Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on September 28, 2015, 09:16:44 PM

Title: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: AutoPost on September 28, 2015, 09:16:44 PM
This topic is for discussion of map #2599: Wotraw Gambit
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2599)

Author: Menz
Size: 256x160

Desc:
An improved version of the Enoraw Gambit map. The begining is even more difficult. But added lots of totems in the second part. Thanks for giving feedback on the first one.
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Menz on September 28, 2015, 09:36:26 PM
Changes from previous map:

Totems position and number changed.
Added 1 spore tower south east.
Air exclusion removed.
Runners are 10 time stronger
AntiEmitter south west has different timing and power.
One more AntiEmitter north east.
Forge tech artefact must be picked up.
The middle emitter created a wormhole.
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Helper on September 29, 2015, 09:38:21 AM
Can't seem to get a solid start on this one.
Here I am at 4:40 - not sure of a better CN placement.
Thanks,
H

Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: RrR on September 29, 2015, 12:34:32 PM
Quote from: Helper on September 29, 2015, 09:38:21 AM
Can't seem to get a solid start on this one.
Here I am at 4:40 - not sure of a better CN placement.
Thanks,
H
Spoiler
Grab the tech then send everything to the bertha
[close]
Once you have ~positive energy
Spoiler
send guppies to clean out the north east
[close]
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Menz on September 29, 2015, 01:10:14 PM
Hint: The intended solution was partly found by D0m0nik but he changed to a different approach which I didn't knew is possible.
Quick link for future players:
http://knucklecracker.com/forums/index.php?topic=19256

The intended solution is:
Spoiler

    One CN(2) must anihilate the emitter in the center, as Lia told to Skarsgard Abraxis.
[close]
Spoiler

    One CN(3) must use the Bertha to help the CN(2) during the first 90 seconds. It is possible to hold the Bertha after this stage. If mandatory, I don't know.
[close]
Spoiler

    One CN(1) must pick up the tech on the right bottom (the gambit: a sacrifice of time) and travel to top middle to start the main base. The creeper will wanish just in time if CN(2) made his job.

On the previous map it was not necessary to pick up the Bertha tech from the begining but was maybe mandatory to hold the top left to assist in recovering it later.
[close]

But creative people apparently find always possibilities I didn't intended. :)
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Helper on September 29, 2015, 06:30:06 PM
@RrR -
Thanks much.
It worked.
H
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: D0m0nik on September 30, 2015, 12:07:26 PM
I played this old school and wiped out all the creeper, very satisfying indeed!
Interesting to see how it was intended, I would not have thought of that!
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Loren Pechtel on September 30, 2015, 02:36:13 PM
I can't make the intended sequence work.
Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Helper on September 30, 2015, 06:23:59 PM
F12 grab of the starting positions.
Note: After collecting the Tech with the outlying CN's, return them to orbit. It will take longer than 30 seconds for them to traverse over to the top left.

Title: Re: Custom Map #2599: Wotraw Gambit. By: Menz
Post by: Jerdog on October 01, 2015, 09:30:03 PM
I don't think the original needed to be made harder.  It was enough of a pain in the butt.

This one's overkill.