Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 24, 2014, 03:19:01 PM

Title: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: AutoPost on November 24, 2014, 03:19:01 PM
This topic is for discussion of map #1397: The Invasion of Normandy
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1397)

Author: stdout
Size: 150x150

Desc:
It is in our best interests to ensure the victory of the Allied forces against the powerful Axis powers. We travel back in time to the ancient past, to a foreign planet called Earth, and a region the humans call "France". The Axis powers are prepared and expecting us, so taking this beach will not be easy. To help, we are preparing timetrooper reinforcements who will arrive soon to assist. Happy hunting! #PlayAsCreeper in this re-enactment based on the World War 2 invasion of Normandy. More info @ forum
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 24, 2014, 03:22:46 PM
Usually I put the help as an in game conversation text box, but this time I figure most people have seen it and know how to play these #PlayAsCreeper maps, so I took it out and will just post here for those who don't know.

In the game, press the letter H to learn about the tools at your disposal.

Click on a tool in the build bar at the bottom, then click on H and it'll tell you all about that specific tool. Have fun! And thanks to iwishforpie2 for the beachfront map idea.

Also new in this map, the emitter does not change size when you chain support to it. This way you won't end up with an emitter that is as large as half the map! So as always just pay attention to the text description above the emitter to know its output.
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: iwishforpie2 on November 24, 2014, 03:52:30 PM
You made that map fast :o
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 24, 2014, 03:55:10 PM
Spent about 3 hours making it. It was a fun one to make, actually. I built the water and beach first, then started adding enemies and play-tested it, then added more enemies and continued tweaking and playtesting until I was happy. Thanks for spurring me to make one. Maybe I won't wait so long before the next one. :)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: iwishforpie2 on November 24, 2014, 03:59:05 PM
A bit off topic, but I have a unit idea that you may want to make

A research center - you have to feed it packets to get tech (1 blaster tech, 1 bertha, all of that stuff)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: mzimmer74 on November 24, 2014, 05:18:19 PM
First, love it! :)

Second, thanks for the smaller emitter size!

Third, okay I missed some tactic...you guys all blew me out of the water in terms of time to beat that map.  I really struggled getting a foothold on the main beach.
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 24, 2014, 06:06:27 PM
Spoiler
Just hold off long enough for the reinforcements to arrive on the southwest position. Then support those emitters and make landfall down there, cutting their supply lines in half.
[close]
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: Mexxor on November 24, 2014, 06:09:30 PM
Quote from: stdout on November 24, 2014, 03:22:46 PM
Usually I put the help as an in game conversation text box, but this time I figure most people have seen it and know how to play these #PlayAsCreeper maps, so I took it out and will just post here for those who don't know.

In the game, press the letter H to learn about the tools at your disposal.

Click on a tool in the build bar at the bottom, then click on H and it'll tell you all about that specific tool. Have fun! And thanks to iwishforpie2 for the beachfront map idea.

Also new in this map, the emitter does not change size when you chain support to it. This way you won't end up with an emitter that is as large as half the map! So as always just pay attention to the text description above the emitter to know its output.

Hmm, I think there is one other new thing in this map: Bertha's don't auto-load when disconnected, are they just not custom bertha's? anyway I liked that particular thingie, as well as the 6(i think it were six) free emitters that just dropped down, I ust killed the reactors with the bottom emitters and it was gg :), thanks for making this map, I had a lot of fun playing it, also, it was a LOT easier than the other PAC maps, since the emitter frequency was set to 0.17 (!) , no complaints there though, no one said a PAC map is not allowed to be easy ^^ good job
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 24, 2014, 06:16:25 PM
Glad you enjoyed it! Thank you for saying so.

I fixed that Bertha bug a couple maps ago. I can't remember which one but I think Mallard System might have been it. With that fix, it now has to be connected to the network in order to fire. As soon as you disconnect it, it will take its last shot and that's it. :)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: Linden on November 24, 2014, 07:08:16 PM
Loved it, Stdout - thanks so much. :)

Spoiler
Great surprise, those emitters, and thanks for the smaller size. :)
[close]
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: wobblycogs on November 25, 2014, 09:32:58 AM
Great idea for a map, really enjoyed it but it could do with being a bit harder.

Spoiler
Once the emitters appear in the bottom left it's fairly easy to get up on the beach right next to the reactors which means game over. Some more mortars down in that area may balance it better.
[close]
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: teknotiss on November 25, 2014, 11:54:00 AM
i agree it was a bit easy, but perhaps it'll get more players into PAC maps?
i didn't really like the free emitters appearing, i'd have preferred some PZ's along the north and west borders to work towards.
but fun game non-the less, cheers dude! 8)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 25, 2014, 03:36:58 PM
The free emitters were supposed to represent paratroopers dropping down to join the battle already in progress. So they aren't really "Free" because they were part of the story.

As for the ease, the germans were surprised during Normandy because they were expecting an attack from one front but it came from a different front. I was trying to replicate that concept here.
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: teknotiss on November 25, 2014, 04:16:36 PM
Quote from: stdout on November 25, 2014, 03:36:58 PM
The free emitters were supposed to represent paratroopers dropping down to join the battle already in progress. So they aren't really "Free" because they were part of the story.

As for the ease, the germans were surprised during Normandy because they were expecting an attack from one front but it came from a different front. I was trying to replicate that concept here.

no worries dude, it was a lot of fun, i was being a bit purist, and it was tactically accurate in that sense.
although the free emitters seemed more like the landing craft approaching the beach to me! ;)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: thumbmaster on November 26, 2014, 08:19:19 PM
Heh! We spent hours on this and hardly made a dent. What is your secret sauce for beating these PAC maps? I'm totally stumped.
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: stdout on November 26, 2014, 09:08:51 PM
Chain the emitters together. Click on one emitter and hit the letter T. That'll cause all the emitter to send all their output to the one you clicked on, making one super emitter. Then build digitalis around it and you're off to the races.

Build digitalis around a totem to take control of it. Once you have a totem under control you can use a snazzy force field that pushes creeper in the direction you want. It's the "Field" thing in the builder menu. Give that a try and post your results. Once you get the hang of how these things all work you'll be getting fast times like everyone else. :)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: thumbmaster on November 26, 2014, 11:52:01 PM
Success! It took a while because I was too impatient to see how the field works. Once I figured it out it was quite smooth. And breaching the SW does indeed open up to certain victory. Now I'm pumped to play more PAC maps.
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: Linden on November 27, 2014, 03:45:23 AM
Quote from: thumbmaster on November 26, 2014, 11:52:01 PM
Success! It took a while because I was too impatient to see how the field works. Once I figured it out it was quite smooth. And breaching the SW does indeed open up to certain victory. Now I'm pumped to play more PAC maps.

Yay, another convert! :D Great, aren't they? The fab thing is that the controls are the same across the PAC maps, so once you get the hang of that you're flying. Have fun. :)
Title: Re: Custom Map #1397: The Invasion of Normandy. By: stdout
Post by: toolforger on May 14, 2017, 10:02:38 AM
Nice map, though historically totally inaccurate - the pop-up emitters in the lower-left corner made it really easy to make landfall there, and then it was even easier to kill the energy supply for all the weapons. A real bickford, and wildly deviant from history.