This topic is for discussion of map #1289: Ridiculous
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1289)
Author: Pastor.Healer
Size: 151x95
Desc:
RrR will you please put on a blindfold for this one :)
Heh!
I've been making up a whole bunch of new (really) rude words to describe this one.
:)
H
How rude! :)
Blessings my friend...
Quote from: pastor.healer on October 24, 2014, 11:00:13 AM
How rude! :)
LOL!
I finally survived long enough to be taken out by the second round of Spores.
Progress, I guess.
Loading a Save and will move out smartly.
H
Couldn't find my blindfold, but did it with only one eye open.
Well, THAT was nasty. ;D
Once I managed to take out one of the spawner/runner nest combos it wasn't so bad, but man, figuring out the combo for that first one... tons of fun!
Helper, I am busy tonight, but if you would like, I would like to come over, sit down with you and talk about strategy. :) See, that's what friends
are for!
Blessings my friend.
And RrR... goodness. I want to come over and sit down with you. I don't know how you do it, but I am thinking you are one smart person....
RrR, you are exactly right! I covered my left eye and brought down my time by seven minutes. Wow! :)
Awesome map! 8)
Thank you AK!
Now try it with your right eye covered, it makes it even easier.
RrR... I see you just got whooped. What's going on here? :(
Great fun - thanks for making this map!
Haven't had time to play in ages and I'm pleased I chose this one to end my dry spell on.
Couple of nice tricks in there, as well as different strategies.
Surprised I've not seen teknotiss weighing in on this one - symmetrical maps are right up his alley!
Thanks CMM! Glad you enjoyed it. Blessings to you.
I have also wondered where the Tech is. Hopefully just busy.
Quote from: Cavemaniac on October 25, 2014, 05:13:11 PM
Great fun - thanks for making this map!
Haven't had time to play in ages and I'm pleased I chose this one to end my dry spell on.
Couple of nice tricks in there, as well as different strategies.
Surprised I've not seen teknotiss weighing in on this one - symmetrical maps are right up his alley!
i liked it, got 30:46 on my first true run, took a couple of starts though. for some reason it didn't post to the scoreboard ???
strafers are a good investment i feel, i think i may replay and see if i can save some time!
good job p.h! 8)
i find some of your maps really interesting, but some others are just too demanding early on for me a lot of the time. i need to be in the right mood for a challenging start! ;)
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!
quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!
quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
Huh!
I never thought to use strafers on this map - or bombers for that matter.
I thought build space and energy were too tight...
Quote from: Cavemaniac on October 27, 2014, 03:11:36 PM
Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!
quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
Huh!
I never thought to use strafers on this map - or bombers for that matter.
I thought build space and energy were too tight...
just two strafers on path strike mode can knock out the digi string and if you time it right the runner is in the void and you have time to land a blaster and kill the nest and emitter, and once one is down it got much easier.
i used the N/E/S/W island groups for power with a relay and a beam in the PZ's north and south.
used guppies for beams in the east and west, with pz strafers for the attacks on the 4 corner islands.
i think i had 2 pz and 4 normal strafers at the end. 8)
Quote from: Helper on October 27, 2014, 01:57:00 PM
Quote from: teknotiss on October 27, 2014, 01:40:13 PM
strafers are a good investment i feel, i think i may replay and see if i can save some time!
quelle surprise! :o
The Tekmeister thought Strafer's were a good idea...as if he doesn't think they're always a good idea.
8)
lol, true! ;)
Quote from: teknotiss on October 27, 2014, 06:34:08 PM
just two strafers on path strike mode can knock out the digi string and if you time it right the runner is in the void and you have time to land a blaster and kill the nest and emitter, and once one is down it got much easier.
i used the N/E/S/W island groups for power with a relay and a beam in the PZ's north and south.
used guppies for beams in the east and west, with pz strafers for the attacks on the 4 corner islands.
i think i had 2 pz and 4 normal strafers at the end. 8)
I just used a couple of pc's to keep the digi and runners at bay.
Thanks Technotiss!
The four bases in the cardinal directions aren't a big deal, I don't see why one would use strafers. Drop the guppy on the most distant pad, a nullifier on one of the side pads and wait. It always works, although the guppy might have to go back for a second load. The hard part here is taking the first square.
My first try failed due to what seems like a bug to me: I was moving a cannon out to one of the cleared runner bases to remove the residual creeper for colonization. The cannon took a spore shot *IN FLIGHT*, too far out to be protected by my beams. It dropped such a pile of creeper that my base got flooded, though.
Same exact thing happened to me. The spore landed in the void where the blaster was while en route to one of the corners.
Quote from: Loren Pechtel on October 28, 2014, 03:08:17 PM
The four bases in the cardinal directions aren't a big deal, I don't see why one would use strafers. Drop the guppy on the most distant pad, a nullifier on one of the side pads and wait. It always works, although the guppy might have to go back for a second load. The hard part here is taking the first square.
My first try failed due to what seems like a bug to me: I was moving a cannon out to one of the cleared runner bases to remove the residual creeper for colonization. The cannon took a spore shot *IN FLIGHT*, too far out to be protected by my beams. It dropped such a pile of creeper that my base got flooded, though.
I was able to get PZ beams up on the top and bottom bases before the spores started coming, and on the left and right before the waves became an issue. Then it was just dealing with the four corners. I did have a couple of strafers, too. :)
Also, if you put the guppy on the side and the nullifer on the back (for the ones where it can still hit both) the runner is in range of the nullifier less often.
Excellent map. Lots of different strategies that can be applied to what is a "simple" map.
Brilliant map! Practically solves itself. If you can see the steps, to do so. Although, the spore's payload was a over the top. But the spore count and frequency was just right. Keep up the good work!