Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on November 15, 2015, 11:31:53 PM

Title: Custom Map #2804: Don't err. By: Jerdog
Post by: AutoPost on November 15, 2015, 11:31:53 PM
This topic is for discussion of map #2804: Don't err
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=2804)

Author: Jerdog
Size: 128x128

Desc:
I made the error in my final test. Ouch. Still finished though. #Vanilla #digitalis on void #lots of 1 spore towers #strong bugs
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: D0m0nik on November 16, 2015, 04:50:43 AM
10/10, Another fantastic map, really challenging start and great fight throughout, thank you  :)
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: PMouser on November 16, 2015, 11:55:06 AM
I cant do this, the energy makes it imposible
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: lividbishop on November 16, 2015, 03:01:57 PM
impossible!  :)

Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: isj4 on November 16, 2015, 03:38:31 PM
The start is tricky. I used all the energy in siphon to build reactors and the beams. And then more beams and ore mine + sprayer on "always on". That gave breathing space to build up a bit more.
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: stdout on November 16, 2015, 04:45:02 PM
It wasn't as difficult as I thought it would be. The AE tower can be nullified with the third CN at game open. As was said above, use the energy to build reactors. It was definitely an enjoyable battle and I gave it 9/10.
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: D0m0nik on November 16, 2015, 05:06:56 PM
Spoiler

If you are quick:
Land one CN top left and float the other two over the gaps to the right and below of your CN to take out the first few spores and free up PZs. It is not too hard to do but you will need to use the N key or pause.
[close]
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: Jerdog on November 16, 2015, 09:33:31 PM
Darn you D0m!
Spoiler
I didn't think anything could be done using those corners before creeper filled them in so I didn't make them unlandable.
[close]
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: RrR on November 17, 2015, 05:03:29 AM
Quote from: Jerdog on November 16, 2015, 09:33:31 PM
Darn you D0m!

I assummed the hole was deliberate. It was certainly convenient. I managed to
Spoiler
nullify 5 spore towers and get three PZ beams before the first spore wave
[close]
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: D0m0nik on November 17, 2015, 05:23:22 AM
Sorry Jerdog!  :)
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: stdout on November 17, 2015, 11:50:46 AM
I think that maps with (minor) holes are the very best maps. Finding way to exploit gaps in defenses is a critical component of CW3's enjoyment for me and dramatically adds to the replayability of a mission.
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: pastor.healer on November 17, 2015, 09:05:50 PM
Nicely done stdout!  Thoroughly enjoyed the run.  :)
Title: Re: Custom Map #2804: Don't err. By: Jerdog
Post by: Loren Pechtel on November 22, 2015, 01:39:40 PM
I don't see why people are saying this is so hard.

Reactors and beams in your start corner, kick the extra CNs back to orbit when you have filled the rest of the space.  Build out the arm with relays and beams.  Use sprayers to make a pool of AC on your area so that if you take a hit it's quickly soaked up.

I didn't realize you could go for that anti-air at the start but it's not an issue to me anyway--I saw no use for air (other than I would have liked a quick strike at the arms full of spores--no guppies.)