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.
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.
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
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
Once you have ~positive energy
Spoiler
send guppies to clean out the north east
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.
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.
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.
But creative people apparently find always possibilities I didn't intended. :)
@RrR -
Thanks much.
It worked.
H
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!
I can't make the intended sequence work.
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.
I don't think the original needed to be made harder. It was enough of a pain in the butt.
This one's overkill.