Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on July 31, 2016, 06:16:58 AM

Title: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: AutoPost on July 31, 2016, 06:16:58 AM
This topic is for discussion of map #3818: map 141 PAC-01
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3818)

Author: yum234
Size: 120x140

Desc:
My first PAC map. Special thanks to creators of PAC mode: stewbasic, stdout, teknotiss and Hubs. #PlayAsCreeper #GoodLuck!
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: mzimmer74 on July 31, 2016, 08:03:09 AM
Woke up this morning and saw two of my favorite CW3 types of maps (yum & PAC) in one!  Was quite happy to see that and loved the map!  It was actually one of the first PAC maps I've played where the runners were extremely helpful to advancing.  Great job.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on July 31, 2016, 08:20:54 AM
Very good job. We don't need quite as many PZs for taking the first CN.

Note for anyone else who took a while to begin advancing:
Spoiler

The terrain is formed of/in channels for your convenience.
[close]
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on July 31, 2016, 09:10:33 AM
Quote from: mzimmer74 on July 31, 2016, 08:03:09 AM
Woke up this morning and saw two of my favorite CW3 types of maps (yum & PAC) in one!  Was quite happy to see that and loved the map!  It was actually one of the first PAC maps I've played where the runners were extremely helpful to advancing.  Great job.

Thank You for so kind comment!  :) :-[

For me creating new type of map was not so easy. I still don't know how use Berta, Bomber, Strafer etc.
Runners was too lazy in comparison with my expectations.  ;)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: isj4 on July 31, 2016, 09:58:41 AM
Really nice map.
I don't know if you meant for us bombard the lower half with spores exhausting the beams? I did something simpler
Spoiler
With a 500+ emitter you can push intothe void. I found that to be effective on the bottom half of the map
[close]
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: newuploader1 on July 31, 2016, 01:40:56 PM
I absolutely love the maps where you play as creeper.  This was a great one!
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: MasterBata on July 31, 2016, 01:47:07 PM
Hey guys,

I registered now (even though I bought the game as soon as it came out) just to say that this is one of the best PAC maps out there.
And the first one where
Spoiler
brute forcing your way across void with creeper
[close]
can be part of the strategy.
Very well done!

MOAR PAC!!!
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on July 31, 2016, 02:24:37 PM
Quote from: newuploader1 on July 31, 2016, 01:40:56 PM
I absolutely love the maps where you play as creeper.  This was a great one!

Thank You! You are welcome!  :)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on July 31, 2016, 02:28:21 PM
Quote from: MasterBata on July 31, 2016, 01:47:07 PM
Hey guys,

I registered now (even though I bought the game as soon as it came out) just to say that this is one of the best PAC maps out there.
And the first one where
Spoiler
brute forcing your way across void with creeper
[close]
can be part of the strategy.
Very well done!

MOAR PAC!!!

Thank You for so good first comment in Forum about my first PAC map!   :) :-[
This is my first attempt to create PAC map. Was it too easy or too hard?
Even I surprised that runner with high payload can create bridge in void!  :)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: D0m0nik on July 31, 2016, 03:01:55 PM
Logged on for the first time in 3 days to find a YUM PAC map! Fantastic.

Great map Yum, about right in terms of difficulty in my opinion, not obvious straight away how to attack and not too much of a slog. Well done for getting the runners in there although they are not what bridge the void, it is just pure volume of creeper that allows the bridge.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Loren Pechtel on July 31, 2016, 06:14:13 PM
Quote from: mzimmer74 on July 31, 2016, 08:03:09 AM
Woke up this morning and saw two of my favorite CW3 types of maps (yum & PAC) in one!  Was quite happy to see that and loved the map!  It was actually one of the first PAC maps I've played where the runners were extremely helpful to advancing.  Great job.

Yeah, my favorites also (along with Pastor.Healer but I haven't seen any of his for a while) but I'm stumped on this one.  There's too much fire cutting my digitalis to do anything once I get off my tiny island at the start.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on July 31, 2016, 06:42:40 PM
Maybe I wasn't clear above, yum: Good map. The rest was advice.

For the start difficulty:
Spoiler

You have a Spore, use it. You may need to go right somewhat further than seems reasonable, and circle around behind that annoying first CN. I did.
[close]

Many PaC maps allow void overspill, it's just a matter of using a field. This one is unusual in that you can get it before winning, without the field. Overspill occurs at 500 Creeper (minus terrain height) because Void is implemented as height 500 terrain. Digi is treated as Height 0, whatever the underlying terrain, which is why it's such a good bridge. If done correctly, high-Creeper bridges can be destroyed to flood the surrounding void with released Creeper, allowing more Digi to be laid.

As to using Berthas and air units: these must be set before the map begins. More specifically, before the CRPL containing EnableAlternateControlMode runs. You would need to set Bertha targets or put them on auto target, and set Strafers and Bombers to automatic launch.

You can also retard our progress by setting some of those PZ PCs to targeting Digitalis, or help us get Creeper where it' sneezed by making them target Runners. Terps can still be controlled by hotkey,  and Mortars also have some advanced settings, such as targeting Creeper before Digi.

I think that this is the most PZs I have seen in a PaC map. There's not much use for them beyond the 2100 Creeper limit, except to make a Spore storm, for which I rarely have the patience. When you have void-bridging levels of Creeper, Spores begin to become redundant, esp. with PZ Beams.

Hope this helps, I look forward to seeing more.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Loren Pechtel on July 31, 2016, 10:39:12 PM
Quote from: GoodMorning on July 31, 2016, 06:42:40 PM
Maybe I wasn't clear above, yum: Good map. The rest was advice.

For the start difficulty:
Spoiler

You have a Spore, use it. You may need to go right somewhat further than seems reasonable, and circle around behind that annoying first CN. I did.
[close]

That doesn't do it--there are two beams in the NE and you can only take two spores at the start.  Besides, if you can't hook up the digitalis there's not any point in going there anyway.  I can't push the live digitalis beyond the end of that first channel, nor can I push it far enough down either of the down channels to do any good.  Firing anywhere but the very top of the map is useless, you just get picked off.  There's also the problem that the PZ mortar in the NNW keeps cutting my digitalis.

There are simply very few things one can do at all at this point and I don't see how to make any of them useful.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on July 31, 2016, 11:05:36 PM
I sat at that point for a time.

Spoiler

The lower Spore is no use, convert to an Emitter.
The upper Spore can get you a Digi link eastward along the very top of the map.
To stop the Mortar, do what you can to push south for a while, to let the Digi grow east.
With creative use of the field and Spores, including intentional shortfall, you can get some Digi growth under the Beam near the top channel. Connecting the new Runner Nest lets you get more Creeper, and the Relay giving power to the PC that's only bothering you now is vulnerable from within the small downward channel if you deploy the field.
[close]

That's how I recall doing it, but it's the trickiest bit.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Loren Pechtel on August 01, 2016, 10:18:43 PM
Quote from: GoodMorning on July 31, 2016, 11:05:36 PM
I sat at that point for a time.

Spoiler

The lower Spore is no use, convert to an Emitter.
The upper Spore can get you a Digi link eastward along the very top of the map.
To stop the Mortar, do what you can to push south for a while, to let the Digi grow east.
With creative use of the field and Spores, including intentional shortfall, you can get some Digi growth under the Beam near the top channel. Connecting the new Runner Nest lets you get more Creeper, and the Relay giving power to the PC that's only bothering you now is vulnerable from within the small downward channel if you deploy the field.
[close]

That's how I recall doing it, but it's the trickiest bit.

I didn't think of trying to distract the mortar, I already tried the rest of it.

And the south spore can be of use--aimed at the very top square of the map it still gets through.

Edit:  Trying it again I find myself in the same boat:  The PZ-cannon near the second runner nest keeps killing my digitalis.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on August 01, 2016, 11:00:51 PM
When I have time, I'll go through again. In the meanwhilst, you could try Spore above channel, field pushing downward.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: D0m0nik on August 02, 2016, 05:49:03 AM
Hey Loren

Here are pics of how I did it, 2 far PZs for beams timed to land at the same time on the same spot to aid spreading the digitalis. You cannot get the far right PZ until a runner knocks out the Cannon or the relay to the canon.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Loren Pechtel on August 02, 2016, 10:04:50 PM
Quote from: D0m0nik on August 02, 2016, 05:49:03 AM
Hey Loren

Here are pics of how I did it, 2 far PZs for beams timed to land at the same time on the same spot to aid spreading the digitalis. You cannot get the far right PZ until a runner knocks out the Cannon or the relay to the canon.

Shots #1 and #2 are exactly what I've been doing.  I've never managed to stun that cannon, though, and without it you can't push beyond the wall.  That gives me an idea, though--I'm not sure my digitalis went along the top of the wall, I'll see if I can get it there.

Edit:  Beat it--but by luck.  Two runners died at the same time in the right spot to give me enough creeper to take out the power there.  Between stuns of the relay feeding it and stuns of the cannon I managed to connect to the next PZ and at that point the map became basically routine.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: D0m0nik on August 03, 2016, 05:50:05 AM
Yeah I think we all had a bit of help from the runners but I think that is by design rather than luck.

A PAC map that needs runners help to progress through areas does add an eliment of chance, they will stun units eventualy but for speed players it is a bit random. Still loved this though.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Cavemaniac on August 03, 2016, 03:23:26 PM

Yum must be pleased - his maps are among the most discussed on the forums.

Now he's tried his hand at a PAC map, that'll make a lot of people even more happy!

:D
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Loren Pechtel on August 03, 2016, 08:46:30 PM
Quote from: D0m0nik on August 03, 2016, 05:50:05 AM
Yeah I think we all had a bit of help from the runners but I think that is by design rather than luck.

A PAC map that needs runners help to progress through areas does add an eliment of chance, they will stun units eventualy but for speed players it is a bit random. Still loved this though.

It wasn't the stunning that gave it to me, but two of them dying at exactly the right time.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on August 04, 2016, 03:37:18 AM
Quote from: Cavemaniac on August 03, 2016, 03:23:26 PM

.... that'll make a lot of people even more happy!

:D

Thank You!
And I will be very happy!  :)  :)  :)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on August 04, 2016, 03:44:05 AM
Quote from: D0m0nik on August 03, 2016, 05:50:05 AM
Yeah I think we all had a bit of help from the runners but I think that is by design rather than luck.

A PAC map that needs runners help to progress through areas does add an eliment of chance, they will stun units eventualy but for speed players it is a bit random. Still loved this though.

Yes. You are right. And I have some idea how increase probability of lucky chance...  ;)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on August 04, 2016, 04:18:11 AM
One way is to cut a "wodge" (technical term) off your network in such a way that the Nest is still included, but the Runners don't have as much internal Digi to run to, spending more time at the front lines. Indeed, I seen to recall some smaller PaC maps requiring this tactic.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: stdout on August 04, 2016, 09:37:19 AM
Excellent PAC map, Yum. You are truly a master of Creeper World!
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: Ratboy on August 05, 2016, 11:58:27 AM
Another amazing map! I hope you make some more PAC.
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on August 05, 2016, 02:14:49 PM
Quote from: Ratboy on August 05, 2016, 11:58:27 AM
Another amazing map! I hope you make some more PAC.
Thank You!  :)
This is second desire for new PAC map (first was from MasterBata).
HAI! KASHIKOMARIMASHITA! ("Yes. I will make!" - in Japanese  :) )

What kind of PAC map better: tricky, easy or Big&Hard?
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on August 06, 2016, 03:16:11 AM
Quote from: GoodMorning on August 04, 2016, 04:18:11 AM
One way is to cut a "wodge" (technical term) off your network in such a way that the Nest is still included, but the Runners don't have as much internal Digi to run to, spending more time at the front lines. Indeed, I seen to recall some smaller PaC maps requiring this tactic.

I found way how to control random chance of runners movement.
See new PAC PUZZLE map.  ;)
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: GoodMorning on August 06, 2016, 04:25:52 AM
I saw the new way before this post. Perhaps I play too much?
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on August 13, 2016, 11:13:46 AM
Quote from: stdout on August 04, 2016, 09:37:19 AM
Excellent PAC map, Yum. You are truly a master of Creeper World!

Too positive words! Thank You!  :) :-[

Real Masters of CW3: Hubs, Kalek (It is pity that he long time not present us new excellent as always map), DOmOnik (I am still wating fo Mars Attack-4), Sorrontis, Creepermind and many other authors. Your exellent PAC maps are really very beautiful!  I am still studying...
Title: Re: Custom Map #3818: map 141 PAC-01. By: yum234
Post by: yum-forum on January 06, 2019, 09:46:21 AM
TKB video:

https://www.youtube.com/watch?v=Em79kP1WhHs

Thanks!  :)