Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on February 20, 2015, 05:32:33 PM

Title: Custom Map #1747: The Factory. By: Zeroster
Post by: AutoPost on February 20, 2015, 05:32:33 PM
This topic is for discussion of map #1747: The Factory
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1747)

Author: Zeroster
Size: 256x256

Desc:
Another map i created. i hope you all enjoy it :)
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Zeroster on February 20, 2015, 05:35:52 PM
For ppl who can't beat it because they don't know how here is spoiler


Spoiler
use beams to clear the emitters on the mountain
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Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Katra on February 21, 2015, 12:57:54 AM
I like it.  ;) .
Spoiler
Once I figured out that beams killed the emitters on the mountain and that I had to snag the nullifier tech in the first seconds the rest was mostly plain old firepower. Managing to hold a landing on the left island until my guppies got built was fairly easy. The right island required a paratroop landing once my guppiesw were no longer needed to support the left island.
[close]
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: D0m0nik on February 21, 2015, 01:24:06 PM
I enjoyed it a lot, I love theses big epic maps.

Spoiler

I started by taking my 2nd command node on a journey, 1st to collect the nullifier tech, then moved it across to get the bertha and finally to the top of the screen to nullify whatever was building there.

I then set up two bases, one at the top (using the PZ for a reactor) and one at the bottom and started creating as much power as I could whilst sending guppies and weps to take the left island and get the forge tech.

I developed berthas on the bottom base and then more berthas on the PZs on the left island.

Whilst this was happening I started to push into the top left with the top base and take that.

I left the centre of the map until the end as I hadn't figured out how to use the beams yet, could have done with working that out earlier for a faster time!
[close]

Good fun, thanks
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Zeroster on February 21, 2015, 02:16:30 PM
thats pretty interesting what you have done XD. oh well everyone has their own way.

a this moment i got my hands full with another map but i still need to balance it. let me just say it will be interesting and i hope y'all like it just like i do :)
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Jerdog on February 21, 2015, 11:51:38 PM
Letting us know some of the emitters require beam would have been nice.
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Helper on February 22, 2015, 06:14:01 AM
Quote from: Jerdog on February 21, 2015, 11:51:38 PM
Letting us know some of the emitters require beam would have been nice.

I am finally in the habit of checking the forum comments (if any) prior to playing. A simple way for me to learn from the experience of others.
H
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Zeroster on February 22, 2015, 06:43:42 AM
Quote from: Jerdog on February 21, 2015, 11:51:38 PM
Letting us know some of the emitters require beam would have been nice.

i am sorry for those who don't check the forum. next time something like this happens i will also set it in the description.
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: D0m0nik on February 22, 2015, 10:43:27 AM
Quotei am sorry for those who don't check the forum. next time something like this happens i will also set it in the description.

I don't think you need to, part of the fun of a map is working it out and if there are new units then even more of a challenge. And lets face it, the beam techs were a bit of a clue with no spores on the map!

I use the forum if I am really stuck otherwise its good to have a puzzle or two.
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Zeroster on February 22, 2015, 02:09:01 PM
Quote
I don't think you need to, part of the fun of a map is working it out and if there are new units then even more of a challenge. And lets face it, the beam techs were a bit of a clue with no spores on the map!

I use the forum if I am really stuck otherwise its good to have a puzzle or two.


True maybe i just leave a hint then on the forum and say that in the description
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: Tero on April 13, 2015, 06:49:44 PM
Quote from: D0m0nik on February 22, 2015, 10:43:27 AM
Quotei am sorry for those who don't check the forum. next time something like this happens i will also set it in the description.

I don't think you need to, part of the fun of a map is working it out and if there are new units then even more of a challenge. And lets face it, the beam techs were a bit of a clue with no spores on the map!

I use the forum if I am really stuck otherwise its good to have a puzzle or two.

I agree, forums are last resort.  I wasn't sure what was going on with the beams.  So I used them defensively, at first.  That pyramid that built itself at the top center of map and the boss emitter in the center, had me expecting a spoil sport attack, at any moment.

Note to any author: I was able to obtain the nullifier tech without eliminating any emitters in the middle.

Forcing the player to either obtain bertha tech or a forge at the beginning was brilliant!
Title: Re: Custom Map #1747: The Factory. By: Zeroster
Post by: fractalman on October 08, 2024, 02:14:03 PM
I cleared 90% of the map before figuing out that i needed beams for the fancy emitters.