This topic is for discussion of map #3508: Unknown
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3508)
Author: Sorrontis
Size: 128x63
Desc:
For you my friends. Because the last one was too easy. #Sorrontis #CRPL #PopUpSpore #NastySurprises #Reward #SpineEmitter
how do you beat this, on so little energy? ty
make reactors, not collectors
how to be ready for all the supprises?
you can set them off early with any built unit. they are always at the same spot :D
Good map. Two things: AC lakes resist the spike, and are surprisingly easy to accumulate. Destroying the Inhibitor did not end the map, for me. Possibly a bug, trying again.
Quote from: GoodMorning on May 11, 2016, 08:07:04 PM
Good map. Two things: AC lakes resist the spike, and are surprisingly easy to accumulate. Destroying the Inhibitor did not end the map, for me. Possibly a bug, trying again.
Yep, it wasn't meant to be impossible. AC is a good thing.
I hope its a bug. No major CRPL in this map that could cause that.
Second try, same result.
Procedure:
Work right, Nullifying everything that pops up. Hit the two CRPL towers by PZ Nullifier. Activate surprise, be saved by AC, leftover weapons, (and Nullifiers placed for the occasion on the second round). Hit Inhibitor. Emitters pop, map continues. Importing to editor to find issue...
...found it. I would ask that you add a line to Landmine.crpl if it is to be invisible, that it might be destroyed by Inhibitor or Nullifier. A part-overlapping Forge was the problem, it was built in the lower-right of that pad, and prevented anything getting close enough to trigger it. Not knowing it was there, and with the Inhibitor missing it...
Quote from: GoodMorning on May 11, 2016, 08:50:03 PM
...found it. I would ask that you add a line to Landmine.crpl if it is to be invisible, that it might be destroyed by Inhibitor or Nullifier. A part-overlapping Forge was the problem, it was built in the lower-right of that pad, and prevented anything getting close enough to trigger it. Not knowing it was there, and with the Inhibitor missing it...
Oh shoot, there was supposed to be a reactor that pops up on that one too.
Odd, that you provide Reactors on Emitters. Perhaps something that only makes an Emitter if there's not a PZ, else a Reactor? (Also, is was interesting to see that sometimes PZ Mortars graphically stack over the reactor CRPLed in, and other times under, with the reactor pulse and mortar firing over all...)