This topic is for discussion of map #1907: Walkway
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1907)
Author: Gabe
Size: 256x256
Desc:
A long, thin path is the only way to reach the creeper. Meanwhile, ships full of hostile creeper swarm in from above to destroy your base. Changelog: removed Inhibitor for a longer game added four more creeper spawn points heavily nerfed anticreeper spawn point. It still helps a lot, but no longer wins the game alone.
I think it was better with the inhibitor. Once you reach the back wall you're basically done. It's just a slog to mop up the 1000 strength emitters.
I thought so too, but i wanted to see how it worked without one. Last time i got a comment about how the inhibitor ended the game too easily, even though IMHO by the time you reach it you've effectively won.
How was the anticreeper? I more than halved its output, but i still think it might be too powerful to make the game anything other than a matter of time.
I think the AC emitter was pointless, since you provided such a vast field of ore zones.
Actually, AC really isn't even necessary. Just turtle, build up a huge reserve of energy, use the forge weapon and a field of berthas and you're on your way.
The anti-creeper emitter serves no purpose. While I was building up a base it held the creeper at bay but a few cannons would have done the job also, after crossing a bridge like that the creeper won't have much power at all.
The supply of anti-creeper is somewhat useful while building a toehold on the other side but it's not of any great use and after I got the toehold I didn't even bother to move the sprayers, a wall of cannons is better.
Bertha fire to clear the area, cannon walls to keep it clear and singularity shots on the emitters to speed things up. Once I had a solid base on the other side I put the berthas on auto, by the time I was halfway done mopping up the land was mostly cleared.
Super-emitters simply aren't a challenge against massed, fully upgraded cannons.