Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 25, 2014, 11:42:57 AM

Title: Custom Map #1183: 222. By: aanze1313
Post by: AutoPost on September 25, 2014, 11:42:57 AM
This topic is for discussion of map #1183: 222
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1183)

Author: aanze1313
Size: 222x222

Desc:
Title: Re: Custom Map #1183: 222. By: aanze1313
Post by: Grayzzur on September 25, 2014, 01:59:37 PM
Ahh, trudging through mounds of 2000 level creeper. That seems to be a crutch for a lot of the new map makers. It does not make a map harder, only makes it more of a grind. Especially with all those walls giving you plenty of time to build up energy and base defense.

Good points: Allows aggressively knocking out a couple of emitters early, but not the inhibitor. The inhibitor is also not clear across the map, so it can be reached without having to wade through everything else first. Starting with 3 mortars was nice too, as it allowed clearing most of the creeper from one of the power zones quickly to make it usable.
Title: Re: Custom Map #1183: 222. By: aanze1313
Post by: Helper on September 28, 2014, 01:41:50 PM
"It does not make a map harder, only makes it more of a grind."
Excellent choice of words.
I love a good challenging map, but randomly tossing around 2000 strength Emitters does not lend itself to good map design/enjoyment.
I always love to leave positive comments for map makers, but will have to get back to you on that.
H
Title: Re: Custom Map #1183: 222. By: aanze1313
Post by: Loren Pechtel on November 15, 2014, 10:25:31 PM
Yup.  Super-emitters just make you take time.  It's just a game of walking one's walls of cannons across the map.  I only see how to engage in quick strikes on two of the emitters but the times some people got suggest they managed to hit more of them.
Title: Re: Custom Map #1183: 222. By: aanze1313
Post by: Grayzzur on November 17, 2014, 09:26:40 AM
Quote from: Loren Pechtel on November 15, 2014, 10:25:31 PM
I only see how to engage in quick strikes on two of the emitters but the times some people got suggest they managed to hit more of them.
I just pushed down from the emitter left of the base to take out the inhibitor. I know I did take out the emitter just below the base on my initial attempt. I think my final shot, I just ignored it and put up a line of mortars to keep it at bay and just went for the goal line (inhibitor). It's been awhil since I played this map. Are you fast enough to take out that emitter to the left and clear it of creeper before it drops its walls? Looks like I have a PZ Bertha sitting inside those walls helping the offensive.