Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 17, 2015, 11:07:11 PM

Title: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: AutoPost on January 17, 2015, 11:07:11 PM
This topic is for discussion of map #1622: Boxed In
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1622)

Author: Pastor.Healer
Size: 191x97

Desc:
You have been warned... They are ticked...
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: Helper on January 18, 2015, 04:36:47 PM
Ummm....wow!
Still trying, but getting spanked pretty good.
H
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: speef on January 18, 2015, 05:06:51 PM
I don't usually comment before I play a map, but...

This one says "Pastor.Healer", AND I see lots of 2000 point emitters...

Hooboy! =D



Edit: Ow ow ow ow

Edit edit: I cleared the middle island using Standard Pastor Protocol, but I am having to try some new things to get off the island. So far, several bad ideas tried; several more to come. :)

Edit edit edit: OOOOH!
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: Helper on January 18, 2015, 07:39:40 PM
@speef - love your comments. Just about Eggs-Zackery how I felt.

Spoiler
I finally moved from the center to 3 o'clock on the box and hammered my way around clockwise. If I could handle two fights at once, I would have opened a second front (from the 3 o'clock position) and also gone counter-clockwise (anti-clockwise for those who speak real English).
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Real subtle approach, right?
I had some fun with this one.
H
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: speef on January 18, 2015, 08:16:44 PM
Quote from: Helper on January 18, 2015, 07:39:40 PM
@speef - love your comments. Just about Eggs-Zackery how I felt.

Spoiler
I finally moved from the center to 3 o'clock on the box and hammered my way around clockwise. If I could handle two fights at once, I would have opened a second front (from the 3 o'clock position) and also gone counter-clockwise (anti-clockwise for those who speak real English).
[close]


Spoiler
The 3:00 AC emitter is half the size of the creeper emitter next to it, so it's the obvious starting point. The other obvious starting point is about 7:00, as that lip of land is close enough to hit with mortars (which I normally don't even build on a Pastor map, since they can strand or kill runners).

My first theory was that the -2000 AC emitter would overwhelm the +1000 emitter if I suppressed all the runners, so I figured out how to do that (not trivial), but it didn't work out, even with maximizing mortar support. Creeper levels stay around 120 on the 3:00 beachhead even with suicide waves of sprayers and guns landing.

After that, I figured that maybe I could go to the 7:00 beachhead, since you can get enough mortars in range to get the creeper there down to about 0 full time. Negative on that one too- a relay won't reach. (To rub salt in the wound, it looks like it is pretty close to one block away from reaching...)

I think my next attempt will be to blow up every mortar that is disrupting digitalis on the beachheads, replace them all with snipers, and see if a mortar on the PZ is at all helpful in reducing creeper levels.

After that fails, I will ban all snipers (those bugs pump out a LOT of creeper when they die), and see how that goes.

Will figure it out, though my chances of beating pastor's time are rather low (5:10:00 and counting right now, :)  ).

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Edit:
Spoiler

The sniper-maximizing try was interesting; I removed the 'duck blind' that was restricting my PZ sniper to shooting the right side of the map and raised the PZ's height from 9 to 10. It doesn't keep up with the runners, so 'suppress all runners on map' is not a viable option. You can duck-blind it and suppress all the ones on the right side (with support from some left-size snipers), though I can't figure out how to get creeper levels over there low enough to build a relay. With 3 rotating waves of kamikaze sprayers landing, it stays above 80 creeper. :\

I also tried clearing all the runners from the right side, then building walls of shields to push AC off the center island (where AC levels are around -550). That worked about as well as you might imagine. :)

I may also try that singularity thingy that the forge has- not sure how it works, but I guess now's the time to play with it. :p

[close]

This is a fun puzzle; I will pick it back up tomorrow after work!  I may let it run overnight to see how the balance of power shifts, and to improve my already impressive time. :p
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: D0m0nik on January 19, 2015, 04:59:30 AM
Nice map once again, love it

Spoiler
The key for me was to take out the spore tower on the island almost straight away, put a relay on the PZ and then relay across to 3 o' clock and then use a combination of blasters and mortats (about 4 of each) to work out both clockwise and anti-clockwise

Was nice to play a PH map where it was not an issue to pop the runners and without needing beerthas, really nice balance to the map. I guess the AC emitters were essential to this
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Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: RrR on January 19, 2015, 05:15:37 AM
Same strategy
Spoiler
supported by several terps to smooth the way
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Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: teknotiss on January 19, 2015, 11:05:12 AM
runners dying in AC on the digi threads in void in the first 30/45 secs for me.
totally unplayable.  :o
i hadn't built any weapons and i saw 5 runners pop in the void all around the central Island.
i was rapidly awash with C.  :(
this map seems to have too much luck factor for me to want to retry.
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: Helper on January 19, 2015, 11:22:39 AM
@tek - I was making up new swear words for my first several re-starts.
This one worked:
Spoiler
(http://i60.tinypic.com/2dtybr8.jpg)
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Cheers Bro,
H
Title: Re: Custom Map #1622: Boxed In. By: Pastor.Healer
Post by: D0m0nik on January 19, 2015, 11:24:56 AM
Spoiler
  The start is very tricky and you have to move very fast

I started by covering the island with collectors with my command nodes spread out

Next build 3 beams at one end and a nulifier at the other whilst building 3 blasters for the 3 faster moving arms of digitalis (1 at each end and one top middle)

Once this is all built I made sure I had 2 blasters on every single strand of digitalis, one set to shoot creeper one set to focus on digitalis

Finally mine al the ore and have 3 sprayers set to permanently on to keep the central island flooded in AC

Power control is vital, keep in the green as mich as possible!

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