlete different strategy:
Spoiler
I built a Forge on left side as soon as possible, protected by a sprayer. Then killed top emitter first.
[close]
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: J on September 23, 2014, 05:11:45 PM
Quote from: ea3401 on September 23, 2014, 04:43:06 PM
Oh, that's interesting. I did it in almost the same time with a comlete different strategy:
Spoiler
I built a Forge on left side as soon as possible, protected by a sprayer. Then killed top emitter first.
[close]
Never thought that the aether pack there would make a difference in fastest time strategy's :P

I think we can make a nice video compilation of different strategy's on this tiny map. It has a lot more potential than you would think when hearing the time I spent on creating the map, which is about one to two hours. Thanks for the positive comments! (yes, even those saying that there's another strategy make me positively surprised) (and keep them coming for more maps :P )
Title: Re: Custom Map #1166: Tinyland 3. By: J
Post by: Alter Old on September 23, 2014, 07:38:00 PM
Quote from: warren on September 23, 2014, 06:59:11 AM
The secret to a really fast time is...
Quote from: ea3401 on September 23, 2014, 04:43:06 PM
Oh, that's interesting. I did it in almost the same time with a comlete different strategy...
Hmm. I went the third way:
Spoiler

With energy pack build 2 ore mine, 5 reactor and one mortar for control SE creeper, then add 2 digitalis cannon on SW "fortress towers", then made little orbital bombing, build reactor, sprayer, cannons and destroy SE emitter.
[close]