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Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on August 30, 2016, 03:01:18 PM

Title: Custom Map #3900: Idea Islands. By: tamrin
Post by: AutoPost on August 30, 2016, 03:01:18 PM
This topic is for discussion of map #3900: Idea Islands
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=3900)

Author: tamrin
Size: 224x224

Desc:
This map has few things which can be hard to solve :D but I will give u one hint... In this map u can collect Thor, so try it. Good Luck
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Grimeripe on August 30, 2016, 08:46:10 PM
The first start demanded extreme timing, but I got it right on something like the 20th try. Frustration...

Spoiler
Sedond part I conquered was the lover right,
Spoiler
where I now have my Command Node, not that it matters as a couple of super guppies can keep everything running.
[close]
[close]

Spoiler
However, as all the other interesting areas are covered by air exlusion zones, I am stumped. Som terraforming done upper right, but no way to get energy in there to build nullifiers.
[close]

Still like the map, it is really challenging.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Thufir on August 30, 2016, 09:16:34 PM
rly fun map, hard at times

Spoiler
but with hoverring Command node with enough energie in store you can take the middle island quite effordless without the thor

this was my order:
1 North west island
2 South east island by guppies
3 North west island by relay
4 charging of command nodes, then middle island
[close]
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: tamrin on August 31, 2016, 05:29:37 AM
ty for opinions :)
Spoiler
Good job, if u completed it without thor. For everyone, if u want to finish middle Island u will need to upgrade more times your energy storage, so u can fly with command node over nullifier. (how was said by Thufir) 
[close]

Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: stdout on August 31, 2016, 11:21:58 AM
Loved the map, tamrin, even though I was frustrated at nearly every corner! Had a time of over 3 hours and when I completed, was surprised to see only 3 other names on the score board.

For those who are stuck:

Spoiler
Take the top left.

Then send mortars and blasters to the bottom right, followed with guppies to power them. Clear it, then move your CN to the bottom right.

Build blasters and send them up to the little island with the terp tech. Use 2 guppies to power the blasters and nullify that emitter, then you can collect the terp tech. Now you're done with the bottom right island so move the CN back to the top left.

In that move, you will collect the relay tech. Place a terp in that same spot and use it to smooth out the island below that emitter, then nullify it using floating CN. Now you can connect to the top-right using a relay on that emitter's PZ.

With the forge weapon and a few berthas you can easily clear the bottom left, then float the CN (with a Thor and forge weapon backing you up) take the center island for a quick mopup.
[close]
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: MasterBata on August 31, 2016, 03:49:47 PM
Huh, how do you terraform the spot next to emitter near RELAY tech? It's out of reach...
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: tamrin on August 31, 2016, 04:51:05 PM
Quote from: MasterBata on August 31, 2016, 03:49:47 PM
Huh, how do you terraform the spot next to emitter near RELAY tech? It's out of reach...

Here is solution :)

Spoiler
First u need to collect the ralay tech - build collector next to it and fly with command node over it to build it. As second step place terp on the place where was relay and u can now terraform it.
[close]
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: MasterBata on August 31, 2016, 05:13:35 PM
Thanks! I actually managed to figure this out a couple of minutes ago :)
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Krossi on August 31, 2016, 05:29:39 PM
I dont get it, how to finish the map.

I got all but the South and center island. And I cant fine a way on either of them... :( :'(

Great Map btw ;D ;D
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on August 31, 2016, 06:19:08 PM
Spoiler

SW island is tricky depending on who you approach it. Fortunately you have Singularity fuel now.
It is possibly easier to rush the middle: Berthas, Singularity, invasion fleet as for the SE. CN energy storage high enough to be a large Guppy, overflying.

I took the SW by Bertha, Singularity and Terp, with little else until I had a CN landed and stable. Once the Digi is off, PZ Nullifiers. The Thor is thirsty, though, so make sure that it stays connected and that you have the power. You should have the power and to spare by now.
[close]
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: stdout on August 31, 2016, 09:05:26 PM
The center/south island with two keys can only be obtained after the center is defeated.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: D0m0nik on September 01, 2016, 03:36:26 PM
Wow, big and challenging map. I have little free time to play at the moment so took a couple of visits but well worth it. I think in terms of difficulty from start to finish you have done a fantastic job here, steady challenge throughout, great map, 10/10!
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PhailRaptor on September 02, 2016, 07:16:16 AM
I can't get the timing on the Spore cloud.   :'(  I get almost instakilled.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 02, 2016, 08:01:31 AM
Start

Hmmm...
Looks like there's one spot to begin. Let's start building.
Oh, dear. Creeper. Pulse Cannon time.
Not enough. Mortar.
Fairly contained Creeper spread, second PC.
Now that I can advance, Nullify.

Look! A nice PZ for a Beam. How about that, it takes all of the Spores singlehandedly (with enough power).
[close]

Useful?
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PhailRaptor on September 03, 2016, 01:05:31 AM
Quote from: GoodMorning on September 02, 2016, 08:01:31 AM
Start

Hmmm...
Looks like there's one spot to begin. Let's start building.
Oh, dear. Creeper. Pulse Cannon time.
Not enough. Mortar.
Fairly contained Creeper spread, second PC.
Now that I can advance, Nullify.

Look! A nice PZ for a Beam. How about that, it takes all of the Spores singlehandedly (with enough power).
[close]

Useful?

Guess I'm just gonna have to keep trying, then...
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: D0m0nik on September 03, 2016, 04:06:15 AM
Hey

Build about 7-8 collectors and two cannons. You should be able to push forward with these, best to keep close-ish to one edge of the square, you should have an energy surplus to build a beam. Once you get close enough build your nullifier.

My rough timings -

23 seconds - 7 collectors built and a cannon just started
35 seconds - first cannon built, 2nd started to build
50 seconds - 8 collectors and 2nd cannon starts to advance. Start beam build. Move one cannon forward at a time and inch forward.
1.50 - nullifier placed
2.56 - nullifier fires
3.00 cannon onto PZ
3.10 Beam onto PZ

3.30 first spores come into range.

This is a slow start form me, you have enough power with 7 collectors for three cannons, just disable one when you build the nullifier.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 03, 2016, 04:46:56 AM
The two Cannons and one Mortar seemed to me to produce a faster advancement. Then again, I was happy to put the economy in deficit for as long as it took to build the Nullifier. I don't recall, but I may not have built the Beam until I had the PZ already.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PMouser on September 07, 2016, 10:31:00 AM
huh, i cant win this even with the hints, i get beat be spores
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: D0m0nik on September 07, 2016, 01:10:06 PM
Can you follow my timings at all? Should be simple if you can keep up with those times.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PhailRaptor on September 07, 2016, 04:29:24 PM
I've conquered the entire north west section now.  But it took me a while, and now I'm having an issue at the south east corner.  The Creeper has reached depths of 400+.  I've been sending huge numbers of sacrificial Mortars down there, but the huge travel distance involved ensures that I can barely make a dent on the Command Node landing zone.  Worse, that 1 Emitter on the tiny island just above there is now overflowing out into space.  It's reached the narrow land strips and is flowing along them now.

Am I gonna have to start over, or can I still deal with this?
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: D0m0nik on September 07, 2016, 04:47:56 PM
I think this is one of those maps that if you are not quick it becomes quite difficult. To take this map you land units supported by guppies, so yes, I would start again!
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: stdout on September 07, 2016, 09:26:47 PM
When I played this map, I remember that I took a LONG time before assaulting the southeast corner. When I finally did, the creeper level was quite deep. I sent at least 10 full waves of mortars before enough had been cleared. So, rather than starting over you might try that.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 07, 2016, 11:14:13 PM
Mortars seem to be the greatest Creeper/load efficiency. Then just keep building. When it starts to thin, add Cannons. At this point, build a few PZ Guppies. Their readying time should approximately match the transit time of the Cannons, meaning that they arrive before the Cannons are discharged.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PhailRaptor on September 08, 2016, 02:32:10 AM
Quote from: stdout on September 07, 2016, 09:26:47 PM
When I played this map, I remember that I took a LONG time before assaulting the southeast corner. When I finally did, the creeper level was quite deep. I sent at least 10 full waves of mortars before enough had been cleared. So, rather than starting over you might try that.

The lowest I could get it to go was ~350, and that involved a good 6 sets of 8 Mortars that I micro'd to land 1 set after another to maintain almost constant fire until I ran out.  I guess I'll try again, and instead of taking out the whole northwest corner, I'll just do that starting bit and then start sending Mortars.  Or do you REALLY need the Guppies to maintain in order to reposition the Command Node?
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 08, 2016, 03:34:08 AM
You need them.

For the mortars, cover the entire surface of the far southwest. Don't be tempted to try and land a CN until that entire landmass is Emitter-free. Guppies are your friend. If there aren't Mortars trying to land near the Terp, send a bigger force.

A Guppy can pay for itself in additional shots, but for the Mortars, the term "Suicide Mission" is appropriate (although they are unmanned buildings...).
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: D0m0nik on September 08, 2016, 05:46:54 AM
Just to clarify, you don't need to clear the smaller island for the CN, just clear the bigger south East island and use guppies to build nullifiers. Then use the pzs to clear the islands fire the CN.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 08, 2016, 07:33:59 AM
And for the sake of precision: for the CN, not fire the CN. Autocorrect, I suspect.

Once you have the island, set up a small base, it will be powering the mainland for a time. Or just leave enough Guppies there as batteries.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PMouser on September 08, 2016, 03:51:05 PM
how do you take the inhibitor? I cant fly into it, can i cant land cn in there, and relays cant reach, i am stumped, ty
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: stdout on September 08, 2016, 05:27:34 PM
Hover the CN over the area while you build the nullifier. It's challenging, and helps to have a thor in the bottom left area to help keep the creeper cleared.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Loren Pechtel on September 08, 2016, 05:52:20 PM
Too tough to start.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: PMouser on September 09, 2016, 09:46:51 AM
ty, that worked. i won.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Alter Old on September 09, 2016, 03:06:45 PM
ty, tamrin, svhq map.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Loren Pechtel on September 12, 2016, 12:30:35 AM
Quote from: GoodMorning on September 02, 2016, 08:01:31 AM
Start

Hmmm...
Looks like there's one spot to begin. Let's start building.
Oh, dear. Creeper. Pulse Cannon time.
Not enough. Mortar.
Fairly contained Creeper spread, second PC.
Now that I can advance, Nullify.

Look! A nice PZ for a Beam. How about that, it takes all of the Spores singlehandedly (with enough power).
[close]

Useful?

Only if you're superman.  You have to kill that emitter before the first spore wave--and I'm nowhere near able to do that.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: GoodMorning on September 12, 2016, 12:50:31 AM
I pause a lot, so I did it first time. If a start looks tight, I sometimes end up laying the Collectors out, then disabling everything, and starting builds during the transit time of the last packets to the previous structure.

Screenshot series attached.

The PCs can be placed somewhat further back than they are in the 2 minute image to lessen their power use, which is still affects build speed at that point. Also, I miscalculated after the Nullifier fired, and landed that Beam in Creeper. The one in the final screenshot was built to replace it, meaning that some of the further Spores were already in the air. However, you can see that they were still outside Beam range, as it isn't firing. (I won't mention whether they were five seconds later, but the original Beam would have had time and to spare. Just make sure the residual Creeper is gone before it lands on the PZ.)
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: lumpik on November 04, 2017, 12:56:39 PM
One more excelent map, thank you, i like your maps. Good work.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Slachtkonijn on September 28, 2023, 02:17:30 PM
I've cleared the NW, NE and SE islands. How two berthas.

I think I miss two points: how can you "charge" a nullifyer in the central island, if there's creeper everywhere? Berthas don't keep it clean long enough, fighters can't reach.
Second: I can't send Guppy's to the SW island. So how can I power a nullifyer? Also can't target a location to fly to with CN...

So many hours played, still a n00b.
Title: Re: Custom Map #3900: Idea Islands. By: tamrin
Post by: Slachtkonijn on September 28, 2023, 02:45:05 PM
Quote from: Slachtkonijn on September 28, 2023, 02:17:30 PMI've cleared the NW, NE and SE islands. How two berthas.

I think I miss two points: how can you "charge" a nullifyer in the central island, if there's creeper everywhere? Berthas don't keep it clean long enough, fighters can't reach.
Second: I can't send Guppy's to the SW island. So how can I power a nullifyer? Also can't target a location to fly to with CN...

So many hours played, still a n00b.


And of course, after that, a breakthrough. Using ~10k forge split in two places, flying one CN back-and-forth, I managed to get one nullifyer on the middle island. Still don't get how to kill the left bottom island without nuking the center island first, though.