Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 18, 2015, 02:07:28 PM

Title: Custom Map #1742: MicroPACland 2. By: J
Post by: AutoPost on February 18, 2015, 02:07:28 PM
This topic is for discussion of map #1742: MicroPACland 2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1742)

Author: J
Size: 42x28

Desc:
Somehow these weapons here just won't starve... #Jmaps #PlayAsCreeper #PAC Note: playing at x4 makes this game much faster than the scores suggest. It may take some time before you've found something that works. Once you've captured a PZ you should be able to end it in a few minutes.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: TimeWeaver on February 18, 2015, 09:15:13 PM
Wow 5+ hours game time, thanks for the 4X tip, that would have been a looooong slog.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Hubs on February 19, 2015, 08:08:16 AM
J, nice map! I actually played it in 1x speed and used a special digitalis trick and shaved a ton of time off.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: J on February 19, 2015, 09:53:53 AM
That x4 tip was meant for those who were scared scared off by the posted scores. Most people do play this at x4. But for the speedruns, x1 works fine :)
I tested this map without any micro management (so spores always fired at the same time) and had a hard time finding the correct spot to send the spores. It seems that the 'splash damage' of the spores can often do more damage than a direct hit because the mortar shells usually land where the spore hit, eliminating the creeper there first.
I hope others also catch up on these no CN PAC maps. Other weapons and structures are probably also nice in thse maps (bertha, beam, terp). Just modify the bertha script and remove the rebuild code and you're ready to go.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Hubs on February 19, 2015, 10:27:03 AM
Yeah, I usually play 4x speed, especially on these really hard maps. I'm getting inspired by the no CN maps you've done and I'm thinking about doing one.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: J on February 19, 2015, 11:07:27 AM
I'll put a little template in the PAC template topic once the next map is done, but I bet you can make one yourself 8)
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Hubs on February 19, 2015, 12:17:34 PM
Cool, thanks! No need for me to re-invent the wheel ;)
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Linden on February 22, 2015, 06:48:03 PM
Hokay, here I am again, completely foxed.  :-[

I simply can't find a way to complete this one - would anyone give me a starter tip? I haven't destroyed a single cannon or mortar yet. :D (I know, I'm terrible when they get tricky.)
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: stdout on February 22, 2015, 07:40:29 PM
Don't hit the units directly. Aim to make pools beside the enemy units. The mortars clean up the pools first and the shallow creeper that splashes around is hit last. Well, those shallow pools do plenty of damage. If the damage caused by the spores isn't entirely healed by the time the next volley hits, then you know that eventually you'll defeat that unit.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Linden on February 22, 2015, 10:01:10 PM
Ah righto - I thought I'd tried dropping spores into areas that won't (eg) be hit by cannon because of LoS or wall depth, therefore allowing creeper to linger a bit longer, but it never worked for me. I'll give your tip a try, stdout, and thank you so much for your patience and help. :)
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Hubs on February 23, 2015, 08:15:17 AM
Also try to time the spores so they are hitting at different times. That will help so prevent mortor shots from clearing the creeper from both spores and will keep creep on the ground longer.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: hbarudi on April 29, 2015, 04:58:50 AM
Can't grow any digitalis on this map, powerzone mortars stop it at the emitters.
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: J on April 29, 2015, 08:09:38 AM
Quote from: hbarudi on April 29, 2015, 04:58:50 AM
Can't grow any digitalis on this map, powerzone mortars stop it at the emitters.
Don't worry about the digi, once a few units are down it'll suddenly start to grow. Just make sure you have the digi growth. Use the spores from both sides to take down units one by one. You can't lose anything so don't worry about having to restart. With the hints on this topic and on the topic of NanoPACland 2 you should be able to finish it. (NanoPACland 2 doesn't have mortars, so you might want to try that one first if mortars are the problem)
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: Qwerty Quazo on August 27, 2015, 06:37:39 AM
What is the script that you used to make these units?
Title: Re: Custom Map #1742: MicroPACland 2. By: J
Post by: J on August 27, 2015, 08:21:13 AM
I took the bertha.cprl script from the PAC template and modified it to fuel other units, and I removed a check so it will recharge even with less than 25 ammo. If you don't want to code it yourself, here's a tutorial how to steal it from this map: http://knucklecracker.com/wiki/doku.php?id=crpl:examine_map_resources