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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 14, 2015, 04:00:52 PM

Title: Custom Map #1605: PACland. By: J
Post by: AutoPost on January 14, 2015, 04:00:52 PM
This topic is for discussion of map #1605: PACland
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1605)

Author: J
Size: 128x84

Desc:
My first #PlayAsCreeper map! This doesn't mean it's a standard #PAC map though. Spores take longer to recharge, but have more health. You can easily seperate all of Abraxis bases. Burst mode is not what you think. Have fun! (created using the PAC template found on the KC forums)
Title: Re: Custom Map #1605: PACland. By: J
Post by: Loren Pechtel on January 14, 2015, 04:22:05 PM
And what are we supposed to do here?  The initial crater is ringed by enough firepower to keep the creeper contained.  Burst mode appears to be like the spore fire inhibit, I see nothing for it to accomplish.
Title: Re: Custom Map #1605: PACland. By: J
Post by: stdout on January 14, 2015, 04:37:08 PM
My thoughts exactly. I'm sitting at 18 minutes in game and still haven't captured that totem.
Title: Re: Custom Map #1605: PACland. By: J
Post by: stdout on January 14, 2015, 04:38:25 PM
Ok,
Spoiler
build up enough digitalis, then delete the digitalis and all the creeper that was built up will spill out. That got me to the totem.
[close]
Title: Re: Custom Map #1605: PACland. By: J
Post by: J on January 14, 2015, 04:41:56 PM
Digi-growth 'costs' you 1 creeper to build (which is given back when you remove it) and once the digi has grown there it decreases the terrain level with 1.
Spoiler
By removing digi you can 'raise' the creeper level by 2. Try to remove some digitalis near the totem, that should give you enough creeper to place digi on it.
[close]

(and I forgot the #Jmaps tag =/ )
Title: Re: Custom Map #1605: PACland. By: J
Post by: Stave on January 14, 2015, 04:54:33 PM
Interesting start. I've never had to use the void-spreading strategy on regular old land before, so that was a neat fun twist to figure out. I found the alternate burst mode to make my emitters weaker, so I really didn't like that part. Keep it up!
Title: Re: Custom Map #1605: PACland. By: J
Post by: J on January 14, 2015, 05:03:23 PM
I basically inverted normal and burst mode. Burst mode usually has a longer interval and more creeper per burst. If you have an emitter supported here burst mode emits faster while normal mode emits more creeper per burst. This effect is made stronger by doubling the initial interval and amount.
Title: Re: Custom Map #1605: PACland. By: J
Post by: UrMawMah on January 14, 2015, 06:32:12 PM
Totally awesome map, that starting was dirty in the best of ways!
Title: Re: Custom Map #1605: PACland. By: J
Post by: Hubs on January 15, 2015, 08:17:06 AM
I wasn't a fan of the start, but I enjoyed the rest of the map. The lack of scores posted is indivative that the start was too difficult/impossible for most players. The balance on the rest of the map was hard, but done well.
Title: Re: Custom Map #1605: PACland. By: J
Post by: D0m0nik on January 15, 2015, 10:46:45 AM
This is the most frustrating start to any map I have ever played, nice idea but not really very enjoyable. I am using the deleting digitalis strategy but the creeper just doesn't advance fast enough to take the totem, I am going crazy!!

I managed to lay some digitalis on the totem but the top blaster will not let it get hold of the totem, ahhhhh!
Title: Re: Custom Map #1605: PACland. By: J
Post by: J on January 15, 2015, 11:40:43 AM
Did another run and make it into the top 5. Here's a screenshot at 3 minutes (mouse is over the totem):
Title: Re: Custom Map #1605: PACland. By: J
Post by: D0m0nik on January 15, 2015, 11:56:46 AM
Finally got it, phew, what a challenge!
Title: Re: Custom Map #1605: PACland. By: J
Post by: Linden on January 15, 2015, 01:17:58 PM
I can't get at the totem, even with deleting Digi. Not a negative criticism, J, just a sad reflection of my own skills. :D
Title: Re: Custom Map #1605: PACland. By: J
Post by: Xeos on January 15, 2015, 01:55:19 PM
It took a while to get the totem and I got very frustrated by it :( I can see what you tried to do there but it was a tad too difficult and probably meant that some players dropped out the map and gave up.. But as I found, it's all a learning curve and you will go on and make better maps because of it so good luck :)
Title: Re: Custom Map #1605: PACland. By: J
Post by: Linden on January 15, 2015, 02:13:59 PM
Did you successful ones use the large Digi brush, or a small one? I use the max size brush - is that my problem?
Title: Re: Custom Map #1605: PACland. By: J
Post by: stdout on January 15, 2015, 02:21:57 PM
For this map some delicate trimming is needed so I used the second to largest brush size.
Title: Re: Custom Map #1605: PACland. By: J
Post by: Linden on January 15, 2015, 03:03:37 PM
Okay, thanks - I'll give that a try. :)
Title: Re: Custom Map #1605: PACland. By: J
Post by: MattB-345 on January 15, 2015, 04:40:08 PM
My mistake on the first few attempts was creating too much digi. When i just put digi between the emitter and the totem I could get to it a lot easier.
Title: Re: Custom Map #1605: PACland. By: J
Post by: mzimmer74 on January 15, 2015, 05:44:02 PM
This map was great since it taught me something I hadn't realized about PAC maps before.  I'd always just slathered digi everywhere, but it's amazing how it can help move creeper in a particular direction. Thanks!
Title: Re: Custom Map #1605: PACland. By: J
Post by: Linden on January 15, 2015, 09:56:30 PM
Whew, you lot are amazingly helpful - I finally completed it! Yay! :D

Clever map, J! :)
Title: Re: Custom Map #1605: PACland. By: J
Post by: speef on January 18, 2015, 10:30:07 AM
Quote from: J on January 14, 2015, 04:41:56 PM
and once the digi has grown there it decreases the terrain level with 1.

That wasn't the case for me.

Fun map, though. I couldn't figure out how to split the middle until I noticed that spores were so strong. :)
Title: Re: Custom Map #1605: PACland. By: J
Post by: J on January 18, 2015, 05:15:51 PM
Quote from: speef on January 18, 2015, 10:30:07 AM
Quote from: J on January 14, 2015, 04:41:56 PM
and once the digi has grown there it decreases the terrain level with 1.
That wasn't the case for me.

You don't see that the terrain immediatly decreases, but internally the game subtracts one from the terrain level if there's digi present (the blue kind, not the grey stuff that indicates where it can grow).

In PAC maps the grey digi growth area costs one creeper to build and you can 'sell' it for one creeper. If you watch carefully when placing digi you can see this happen. Hit T to remove the digigrowth and the creeper level will raise.
Title: Re: Custom Map #1605: PACland. By: J
Post by: florrat on April 27, 2015, 01:07:37 AM
Very nice map. This map indeed teaches to place Digitalis carefully.

Hard mode: Finish this map without ever removing any Digitalis. (it is possible!)