This topic is for discussion of map #3535: Whining Winners
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3535)
Author: Sorrontis
Size: 128x128
Desc:
This was a hoot! #Sorrontis #CRPL #PulseEmitter #CreeperBeams #RampingSpores #Digitalis #SecretSpore #LimitedSpace #VeryHardStart
The last of my old projects from before I stopped playing. Now for a new project that'll take a lot of time.
I don't find this to be fun. You have a very tiny space to start. When you finally get that island taken you have to hold it against numerous spores, so you need to allocate plenty of space for beams. You also are very short on energy so lots of reactors is a must. That only left me with a dozen or so spaces to build cannons and sprayers. Oh, and you only get 2 ore mines.
Should you take the east island, eventually the creeper in the middle will be released and completely destroy it.
Then there is the spores that increase every set. Eventually I was fighting off 25 and 26 spore waves and could not keep up. I tried taking the south island, but there is something like 40-80 creeper on it and I cant establish a base there to resupply my turrets unless I devote 3-4 guppys. Which I don't have the space for.
Want to get upgrades? You have to take the south island which is covered in creeper.
It simply is too oppressive of a map. Between increasing spores and the central creeper always keeping me on the defensive, I am too low on energy to build an offensive and the alternate to get anti creeper doesn't have enough resources.
>> I don't find this to be fun. You have a very tiny space to start. When you finally get that island taken you have to hold it against numerous spores, so you need to allocate plenty of space for beams. You also are very short on energy so lots of reactors is a must
Personally, I like hard starts very much. Of course, unless this is unbeatable. But it sounds like a must-play map for me.
Beatable - but difficult. Each stage has a strategy needed, but all previous stages need to be beaten quickly to allow time for testing the next. (Of course, other people might see what must be done immediately - I can only offer my opinion.)
Hello all. I'll remind everyone that this is a #Sorrontis map ... don't expect anything to be fair; but you can always reset assured that it is beatable.
Wow, that player FelucoPower did great. I wonder how s/he did it. A guide would be great!
Ok, this is a hard map, and it is fun, albeit if you don't like to be under pressure then you find this fun.
Spoiler alerts:
* First thing - the creeper is very liquid, so anti creeper is a must. Blasters are useless
* Managed to beat the game only after 2nd run - in first run i didnt take the southern island with tech, so progressing was hard, and restart after 20 or so mins
* Taking south island is not that hard, just build a ton of reactors on main island. You dont need guppies for this, just utilise relay on PZ.
* I liked that spores were getting bigger in numbers - keeps the pressure.
* The guns are cool - a bit frustrating, cause the creeper can appear on top of your units/island, but it made sure that the when the clock ticks a ton of mortars and anticreeper is ready.
* Congrats to FelucoPower for beating this quit. I could have finished some minutes earlier, but definitely not in under 30 mins.
Great, challening game.
Non-AC assistance may be provided by Shields, due to the abundance of thin Creeper. Failing that, Terp.
Oh, shields. Didn't think of that!
I spent a long time forgetting AC, but holding doom off with shields. Eventually the Spores will kill you, but it gives time to test. Ineffective against deeper Creeper.
Thought: In future, perhaps a higher flow rate and a higher evaporation limit? Or no evaporation limit at all?
This map has no evaporation :D The void makes the creeper spread out
Setting it to 0? I was thinking of setting it to multiple float Creeper, and deploying extremely strong Emitters.
Well, I'm working on a new map. We'll see what happens.
Just got round to this one, what a monster! The trick at 20mins was a killer, difficult map all the way through.
Spoiler
Guppies and shields are defo key and taking the south island early helps as well!
Quote from: D0m0nik on May 20, 2016, 05:16:42 PM
Just got round to this one, what a monster! The trick at 20mins was a killer, difficult map all the way through.
Glad you liked it!
I sat for a bit, and looked at what you might not have meant for us to do:
Forge on first PZ? Berthas counteracting the pulse? Guppy fleets? Shields, you had already mentioned, but the effect of no-evaporation on the Creeper under them was curious.
Quote from: GoodMorning on May 20, 2016, 11:14:46 PM
I sat for a bit, and looked at what you might not have meant for us to do:
Forge on first PZ? Berthas counteracting the pulse? Guppy fleets? Shields, you had already mentioned, but the effect of no-evaporation on the Creeper under them was curious.
Guppy fleets. Definitely Guppy fleets. Although, that's how I stock up massive amounts of energy for anything. It's a good storage method.
Yeah I enjoyed it, I found it very useful to have the island to the south and the island in the south east before the 20 min event. PZs at the top were for relays, a beam and some reactors.
I played a different game, taking 1 1/2h, and learned to resist each threat, rather than pre-empting. One day I aspire to the skill level that allows pre-emption... ...one day. (Oh, look! Flying pigs!)
Dunno how I missed this map for so long. Haven't been playing much this year I guess :P
I really liked it - pretty challenging right from the start, although not as difficult as other maps by Sorrontis. I played around with a few different things before going for the southern island to get the tech. I'd highly recommend getting it earlier than 1h into the game.
It gets real fun when there are about 2x70 spores per wave ;D
Since I don't enjoy breaks in the action (i.e., pausing), I crept along pretty slowly and secured each position before moving onward. Usually there are "surprises" all over Sorrontis' maps so ya never know. This one is actually pretty straight forward.
I'm not sure why powergrid would be a real problem though. It was a bit touchy in the first couple minutes trying to figure the optimal collector/reactor/beam combination... after that it was just slow and steady progress.
I love all the surprises in your maps, mate! Makes things more adventurous!
Thanks for the map and keep up the great work! 8)
Thanks for the praise J. H. 8)
I didn't realize people still played my old CW3 maps :) I'm really happy you enjoyed it.