This topic is for discussion of map #3115: Jump into creep V2
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3115)
Author: Horschi
Size: 150x150
Desc:
Do you realize you still haven't protected the big emitters.
Base #1 build up.
Base #2 can sit in shallow creeper for quite awhile while taking out the 1000 & 2000 emitters.
Base #3 takes out the spore tower then juggles with #2 until terp is ready to make a safe spot.
Eventually a relay in a pz links them.
Could limiting CN:s into 1 help in it?
By allowing the spore to be taken early and providing stars that can be used to bridge the island I would say this version is easier than the 1st!
I didn't see how to preempt the spore but I had no problem taking out the two super-emitters before they activated.
I took a good portion of the south island with bertha fire, including the spore. Only the SW emitter required bringing over a cannon. A couple of others required a PZ-terp to make pads for the nullifier.