Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 30, 2016, 10:49:25 AM

Title: Custom Map #3115: Jump into creep V2. By: Horschi
Post by: AutoPost on January 30, 2016, 10:49:25 AM
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:
Title: Re: Custom Map #3115: Jump into creep V2. By: Horschi
Post by: Jerdog on January 30, 2016, 11:56:15 PM
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.
Title: Re: Custom Map #3115: Jump into creep V2. By: Horschi
Post by: Builder17 on January 31, 2016, 02:01:27 AM
Could limiting CN:s into 1 help in it?
Title: Re: Custom Map #3115: Jump into creep V2. By: Horschi
Post by: D0m0nik on January 31, 2016, 04:11:24 AM
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!
Title: Re: Custom Map #3115: Jump into creep V2. By: Horschi
Post by: Loren Pechtel on February 02, 2016, 03:44:25 PM
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.