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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 04, 2015, 12:20:45 PM

Title: Custom Map #1564: NukeCity. By: Xeos
Post by: AutoPost on January 04, 2015, 12:20:45 PM
This topic is for discussion of map #1564: NukeCity
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1564)

Author: Xeos
Size: 150x150

Desc:
This is the first map I have ever made. I hope you like it and if you do I will make many more :) #PlayAsCreeper #PAC
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 04, 2015, 12:23:11 PM
This is the first map I have EVER made and I hope it to be the first of many. It is a bit rough but I hope you like it and then can give me some feedback good or bad.
Many thanks for playing it :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Linden on January 04, 2015, 03:03:38 PM
I like it a lot! It's not a quick dash, and there are several ways to go wrong (ie get stumped trying to force the creeper through), which I really liked.

Thanks for the map, and I hope you make a million more. :D
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Hubs on January 04, 2015, 04:21:19 PM
Xeos, great job on this one dude! Great to see another PAC author out there.

That was quite enjoyable to play and gave a good challenge throughout. Hope you keep it up and make many more! Really had to hone in on my spore timing skills :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 04, 2015, 04:29:44 PM
Quote from: Linden on January 04, 2015, 03:03:38 PM
I like it a lot! It's not a quick dash, and there are several ways to go wrong (ie get stumped trying to force the creeper through), which I really liked.

Thanks for the map, and I hope you make a million more. :D

Hi Linden - Thanks for your kind comments :) After playing the epic maps from Hubs and stdout, they inspired me to make something - I had an idea to start with and as you found out, trying to push through with ground creep looks the obvious way but it wont work in some places and other strategies are needed.  The way the end works isn't quite what I wanted but I let it go out as I was keen to get my first map published and see some feedback to see what works and what doesn't. I am working on the next one now and as I learn more about it, I should be able to make them tough challenges, but fun to play. Thanks again :)
Ian
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 04, 2015, 04:33:11 PM
Quote from: Hubs on January 04, 2015, 04:21:19 PM
Xeos, great job on this one dude! Great to see another PAC author out there.

That was quite enjoyable to play and gave a good challenge throughout. Hope you keep it up and make many more! Really had to hone in on my spore timing skills :)
Thanks Hubs - Your comments are very well appreciated ;D  I am already working on the next one  ;)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: mzimmer74 on January 04, 2015, 05:18:51 PM
Great first map!  I thought it'd be fairly easy but the "rough" ground around the south made for a higher challenge.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 04, 2015, 05:22:07 PM
Quote from: mzimmer74 on January 04, 2015, 05:18:51 PM
Great first map!  I thought it'd be fairly easy but the "rough" ground around the south made for a higher challenge.
Thanks :) I put that ground in because it was too easy to spore the void and that limits that somewhat :) I am glad you liked it and thanks again for the positive feedback :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: iwishforpie2 on January 04, 2015, 06:36:56 PM
I found it pretty hard, but very good for a first map. It's nice to see another PAC author out there!
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: stdout on January 04, 2015, 09:02:53 PM
Looks awesome. I can't wait to play it. I really like island maps, and I especially like the idea of disconnected bases, which is something you've got here.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Stave on January 05, 2015, 12:06:10 AM
I had a particularly rough time cracking the south base. Fun, regardless! Always glad to see another take on PAC.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Loren Pechtel on January 05, 2015, 12:59:26 AM
Quote from: Stave on January 05, 2015, 12:06:10 AM
I had a particularly rough time cracking the south base. Fun, regardless! Always glad to see another take on PAC.

I couldn't crack it at all until I cracked the east base--but after that the south base melted like snow in a blowtorch.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: stdout on January 05, 2015, 06:19:44 AM
Great play! I'm looking forward to your next one.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: thumbmaster on January 05, 2015, 07:57:24 AM
This was a fantastic map. I'm glad to see another StarCraft veteran joining the ranks in CW3. I find myself playing this a lot more than SC2 nowadays.

This map made me really pay attention to the force field. There were times when I thought I was at a stalemate; then by subtly varying the direction and location of the field, I was able to advance. The NE base was a real deucey until I "got it". I will be re-playing this to make up for time I lost while stuck at various points. Thank you for a very smart map.  ;D
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 05, 2015, 08:02:29 AM
Quote from: thumbmaster on January 05, 2015, 07:57:24 AM
This was a fantastic map. I'm glad to see another StarCraft veteran joining the ranks in CW3. I find myself playing this a lot more than SC2 nowadays.

This map made me really pay attention to the force field. There were times when I thought I was at a stalemate; then by subtly varying the direction and location of the field, I was able to advance. The NE base was a real deucey until I "got it". I will be re-playing this to make up for time I lost while stuck at various points. Thank you for a very smart map.  ;D

I am glad you liked it thumbmaster :) I made a point in the design for the player to need to use the force-field well to get some traction in the map. It feels fantastic when you 'get it' and then can move on :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: thumbmaster on January 05, 2015, 07:26:18 PM
BTW, my child is one year too old to beat this map. So he only gets to watch me do it.  8)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: harrymcb on January 07, 2015, 01:59:54 PM
yet another cool pac map. i do have one small problem with it though look at this screen shot. it appears that the map keeps trying to place a collector despite the area being covered in creeper. probably not big enough for resubmitting it. but it it still bugs me. other than that i love this map. it is hard which i like.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on January 07, 2015, 02:06:47 PM
Oh Right ! That's strange. I will go into it and see what that is.... but on another note, all my maps from now on will be hard and challenging. So look out for the next one which should be here by the weekend all being well :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Hubs on January 07, 2015, 02:25:45 PM
Quote from: harrymcb on January 07, 2015, 01:59:54 PM
yet another cool pac map. i do have one small problem with it though look at this screen shot. it appears that the map keeps trying to place a collector despite the area being covered in creeper. probably not big enough for resubmitting it. but it it still bugs me. other than that i love this map. it is hard which i like.

I assume you're talking about the topr right corner? If you look really closely you don't have any creeper or digitalis there, so Abraxis think's it can build, then it immediately gets destroyed because of the creeper in the adjacent cell. It can be hard to catch and it looks like a rogue unit is building in your creeper/digitalis. If you see this happening use the field to push creeper over that area and build digitalis. That should stop it from building.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Hubs on January 07, 2015, 02:26:40 PM
Quote from: Xeos on January 07, 2015, 02:06:47 PM
Oh Right ! That's strange. I will go into it and see what that is.... but on another note, all my maps from now on will be hard and challenging. So look out for the next one which should be here by the weekend all being well :)

Can't wait to try it out!
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: thumbmaster on January 07, 2015, 07:43:03 PM
Quote from: Hubs on January 07, 2015, 02:25:45 PM
I assume you're talking about the topr right corner? If you look really closely you don't have any creeper or digitalis there, so Abraxis think's it can build, then it immediately gets destroyed because of the creeper in the adjacent cell. It can be hard to catch and it looks like a rogue unit is building in your creeper/digitalis. If you see this happening use the field to push creeper over that area and build digitalis. That should stop it from building.

Actually, similar thing happened to me as well. In the main island where the ore deposits are, the AI kept trying to rebuild ore mines even though it's neck-deep in creeper and digitalis. I even went back to make sure every pixel in that region was covered. It eventually stopped near the end of the game. Very odd.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Mujician on February 03, 2015, 01:14:04 PM
So clearly I'm a noob and I don't get this, or maybe its the controls I need to understand more? I don't seem to be able to get past the first land mass. Any suggestions? I read somewhere that you can adjust the time of the spores? How do I do this?
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on February 03, 2015, 01:17:25 PM
Ok what you do is get the spore to aim in the void area between the 2 land massess and then when the spore hits, quickly add digitalis so it bridges the gap , then click on the field, put it on the creep on the first island and drag it towards the other island over the the digitalis and it will pull the creep in that direction. Hope that helps
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Mujician on February 03, 2015, 01:27:57 PM
I got how to do it, but I just can't find a weak point. I've managed to get rid of one of the beams in the bottom left, but I can't get close :-/

Driving me nuts now!
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Mujician on February 03, 2015, 01:35:15 PM
I've got through to the south base on the left hand side. I used the field direction on exploded spores.
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on February 03, 2015, 01:35:57 PM
so have you done it now?
Something I do with the spores if I want to get a powerful hit is stop the map, delete them all with Shift X ( be careful to always leave at least one emitter else you will be screwed) , then place a spore at the farthest point then wait for it to fire then using the pause, keep stopping it when you get to a point on the map where you can place another spore that would be in synchronisation with it, then keep doing that all the way until you have them all synchronised. If you do it right they should all hit in one massive strike and be very powerful.

If you click on a spore then click on 'O' then select the place you want to strike, they will all strike at that point. 
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Mujician on February 03, 2015, 02:10:10 PM
Yes I've done it now thanks! Although I'm struggling to get started with the devious arachnid!
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: Xeos on February 03, 2015, 02:12:05 PM
he he - That is a bit tougher :) If you're struggling let me know on the devious arachnid thread and I can help :)
Title: Re: Custom Map #1564: NukeCity. By: Xeos
Post by: teknotiss on February 04, 2015, 08:08:45 AM
you can use the "r" hotkey to restrict the spores from firing.
they will countdown to zero and then sit ready to fire when you click a target for them
hope that helps  8)