Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on October 04, 2015, 10:16:12 PM

Title: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: AutoPost on October 04, 2015, 10:16:12 PM
This topic is for discussion of map #2628: JQ 2.71 Sec Tirrn 2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2628)

Author: Pastor.Healer
Size: 213x93

Desc:
Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: RrR on October 05, 2015, 03:54:10 PM
Soggy start!
Spoiler
Some of the digitalis that looks like it is connected isn't. Whoops. Dead runners before I have weapons ready for their juicy cargo
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Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: pastor.healer on October 05, 2015, 05:19:30 PM
I think you did that on purpose :)
Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: PMouser on October 05, 2015, 05:28:06 PM
i could not get the creeper in starting area cleared out fast enough to stop the flooding. help please. ty
Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: pastor.healer on October 05, 2015, 11:34:29 PM
Goodness...  I knew that was too good to be true... ARE R ARE  :)
Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: applemachome on October 05, 2015, 11:42:36 PM
Quote from: PMouser on October 05, 2015, 05:28:06 PM
i could not get the creeper in starting area cleared out fast enough to stop the flooding. help please. ty

Spoiler
dont need to clear out the creeper first just get your base going
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Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: D0m0nik on October 06, 2015, 03:24:52 PM
Nice map PH, love how you evolve your style without loosing it's essence (and that's not just the big bugs!)

Spoiler

Quotedont need to clear out the creeper first just get your base going

You need to move very fast!! If you position relays carefully you can quickly free up the top 6 PZs, build 2 reactors on them and two beams and, with a very quick terp, move your entire base up there. 2 or 3 blasters are all you need to have a stable base. You then have a great starting position. Speed is essential though, my first run I could not get the reactors built in time and could not support the beams.
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Title: Re: Custom Map #2628: JQ 2.71 Sec Tirrn 2. By: Pastor.Healer
Post by: pastor.healer on October 06, 2015, 06:46:20 PM
Thanks D0m0nik!  That means a lot to me.  Bless you  :)