Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on April 15, 2015, 08:35:59 PM

Title: Custom Map #1970: The Hydra. By: Xindaris
Post by: AutoPost on April 15, 2015, 08:35:59 PM
This topic is for discussion of map #1970: The Hydra
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=1970)

Author: Xindaris
Size: 100x100

Desc:
Beware! Sometimes eliminating one problem just creates more...
Title: Re: Custom Map #1970: The Hydra. By: Xindaris
Post by: Tyler21 on April 16, 2015, 06:35:44 AM
Okay, I didn't expect that the split would mean that the new 'heads' can spawn virtually anywhere on the map, I thought that they will appear in a reasonable range around the original unit.
Of course, a range this big disables the nullifier loophole, but I think that it also makes the gameplay rather annoying and unpredictable in an arbitrary way. By this I mean that your assets could be destroyed quickly if you are unlucky. Of course if you know the script in advance and 'cheat' some with save/load, you can avoid a complete fail.
Title: Re: Custom Map #1970: The Hydra. By: Xindaris
Post by: Xindaris on April 16, 2015, 01:05:00 PM
Technically, the hydrahead script can be set with whatever range the map-maker wants; I made it the whole map for this one because the entire challenge of the map is intended to come from the hydra itself, without anything else.

Ideally, even an unlucky player who lost resources would still be able to reconfigure things to survive if they didn't want to reset in view of what happens when the first emitter dies, and that's really what the challenge of this map/the hydra is supposed to be anyway, having a structure and then having some of it collapse so you have to rebuild it again in a different way. And then once there are three any savvy player should expect more to split off from each of those, so they'd know to be prepared after that.
Title: Re: Custom Map #1970: The Hydra. By: Xindaris
Post by: gregorybald on November 16, 2017, 04:44:06 PM
So how do you win the game if new emitter keep spawning?
Title: Re: Custom Map #1970: The Hydra. By: Xindaris
Post by: GoodMorning on November 16, 2017, 05:08:12 PM
As I recall, the respawning tapers off.
Title: Re: Custom Map #1970: The Hydra. By: Xindaris
Post by: Martin Gronsdal on September 27, 2020, 08:33:31 AM
Quote from: gregorybald on November 16, 2017, 04:44:06 PM
So how do you win the game if new emitter keep spawning?

I kept killing them. Sometimes a kill did result in two respawns, sometimes in no, but in the end there was one emitter and I won. Can't say I saw a pattern, but I only played once.

BUT, since the info said something about a surprise, I had a proper base, even with beams and many cannons (since I couldn't know what would come). The new emitters didn't cut more off than 3-4 cannons. Nice map