Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on May 30, 2015, 09:42:42 AM

Title: Custom Map #2110: TinyPACland 2. By: J
Post by: AutoPost on May 30, 2015, 09:42:42 AM
This topic is for discussion of map #2110: TinyPACland 2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2110)

Author: J
Size: 64x42

Desc:
Now including the #FlipEmitter! More units, more fun! Easier than the previous #NoCN #PAC maps. #CRPL #Tinyland #Miniland #Jmaps #PlayAsCreeper
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: mzimmer74 on May 30, 2015, 10:27:46 AM
Loved it!  Took a bit to figure out how I could advance through each part.  Excellent balance on this map.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: Hubs on May 30, 2015, 05:39:51 PM
i love these style of PAC maps. thanks J!
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: UrMawMah on May 31, 2015, 10:38:04 AM
Pac withdrawal.... subsiding... realizing that 4x... runs at 4x... will destroy times....

GJ, thx!
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: jkukka on May 31, 2015, 03:41:30 PM
Can't beat last part. Any hints?
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: J on May 31, 2015, 04:56:47 PM
Quote from: jkukka on May 31, 2015, 03:41:30 PM
Can't beat last part. Any hints?
Spoiler
Make all but the top right PZ spore towers (keep the top right an emitter to support digi). Now aim and time ('T' pauzes all selected spore towers) the spores to destroy the top beam (with some help from the field). Make sure you destroy the shield first.
[close]
There might be other ways to victory too, but this is the one I used.

Thanks for all comments and ratings, might probably even make another map ;D
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: RrR on May 31, 2015, 07:29:58 PM
The flip emitters are odd. They will support digitalis growth, so you can convert all the pz to spore towers and the digitalis will survive. But they will not start digitalis growth. So if your converted flip emitter is targeted by the bertha, it is game over.
Spoiler
Don't convert all your pz to spores until you have two flip emitters under secure control. And save often.
[close]
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: Loren Pechtel on May 31, 2015, 07:53:12 PM
Quote from: RrR on May 31, 2015, 07:29:58 PM
The flip emitters are odd. They will support digitalis growth, so you can convert all the pz to spore towers and the digitalis will survive. But they will not start digitalis growth. So if your converted flip emitter is targeted by the bertha, it is game over.
Spoiler
Don't convert all your pz to spores until you have two flip emitters under secure control. And save often.
[close]

Ouch!  I guess I got lucky, the bertha never fired on them after I converted them all.

Would it actually be game over, though?  At that point I won it with spore fire, no need to build anything more.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: J on June 01, 2015, 02:44:58 AM
Quote from: RrR on May 31, 2015, 07:29:58 PM
The flip emitters are odd. They will support digitalis growth, so you can convert all the pz to spore towers and the digitalis will survive. But they will not start digitalis growth. So if your converted flip emitter is targeted by the bertha, it is game over.
Spoiler
Don't convert all your pz to spores until you have two flip emitters under secure control. And save often.
[close]
That's not odd, that's 100% intended behaviour!
It is indeed game over if you don't have all PZ yet, but otherwise you can survive and win without digi. But for some reason I just wanted to be safe and kept one emitter.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: metalsiagon on June 01, 2015, 12:49:49 PM
This was a lot of fun, I always love a good PAC map.

For the flip emitters, is it possible to get them to grow AC digitalis? Just curious.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: J on June 01, 2015, 01:49:15 PM
Quote from: metalsiagon on June 01, 2015, 12:49:49 PM
For the flip emitters, is it possible to get them to grow AC digitalis? Just curious.
Yes sure, if you want to handle antidigigrowth, antidigi and increased creeper flow rates (you can only set global and globalondigi, not per cell) through crpl, it's all possible. It just makes things a few powers of 10 more complex than normal digi which is hard coded into the game. For the extra fun it adds, it's not worth it.
It is possible to let the ac flip emitters grow normal digi (yes that still grows over AC, but slow) for better creeper flow rates (and thus increased output), downside is that you can connect it to your own network.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: Linden on June 02, 2015, 09:59:56 AM
I can't even get the map started, which is typical of me. However, it's absolutely great to see another PaC map on there - I keep replaying all the others, because they're fab. Thanks. :)
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: deathman on January 17, 2016, 11:16:28 AM
Hi! I'm on the same situation as Linden... All I was able to do is to take out the Bertha on down left... Any ideas please? Help! :D

Tnaks ;)
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: J on January 17, 2016, 11:19:29 AM
Take out the shield and the cannons in the top-left to take another PZ (with a spore tower on the PZ you just gained). Enough digi with some creeper to distract the cannons might kill the PZ mortar too.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: toolforger on December 17, 2016, 12:34:51 PM
The key observation for me was that when hammering the shields, I should look at both its health and charge status.
Took me quite a while to figure that out.
Title: Re: Custom Map #2110: TinyPACland 2. By: J
Post by: toolforger on July 26, 2020, 04:18:40 PM
Hm. I can't take out any shield - they regenerate to 100% before the spore tower fires again.

UPDATE: I should have looked at the energy bar... now I feel dumb :-)