This topic is for discussion of map #2343: Span the Void
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2343)
Author: stdout
Size: 128x128
Desc:
The innovation of the humans never ceases to amaze us. They have invented technology that enables the exploitation of the void. Obviously, this technology cannot be permitted to remain in their hands. Their research asteroid is very well fortified, and spaces for landing are extremely limited. They are prepared for us, and will not make this easy. Persist in your efforts and deprive them of this important technology. #PlayAsCreeper
24 downloads and only 3 scores submitted. To anyone having trouble:
Spoiler
The emitters in the corners are flip emitters. Hit them with a spore to make them yours! But they won't spawn digitalis. For that, you need to flood the left side with creeper, building digitalis down until finally you connect it to one of your own emitters. It took me about 11 minutes in-game to finally get the digitalis activated. Don't lose your spore tower in the meantime! Abraxis will keep trying to nullify it.
What is this "landing space" we are supposed to be worried about? I beat this thing without ever invading the island.
Spoiler
Flip the north flip emitters. Connect the digitalis--once you have a spore tower on the right side you can flip the SE emitter. Take over everything in the void, build spores. With the power in the void gone the island is critically short of power, the beams will no longer be able to stop a full volley. Flip the last emitter, pound whatever you want on the island.
Quote from: Loren Pechtel on July 24, 2015, 06:48:14 PM
What is this "landing space" we are supposed to be worried about? I beat this thing without ever invading the island.
The landing space limitation is a reference to the fact that you start with your two emitters stranded on little 3x3 islands with no chance of expansion without assistance from the spore tower.
Quote from: Loren Pechtel on July 24, 2015, 06:48:14 PM
What is this "landing space" we are supposed to be worried about? I beat this thing without ever invading the island.
Spoiler
Flip the north flip emitters. Connect the digitalis--once you have a spore tower on the right side you can flip the SE emitter. Take over everything in the void, build spores. With the power in the void gone the island is critically short of power, the beams will no longer be able to stop a full volley. Flip the last emitter, pound whatever you want on the island.
Ah! That should help immensely! :)
Quote from: stdout on July 24, 2015, 06:44:17 PM
24 downloads and only 3 scores submitted. To anyone having trouble:
Spoiler
The emitters in the corners are flip emitters. Hit them with a spore to make them yours! But they won't spawn digitalis. For that, you need to flood the left side with creeper, building digitalis down until finally you connect it to one of your own emitters. It took me about 11 minutes in-game to finally get the digitalis activated. Don't lose your spore tower in the meantime! Abraxis will keep trying to nullify it.
That explains why I wasn't getting a victory after killing all the units. Restarted and it was 100x easier.
How can I get digitalis off the 3by3 area of the emitters, range of beams too long kill spore before it can help any emitter. Help.
Flip the two emitters you can reach.
Set the left emitter to support the right emitter. That will draw the attention of the PZ mortar and keep it from hitting the small island south of your spore tower.
Then target the spore to the left side out of reach of the beams, and then wait for the creeper to sloooooowly spread to the left emitter.
I had no idea there was such a thing as a 'flip' emitter. I played this level over and over again, looking for that one single edge I could grab with my creeper-y fingernails, not knowing there was something I could use to graph with an entire fingertip.
Quote from: Mozai on October 05, 2015, 12:31:36 AM
I had no idea there was such a thing as a 'flip' emitter. I played this level over and over again, looking for that one single edge I could grab with my creeper-y fingernails, not knowing there was something I could use to graph with an entire fingertip.
darn dude, there's some flip-mitter maps out there, have a bash at them! i liked that unit so much i made a couple of maps with them in myself! 8)
Quote from: Mozai on October 05, 2015, 12:31:36 AM
I had no idea there was such a thing as a 'flip' emitter. I played this level over and over again, looking for that one single edge I could grab with my creeper-y fingernails, not knowing there was something I could use to graph with an entire fingertip.
You're not alone. My first play of this map took a very long time, something like 4 hours to build up enough creeper to flow.
I should have included a message in the game itself about this.
Quote from: stdout on October 05, 2015, 03:00:01 PM
I should have included a message in the game itself about this.
yeah probably.... maybe just in the map description will do?
hope so.... i have 2 PAC maps nearly finished scoring to upload and i don't want to have to redo them! ??? ;)
8)
A map which enforces an 11-minute wait isn't much fun to play.
Also, the Berthas aren't fun. They serve no purpose once the creeper connects, and they prevent the winning strategy if you don't find it right away.
I.e. they force a restart instead of the ability to adapt your tactics, so you're railroading your players into a specific playstyle (restart instead of adapt).
Yeah I don't disagree with you. I recall when I made this map I was just looking to do something different and I was satisfied that I accomplished that goal. This is not my favorite PAC map by any means.
By fast look to thumbnail, I say these berthas could be non-autotargetting
to make these less dangerous and then just target these to strategical position(s)?